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Revision as of 06:25, 9 May 2020

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

n/a

Satduke3d01.png

Duke Nukem 3D
System(s): Sega Saturn
Publisher: Sega
Developer:
Original system(s): PC
Developer(s) of original games: 3D Realms
Peripherals supported: 3D Control Pad, Saturn 6 Player Adaptor
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: Suitable only for adults (18)
Sega Saturn
DE
MK81071-50
USK: 18
Sega Saturn
PT
STJSE0704
Sega Saturn
UK
£44.9944.99[4][3] MK81071-50
BBFC: Suitable only for adults (18)
Sega Saturn
PL
209zł209
Sega Saturn
AU
FDUK00SSC
OFLC: MA15
Sega Saturn
BR
191x27
Tectoy: 18+
Non-Sega versions

Duke Nukem 3D is a first person shooter on the PC created by 3D Realms. It received several console ports, including one for the Sega Saturn by Lobotomy Software in 1997.

In 1998, Tec Toy released a Mega Drive remake in Brazil with substantially different gameplay mechanics, levels, and a simplified engine; refer to that page for details.

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.

The game also features a hidden control scheme made just for the analog pad that is activated by entering the Jevons Control"" cheat. This feature is more reminiscent of modern dual joystick controlled games by mapping movement to the face buttons, and the analog stick used to look around. During gameplay, pause the game and then press Y, Y, Z, Z, X, X, Y, X, Z on the controller. It will then map the controller with these functions:"

  • A: Action Button
  • B: Move Backward
  • C: Strafe Right
  • X: Use Item
  • Y: Strafe Left
  • Z: Walk Forward
  • L: Shoot
  • R: Jump
  • Up or Down: Select item
  • Left or Right: Select Weapon

The drawback is that every time a level is reloaded, or if you advance to the next level, the code must be entered again.

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.

Notavailable.svg

Hollywood Holocaust

Notavailable.svg

The Red Light District

Notavailable.svg

Death Row

Notavailable.svg

Toxic Dump

Notavailable.svg

The Abyss

Notavailable.svg

The Launching Facility

Notavailable.svg

Spaceport

Notavailable.svg

The Incubator

Notavailable.svg

Warp Factor

Notavailable.svg

Fusion Station

Notavailable.svg

Occupied Territory

Notavailable.svg

Tiberius Station

Notavailable.svg

Lunar Reactor

Notavailable.svg

The Dark Side

Notavailable.svg

Overlord

Notavailable.svg

Raw Meat

Notavailable.svg

Bank Roll

Notavailable.svg

Flood Zone

Notavailable.svg

L.A. Rumble

Notavailable.svg

Movie Set

Notavailable.svg

Rabid Transit

Notavailable.svg

Fahrenheit

Notavailable.svg

Hotel Hell

Notavailable.svg

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.

Death Tank Zwei

Duke Nukem 3D contains a mini game called Death Tank Zwei that can be accessed if you break every toilet and urinal in the game. It is also unlocked if you have save data from either Quake or PowerSlave/Exhumed. The supports up to 7 players by plugging a controller into Port 1 and using the 6 Player Adaptor in the second port. It's prequel, Death Tank, can be found on Powerslave/Exhumed. The game was later ported and improved on the Xbox 360.

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
Dukenukem3d sat us manual.pdf
[5]

Magazine articles

Main article: Duke Nukem 3D/Magazine articles.

Promotional material

1997 11 - Duke Nukem 3D.jpg
ES print advert
1997 11 - Duke Nukem 3D.jpg
GR advert
Logo-pdf.svg
Print advert in Sega Saturn Magazine (UK) #25: "November 1997" (1997-10-15)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Secret Service (PL) #52: "Grudzień 1997" (1997-1x-xx)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in Neo (PL) #3: "Luty 1998" (1998-xx-xx)
also published in:
  • Neo (PL) #5: "Kwiecień 1998" (1998-xx-xx)[11]
  • Neo (PL) #6: "Maj 1998" (1998-xx-xx)[12]
Logo-pdf.svg

