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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.
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 ( 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 ( on default) and hold either to go down, or 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.
Hollywood Holocaust
The Red Light District
Death Row
Toxic Dump
The Abyss
The Launching Facility
Spaceport
The Incubator
Warp Factor
Fusion Station
Occupied Territory
Tiberius Station
Lunar Reactor
The Dark Side
Overlord
Raw Meat
Bank Roll
Flood Zone
L.A. Rumble
Movie Set
Rabid Transit
Fahrenheit
Urea 51
Hotel Hell
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
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.