Duke Nukem 3D

From Sega Retro

For the Sega Mega Drive game, see Duke Nukem 3D (Mega Drive).

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Duke Nukem 3D
System(s): Sega Saturn
Publisher: Sega
Developer:
Original system(s): IBM PC
Publisher(s) of original games: GT Interactive Software
Developer(s) of original games: 3D Realms
Peripherals supported: 3D Control Pad, 6Player
Genre: Shooting

















Number of players: 1-2 (2-7 for Death Tank Zwei)
Release Date RRP Code
Sega Saturn
US
$49.9949.99[2] 81071
ESRB: Mature
Sega Saturn
EU
MK81071-50
BBFC: 18
Sega Saturn
DE
MK81071-50
USK: 18
Sega Saturn
PT
STJSE0704
Sega Saturn
UK
£44.9944.99[4][3] MK81071-50
BBFC: 18
Sega Saturn
GR
Sega Saturn
PL
209zł209
Sega Saturn
AU
FDUK00SSC
OFLC: MA15
Sega Saturn
BR
191x27
Tectoy: 18+
Non-Sega versions

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Duke Nukem 3D is a Sega Saturn first-person shooter developed by Lobotomy Software and published by Sega. A port of the titular 1996 IBM PC game Duke Nukem 3D, it was first released in the United States and Europe in October 1997[1][3], and notably takes advantage of the analog features of Sega's 3D Control Pad.

Gameplay

The Saturn port also contains an exclusive level named "Urea 51."

Controls

"Duke Nukem 3D makes use of either the digital controller or the 3D Control Pad for more precise control. Since not all the actions could be mapped onto either controller, the game does not allow you to crouch. To look up or down, you hold the look button (X on default) and move the D-pad or analog stick. To access items or to toggle the map on or off, you must pause the game to activate those functions. In order to ascend or descend with the jet pack item or underwater, hold the Jump button (B on default) and hold either L to go down, or R to go up.

Weapons

Mighty Foot
Pistol
Shotgun
Ripper Chaingun Cannon
RPG Launcher
Pipe Bombs
Shrinker
Devastator
Tripbomb
Freezethrower

Items

Health

Medkit
Atomic Health Unit
Armor

Inventory items

Access Cards
Steriods
Holoduke
Jetpack
Night Vision Goggles
Scuba Gear
Protective Boots

Enemies

Assault Trooper
Assault Captains
Protozoid Slimers
Pig Cops
Recon Patrol Vehicles
Enforcers
Octabrain
Battlelord
Battlelord Sentry
Assault Commander
Sentry Drone
Overlord
Cycloid Emperor

Levels

  • Despite being a later release for the Saturn, the game does not support saving directly to Saturn Backup Memory and saves to internal battery memory only, but does allow loading from Backup Memory if a save is detected.

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Hollywood Holocaust

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The Red Light District

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Death Row

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Toxic Dump

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The Abyss

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The Launching Facility

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Spaceport

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The Incubator

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Warp Factor

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Fusion Station

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Occupied Territory

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Tiberius Station

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Lunar Reactor

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The Dark Side

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Overlord

Notavailable.svg

Raw Meat

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Bank Roll

Notavailable.svg

Flood Zone

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L.A. Rumble

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Movie Set

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Rabid Transit

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Fahrenheit

Notavailable.svg

Urea 51

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Hotel Hell

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Stadium

Sega NetLink

Duke Nukem 3D was one of the few games that made use of the Sega Saturn's Sega NetLink modem for multiplayer between two players. Players had the choice of playing through the Single Player game cooperatively or competitively through "Dukematch" across all the levels in the game.

History

Release

Duke Nukem 3D is part of Sega's Deep Water label to recognize games created for mature audiences.

Versions

Rather than running in Ken Silverman's original Build engine used to power the PC version of Duke 3D, the Saturn version runs on Lobotomy's own in-house 3D "SlaveDriver" engine, previously seen with PowerSlave/Exhumed and set to be seen again with Quake. Improvements to the SlaveDriver engine in this iteration include the ability to support larger maps, as well as more dynamic lighting.

Conversely, the Build engine was at its heart a 2D system making use of raycasting solutions (much like the earlier Wolfenstein 3D and Doom), leading to visible distortions when the player looks up or down. The converted maps of the Saturn version mean this is no longer an issue, and many other graphical quirks associated with raycasting are also eliminated.

Like most console conversions of the era, the game aims for a 30FPS frame rate but regularly misses its target. It does, however, perform more consistently than its rival PlayStation conversion, whose use of a Build-esque software rendering engine and unlocked frame rate causes gameplay to run between rare highs of 60FPS and lows of 10FPS, depending on the scene.

The Saturn version is also more accurate than the Nintendo 64 conversion, retaining more of the PC game's original graphics and offering an in-game soundtrack. However, the N64 port benefits from the system's analogue controls, smoother frame rate and split-screen multiplayer option.

