If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
Duke Nukem 3D (PC)
To do: Prerelease page along with minor things like publisher and release date info, official expansion packs and re-release versions like Megaton Edition. |
Duke Nukem 3D |
---|
Developer: 3D Realms This game has unused code. This game has a prototype article This game has a prerelease article |
Ass, bubblegum, you guys surely know the drill by now.
Contents
Sub-Pages
Prototype Info |
Prerelease Info |
Revisional Differences "Big Brother is Watching!" |
Unfinished/Unused Monsters
Organic Turret (sprite 2420)
Some sort of brown creature attached to the ceiling, which opens like a flower revealing a tentacle. It has 30 hit points, and can be killed by the player. The CON files have the code for some melee attack, which is never used due to incorrect syntax.
Early Pig Cop Tank (sprite 1870-1876)
Sprites for an early version of the Pig Cop Tank located in the .art files. This scorpion-like design appears to have been rendered from a very low-poly model and is missing textures on the rear of the "tail" and gun turret. There is no code associated with the sprites.
Early Pig Cop Tank | Used Pig Cop Tank |
---|---|
Early Pig Cop Tank | Used Pig Cop Tank |
---|---|
Early Pig Cop Tank | Used Pig Cop Tank |
---|---|
Mini Overlord
A small version of the Overlord boss, like the mini Battlelord seen in regular gameplay, can be added into a level by placing his sprite in a level, then changing the palette to any value other than 0.
In-game, he behaves like the regular Overlord, but has a very fatal flaw: he has only one hitpoint. The positioning of his projectiles is not scaled with the enemy, which results in hitting the enemy's own hitbox at certain angles, giving him a high chance of killing himself.
This variant was fixed and used in both Duke Nukem 64 and Duke Nukem 3D: 20th Anniversary World Tour.
Mini Cycloid Emperor
A mini version of the Cycloid Emperor boss can also be added to levels by adding a regular Cycloid Emperor sprite, then changing his palette to anything but 0.
Like the mini Overlord, he behaves like a smaller version of the regular Cycloid Emperor, but also has one hitpoint and is killed by his own projectiles.
This enemy was fixed up and used in World Tour.
Mini Alien Queen
A smaller version of the Alien Queen can be found. She's added the same way the other mini bosses are.
Unlike the other mini versions of bosses, the only difference between this one and the regular version of the Alien Queen is size. Otherwise, she has the exact same stats and behavior as the regular Alien Queen, down to making a level end when she is killed.
Unused Objects
Forcesphere (sprite 2590)
Creates a large sphere of solid white sparks. When one of the sparks gets shot, it is destroyed and the sphere starts rotating at a fast pace. After enough of the sparks are destroyed, the sphere gradually vanishes. May have been part of a planned force field power-up.
ROTT Flame Trap (sprite 2333)
The flamethrowing obstacles from Rise of the Triad make a return in Duke Nukem 3D. While they were never actually used in the game, they're fully functional, and will cause damage if the player walks over them while they are active. The sound IDs haven't been changed since the Flamethrower was in, so the trap makes Freezethrower sounds.
These flame traps were used extensively in the LameDuke beta version, but all instances were removed in the final version.
Unused Flame Trap | Rise of the Triad Flame Trap |
---|---|
Trash (sprite 1272)
Small pieces of trash that blow around and disappear when they hit something, but are nowhere to be seen in the final game because Duke gives a hoot and doesn't pollute.
Space Suit
A planned inventory item that would have activated automatically like the Scuba Gear. In the pre-release 1.0 demo leak, it changes Duke's speed/physics to moon conditions while letting him survive in the vacuum of space. In the final game, the Space Suit's coding was removed and the pickup sprite was turned into a decorative sprite, and the one remaining vacuum area (in E2L8: Dark Side) was altered slightly with a force field so that it could be played normally.
It's still placed in the bonus Zoo demo level and the Space Suit's sprite is located among the rest of the item sprites in the files, so it must have been cut late.
AMMOLOTS (sprite 48)
AMMOLOTS is an invisible object that gives 48 rounds of ammo for the Pistol when picked up. Interestingly, regular Pistols scattered throughout levels also give 48 rounds of Pistol ammo.
In Lameduke, large ammo pickups for the Pistol can be found. They also give 48 rounds of Pistol ammo.
Reactor2 (sprite 578)
The game contains code for another reactor type called "REACTOR2". Reactor2 behaves the same as the regular reactor found in Episodes 2 and 4, but uses a much smaller sprite for the reactor ends. However, the reactor ends are bugged, as the game will constantly cycle through the regular reactor2 sprite, its broken variant, and the beam meant to be emitted by it.