Physical scans

Sega Retro Average 
Publication Score Source
91 [13]
100 [14]
80 [15]
75 [16]
75 №1999, p126
86 №61, p40/41
91 [17]
94 [18]
97 [19]
80 [20]
Sega Saturn
87
Based on
10 reviews
Sega Retro Average 
Publication Version Score
Consoles + (FR) PAL
91
[21]
Computer & Video Games (UK)
100
[4]
Digitiser (UK) PAL
90
[22]
Edge (UK)
80
[15]
Electronic Gaming Monthly (US) NTSC-U
75
[23]
Gambler (PL)
85
[24]
GameFan (US) NTSC-U
93
[25]
GamePro (US) NTSC-U
90
[26]
Gry Komputerowe (PL)
79
[27]
Joypad (FR) PAL
91
[28]
Level (TR)
88
[29]
Mega Console (IT) PAL
95
[30]
Neo (PL)
80
[31]
Saturn Power (UK) PAL
94
[32]
Sega Power (GR)
94
[33]
Świat Gier Komputerowych (PL)
85
[34]
Sega Saturn Magazine (UK) PAL
97
[35]
Strana Igr (RU)
100
[36]
Ultra Game Players (US) NTSC-U
80
[20]
Sega Saturn
89
Based on
19 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, 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. Press release: 1997-06-19: DUKE NUKEM 3D AND QUAKE MAKE THEIR CONSOLE DEBUT ON SEGA SATURN
  2. 3.0 3.1 3.2 3.3 http://www.sega-europe.com/ (Wayback Machine: 1998-02-01 23:27)
  3. 4.0 4.1 Computer & Video Games, "November 1997" (UK; 1997-10-15), page 60
  4. File:Dukenukem3d sat us manual.pdf, page 45
  5. Świat Gier Komputerowych, "11/1997" (PL; 1997-xx-xx), page 40
  6. Gry Komputerowe, "12/1997" (PL; 1997-xx-xx), page 12
  7. Świat Gier Komputerowych, "12/1997" (PL; 1997-xx-xx), page 24
  8. Neo, "Grudzień 1997" (PL; 1997-xx-xx), page 2
  9. Świat Gier Komputerowych, "1/1998" (PL; 1997-xx-xx), page 80
  10. Neo, "Kwiecień 1998" (PL; 1998-xx-xx), page 4
  11. Neo, "Maj 1998" (PL; 1998-xx-xx), page 4
  12. Consoles +, "Octobre 1997" (FR; 1997-xx-xx), page 100/101 (100)
  13. Computer & Video Games, "November 1997" (UK; 1997-10-15), page 60/61 (60)
  14. 15.0 15.1 Edge, "November 1997" (UK; 1997-10-08), page 98
  15. Electronic Gaming Monthly, "December 1997" (US; 1997-1x-xx), page 205
  16. Joypad, "Octobre 1997" (FR; 1997-xx-xx), page 98/99 (98)
  17. Saturn Power, "November 1997" (UK; 1997-09-17), page 68-71 (68)
  18. Sega Saturn Magazine, "October 1997" (UK; 1997-09-17), page 66/67 (66)
  19. 20.0 20.1 Ultra Game Players, "December 1997" (US; 1997-1x-xx), page 122
  20. Consoles +, "Octobre 1997" (FR; 1997-xx-xx), page 100
  21. Digitiser (UK) (1997-10-29)
  22. Electronic Gaming Monthly, "December 1997" (US; 1997-1x-xx), page 194
  23. Gambler, "1/1998" (PL; 1998-xx-xx), page 1
  24. GameFan, "Volume 5, Issue 11: November 1997" (US; 1997-xx-xx), page 26
  25. GamePro, "December 1997" (US; 1997-xx-xx), page 178
  26. Gry Komputerowe, "1/1998" (PL; 1998-xx-xx), page 1
  27. Joypad, "Octobre 1997" (FR; 1997-xx-xx), page 98
  28. Level, "2/98" (TR; 1998-xx-xx), page 1
  29. Mega Console, "Novembre 1997" (IT; 1997-xx-xx), page 64
  30. Neo, "Grudzień 1997" (PL; 1997-xx-xx), page 46
  31. Saturn Power, "November 1997" (UK; 1997-09-17), page 68
  32. Sega Power, "Dekémvrios 1997-Ianouários 1998" (GR; 1998-xx-xx), page 32
  33. Świat Gier Komputerowych, "12/1997" (PL; 1997-xx-xx), page 51
  34. Sega Saturn Magazine, "October 1997" (UK; 1997-09-17), page 66
  35. Strana Igr, "Avgust 1997" (RU; 1997-xx-xx), page 75


Duke Nukem 3D

Satduke3d01.png

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Sega Saturn
Prototypes: 1997-09-18