Production credits

  • Executive Producer: Paul Lange, Brian McNeely
  • Project Managers: Dominick Meissner, Patrick Schreiber
  • Game and Stage Redesign: Dominick Meissner
  • Programming Lead: Patrick Schreiber
  • Programming Team: Patrick Schreiber, John Yuill, Ezra Dreisbach
  • 3D Engine: Ezra Dreisbach
  • Brew World Editing Tool: David Lawson
  • Additional Programming: Paul Haugerud, Kurt Pfeifer
  • Lead Artist: Troy Jacobson
  • Ambient Lighting and Object Editing: William Vallieres
  • Additional Art: Kevin Chung, Eric Klokstad
  • Sound Effect and Music Arrangement: Scott Branston
  • Quality Assurance: Tom Kristensen
  • Additional Stage Design: Ezra "Urea 51" Dreisback, Brian McNeely, David Lawson, William Vallieres, Tom Kristensen
  • Peepshow Animation Tool: Paul Schreiber
  • Art Processing Tools: John Yuill, Ezra Dreisbach, Patrick Schreiber
  • MIA: Kurt Pfeifer, John Schwab
  • Urea 51 Bonus Track: "Desolation Sound" By Madcap
  • Madcap: Troy Jacobson, Stefan Fritz, Steve Johnson, Jason Dolan, John Fujic
  • Special Thanks: Marjacq Micro Ltd., David Locke, Rick "The Ice Cream Man" Wheeler, Steve Hutchins, Mark "Sonic Jam" Maslowicz, Lloyd Kinoshita, Richard Leadbetta, Dan Jevons, Manny Granillo
Sega of America Staff:
Source:
In-game credits
Lobotomy Software Inc.
  • Executive Producers: Paul Lange, Brian McNeely
  • Project Managers: Dominick Meissner, Patrick Schreiber
  • Game Adaption and Stage Design: Dominick Meissner
  • Programming Lead: Patrick Schreiber
  • Programming Team: Patrick Schreiber, John Yuill, Ezra Drisbach
  • 3D Engine: Ezra Dreisbach
  • BREW World Editing Tool: David Lawson
  • Additional Programming: Paul Haugerud, Kurt Pfeifer
  • Lead Artist: Troy Jacobson
  • Ambiant Lighting and Object Editing: William Vallieres
  • Additional Art: Kevin Chung, Eric Klokstad
  • Sound Effect and Music Arrangement: Scott Branston
  • Quality Assurance: Tom Kristensen
  • Additional Stage Design: Ezra 'Urea 51' Dreisbach, Brian McNeely, David Lawson, William Vallieres, Tom Kristensen
  • PeepShow Animation Tool: Paul Schreiber
  • Art Processing Tools: John Yuill, Ezra Dreisbach, Patrick Schreiber
  • MIA: Kurt Pfeifer, John Schwab
  • Special Thanks: Marjacq Mirco Ltd., 3D Realms, Steve Hutchins, Mark Maslowicz, Richard Leadbetter, Dan Jevons, Manny Granillo, Jon Orantes
Source:
US manual[5]

Magazine articles

Main article: Duke Nukem 3D/Magazine articles.

Promotional material

1997 11 - Duke Nukem 3D.jpg
ES print advert
Saturn advert GR.jpg
GR advert
DukeNukem3D Sat GR advert.png
GR advert
Best of Sat GR advert.png
GR print advert
Logo-pdf.svg
Print advert in Sega Saturn Magazine (UK) #25: "November 1997" (1997-10-15)
Logo-pdf.svg
Print advert in Secret Service (PL) #52: "Grudzień 1997" (1997-1x-xx)
also published in:
Logo-pdf.svg
Print advert in Neo (PL) #3: "Luty 1998" (1998-xx-xx)
also published in:

Physical scans

Sega Retro Average 
Publication Score Source
86 №61, p40/41
Sega Saturn
86
Based on
1 review
Sega Retro Average 
Publication Version Score
Consoles + (FR) PAL
91
[15]
Computer & Video Games (UK)
100
[4]
Digitiser (UK) PAL
90
[16]
Edge (UK)
80
[17]
Electronic Gaming Monthly (US) NTSC-U
75
[18]
Gambler (PL)
85
[19]
GameFan (US) NTSC-U
93
[20]
GamePro (US) NTSC-U
90
[21]
Gry Komputerowe (PL)
79
[22]
Joypad (FR) PAL
91
[23]
Neo (PL)
80
[24]
Saturn Power (UK) PAL
94
[25]
Świat Gier Komputerowych (PL)
85
[26]
Sega Saturn Magazine (UK) PAL
97
[27]
Strana Igr (RU)
100
[28]
Ultra Game Players (US) NTSC-U
80
[29]
Sega Saturn
88
Based on
16 reviews