Reactor2 also has its own special electricity graphic meant to be shown between the two reactor end sprites, Tile 580 (Reactor2spark).
Reactor2 | Reactor |
---|---|
Reactor2 | Reactor |
---|---|
Lavabubble (sprite 4340)
Tile 4340 is an unused graphic of a purple bubble rising up, then exploding. Its colors match the purple glop the player must run through in The Queen (E4L10).
Unused Laser Tripbomb Functions
The Laser Tripbomb has a setting in USER.CON, TRIPBOMBLASERMODE, that controls how the beams emitted by the weapon are rendered:
- 0 (default setting) renders the beam normally.
- 1 gives the beam some translucency.
- 2 renders the beam invisible unless the Night Vision Goggles are active.
- 3 renders nothing at all.
The only way to use modes 1-3 is by editing USER.CON.
DEFS.CON and NAMES.H Labels/Functions
DEFS.CON defines and labels all effects in the game to be used by the game code. Much of it is hard-coded to the executable, but some of it is soft-coded within the GAME.CON script file. Of course, there's a lot of defines that are unused, so an attempt to document strange and unused functions/labels is below.
Unused Labels
Tile Number | Tile Title | Description |
---|---|---|
13 | FOF | According to the source code, this tile would be used by a floor-over-floor effector (SE 40). |
48 | AMMOLOTS | See this. |
180 | REFLECTWATERTILE | A similar effect exists in LameDuke. |
247 | EPISODE | A wall texture with a circuit breaker box. "EPISODE" is too ambiguous to guess what it would have meant, but probably something to do with menu graphics. |
344 | WATERTILE | A worn metal texture. Certainly isn't a water tile now. |
395 | DOORTILE22 | A "dumpster" texture with yellow warning stripes. It certainly could be used as a door tile, but it doesn't seem like that is what this label was intended for in this circumstance. Most DOORTILEs correspond to actual door textures, but a few don't and are assumed to have been overwritten at some point. The DOORTILE labels are also dubious at best and it's questionable to what function they would have been used for, since you don't need specifically-labelled textures in order to operate a door in the final game. |
412 | FANSHADOW | A Space Shuttle texture, comes right after the fan textures. Most likely replaced in favor of using alternate effects. |
416 | FANSHADOWBROKE | See 412. |
489 | SATELLITE | No longer has an effect without modifications. See this. |
538 | SLIMEPIPE | Labelled, but it doesn't appear to have any noticeable function. |
554 | CAMERAPOLE | Is in reality the fourth frame of Tile 551 DOMELITE. It's unknown what function CAMERAPOLE could have had; GENERICPOLE is used when possible in the final campaign. |
578 | REACTOR2 | See here. |
626 | BRICK | Is in reality the teleporter floor sprite which animates. Since animated sprites are defined separately from Tile defines, it's unknown what function this would have. |
630 | SPLINTERWOOD | Is actually a green short metallic/stone horizontal texture to be used with steps or raised teleporters or the like. |
640 | W_NUMBERS | These numbers aren't actually used in the final Duke3D campaign. A label would imply some sort of menu use, but neither the 0.99 Beta nor LameDuke use these in any sort of coded fashion. The numbers have existed since LameDuke, and are used as a decorative in several levels in that proto. |
1022 | HANGOOZ | No apparent effect despite being labelled. |
1141 | BIGHOLE | See Tile 893. |
1169 | DOORTILE17 | Is really the canyon wall texture. See Tile 395. |
1175 | JAILBARBREAK | No apparent effect despite being labelled. Its sister tile, 1175, is listed as MASKWALL7. |
1225 | BARBROKE | Would be left after FEM2 was killed. However opposing code in GAME.CON caused it to be deleted. |
1236 | BANNER | A very thin dark olive color seven pixels tall. Unknown use. |
1272 | TRASH | See here. |
1387, 1388 | N/A | Repeat of the LameDuke plasma bolts at 604, 605. This set is more complete and starts at 1385. |
1393 | SCRATCH | Tile 1394 is documented below, but the label for the initial sprite still exists here; the graphic is the last frame of the FIREVASE object. |
1647 | TONGUE | Second frame of the Shrinker projectile (Tile 1646 SHRINKSPARK). In Beta 0.99's GAME.CON, this function is called in the unused ORGANTIC enemy's code, but commented out. According to the source code, it would be a projectile attack for the ORGANTIC enemy. |
1860 | INNERJAW | According to the source code, would be spawned by the TONGUE projectile. |
2160 | LIZMANFEEDING | See "Unused Graphics" below. Apparently at some point, the Enforcer (LIZMAN) could eat corpses or other game objects? No reference in any known GAME.CON. Would certainly compliment the "FECES" function. |