Duke Nukem 3D

Saturn, US
Dukenukem sat us backcover.jpgDukenukem sat us frontcover.jpg
Cover
Duke Nukem 3D Sat US disc.jpg
Disc
Dukenukem3d sat us manual.pdf
Manual
Saturn, EU
Dukenukem sat eu cover.jpg
Cover
DukeNukem3D saturn eu cd.jpg
Disc
DukeNukem3DSaturnEuManual.pdf
Manual
Saturn, DE
DukeNukem3D Sat DE cover.jpg
Cover
DukeNukem3D saturn eu cd.jpg
Disc
Saturn, PT
DukeNukem3D Sat PT cover.jpg
Cover
DukeNukem3D saturn eu cd.jpg
Disc
Saturn, GR

Saturn, AU
DukeNukem3D saturn AU Cover.jpg
Cover
DukeNukem3D saturn eu cd.jpg
Disc
DukeNukem3DSaturnEuManual.pdf
Manual
Saturn, BR
DukeNukem Sat BR cover.jpg
Cover

Technical information

ROM dump status

System Hash Size Build Date Source Comments
Sega Saturn
CRC32
MD5
SHA-1
554,817,984 CD-ROM (EU) MK81071-50 V1.014
Sega Saturn
CRC32
MD5
SHA-1
564,341,232 CD-ROM (US) 81071 V1.018
Sega Saturn
 ?
CRC32
MD5
SHA-1
1997-09-18 Page

Save data

Duke Nukem 3D makes use of the Saturn's internal battery back-up as the Saturn Backup Memory to save data for progress. This only works for the Single Player game. The game also keeps track of individual player stats for the Death Tank mini game. Death Tank can be unlocked with a game save from PowerSlave/Exhumed and/or Quake so long as they're stored on either the internal or external Back-Up Ram. To load and save data from the Ram Cart, the save file must be created on the internal battery back-up first, then moved over via the Memory Manager.

Duke Nukem 3D Save Data
Name Comment File Size
DUKENUKEM3D save games 14
_DEATHTANK_ stats 51
Quake Save Data
Name Comment File Size
LOBOQUAKE__ save games 23
Powerslave Save Data
Name Comment File Size
POWERSLAVE# save games 11

References

  1. 1.0 1.1 http://riehlspot.simplenet.com/vgame/new/saturn.html (Wayback Machine: 1999-02-21 17:22)
  2. Press release: 1997-06-19: DUKE NUKEM 3D AND QUAKE MAKE THEIR CONSOLE DEBUT ON SEGA SATURN
  3. 3.0 3.1 3.2 3.3 3.4 http://www.sega-europe.com/ (Wayback Machine: 1998-02-01 23:27)
  4. 4.0 4.1 Computer & Video Games, "November 1997" (UK; 1997-10-15), page 60
  5. File:Dukenukem3d sat us manual.pdf, page 45
  6. Świat Gier Komputerowych, "11/1997" (PL; 1997-xx-xx), page 40
  7. Gry Komputerowe, "12/1997" (PL; 1997-xx-xx), page 12
  8. Świat Gier Komputerowych, "12/1997" (PL; 1997-xx-xx), page 24
  9. Neo, "Grudzień 1997" (PL; 1997-xx-xx), page 2
  10. Świat Gier Komputerowych, "1/1998" (PL; 1997-xx-xx), page 80
  11. Secret Service, "Styczeń 1998" (PL; 1998-xx-xx), page 14
  12. Secret Service, "Luty 1998" (PL; 1998-xx-xx), page 22
  13. Neo, "Kwiecień 1998" (PL; 1998-xx-xx), page 4
  14. Neo, "Maj 1998" (PL; 1998-xx-xx), page 4
  15. Consoles +, "Octobre 1997" (FR; 1997-xx-xx), page 100
  16. Digitiser (UK) (1997-10-29)
  17. Edge, "November 1997" (UK; 1997-10-08), page 98
  18. Electronic Gaming Monthly, "December 1997" (US; 1997-1x-xx), page 194
  19. Gambler, "1/1998" (PL; 1998-xx-xx), page 1
  20. GameFan, "Volume 5, Issue 11: November 1997" (US; 1997-xx-xx), page 26
  21. GamePro, "December 1997" (US; 1997-xx-xx), page 178
  22. Gry Komputerowe, "1/1998" (PL; 1998-xx-xx), page 1
  23. Joypad, "Octobre 1997" (FR; 1997-xx-xx), page 98
  24. Neo, "Grudzień 1997" (PL; 1997-xx-xx), page 46
  25. Saturn Power, "November 1997" (UK; 1997-09-17), page 68
  26. Świat Gier Komputerowych, "12/1997" (PL; 1997-xx-xx), page 51
  27. Sega Saturn Magazine, "October 1997" (UK; 1997-09-17), page 66
  28. Strana Igr, "Avgust 1997" (RU; 1997-xx-xx), page 75
  29. Ultra Game Players, "December 1997" (US; 1997-1x-xx), page 122


Duke Nukem 3D

Satduke3d01.png

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Prereleases:
Sega Saturn
Prototypes: 1997-09-18