2242 | HEADERBAR | No idea, possibly internal or menu-only. |
2235 | USERWEAPON | Actually a frame of a lava splash or explosion animation. Apparently this would be where you would patch in your custom weapon sprites at one point? |
2333 | FLOORFLAME | See this. |
2442, 2443 | PLAYERISHERE, PLAYERWASHERE | Remnants from a Doom-style map screen. These elements were used in LameDuke. |
2444 | SELECTDIR | A similar function was used in LameDuke; presumably this graphic was used as a directory selection at one point, but by 0.99 the graphic is completely unused. |
2446, 2447 | NOTCHON, NOTCHOFF | Used in LameDuke? |
2452, 2453, 2454, 2555 | DUKEICON, BADGUYICON, FOODICON, GETICON | These were used in older versions of the automap. |
2486 | TITLE | See Unused Graphics below. |
2487 | NUKEWARNINGICON | At some point this would appear for certain hazards, apparently. |
2488 | MOUSECURSOR | The game doesn't use a mouse cursor in the final, instead opting to select menu options directly through the mouse. |
2578 | GLAIR | Presumably the old scuba mask sprite underlay, removed sometime before 0.99. |
2584 | SPACEMASK | This is where the graphics for the first-person view of the space suit would have been. The actual (hard-coded) function no longer exists, taken out between. |
2590 | FORCESPHERE | See here. |
2612 | LASERSITE | Remnants of the LameDuke laser sight on the pistol. |
2696 | BOSSTOP | The Battlelord's map view, unused in itself (see below), but also in the wrong position in the tiles - Tile 2696 points to nothing, the actual sprite is at 2686. |
2821 | SMALLFNTCURSOR | An 8x10 white square that serves no purpose. See BIGFNTCURSOR. |
3026 | BLANK | Tile is just a black square. |
3164 | BUTTON1 | Tile is actually the closing curly brace in the micro-font. |
3183 | GLASS3 | No graphic. |
3701 | FOOTPRINT | No graphic. The used one is FOOTPRINTS at Tile 550, and variants FOOTPRINTS2, FOOTPRINTS3 and FOOTPRINTS4 at Tiles 672 to 674. It's possible it doesn't even refer to the footprints left by water/sludge. |
4094 | POOP | No graphic. |
Misc
Tile Number | Tile Title | Description |
---|---|---|
20 | ARROW | The cursor selection for items in the HUD, which is a box. Most likely it was an arrow earlier in development. |
41 | BATTERYAMMO | This is the Chaingun ammunition pickup. The name is a holdover from when the chaingun was a plasma gun. |
51 | COLA | The small health pack. This was cola in LameDuke. |
52 | SIXPACK | The large health pack. Was a six pack in LameDuke. |
54 | SHIELD | The armor. Was a shield, of sorts, in LameDuke. |
59 | HEATSENSOR | The Night Vision goggles. While they still fulfill the function of a Heat Sensor, the name suggests something different from actual Night Vision goggles, especially seeing as the item actually functions very poorly to see in the dark (even if they do light up dark rooms a little). |
859 | HURTRAIL | A damage floor concrete texture which is hard-coded to electrocute you. While it's used as the floor for the Dark Side train rails, it doesn't resemble rails. |
893 | BIGHOLE2 | Strange name for the texture used as the background for the shrunk screen. |
940 | BOUNCEMINE | It is the underwater mines found in E1L4, which are attached to chains and simply float in place. It's worth noting that bouncy red mines did exist in the first Duke Nukem. |
1642 | DEVISTATORBLAST | A placeholder tile for the devastator rockets. Its actual sprites are the same as the RPG rockets. |
2301 to 2309 | WALLBLOOD1 to WALLBLOOD8 | Used only by the parental lock function. |
2440 | BETAVERSION | Label would apparently refer to a function related to Shareware that is no longer relevant in the final game (by 1996 the idea of Shareware and Registered Shareware was already starting to fall out of favor in preference to "demos" and "full games"). |
2493 | BETASCREEN | This is actually the title backdrop. Apparently, the devs liked this screen enough to keep it. |
2485 | LOGO | Is really the Demo Cam texture. |
2820, 2821 | BIGFNTCURSOR | Tile 2820 is an additional tile of the SPINNINGNUKEICON animation, and the tile dimensions are used to determine the vertical positioning of the SPINNINGNUKEICON. |
Unused Graphics
Unused Messages
The following unused messages and definitions are in USER.CON.
String 25
TYPE THE CHEAT CODE:
Appeared in the leaked shareware when user typed "DN".
String 28
WILL ALWAYS HAVE NO FUTURE
Purpose unknown.
String 42
BODY SUIT
This message was meant to be displayed when the player got the scrapped Space Suit inventory item.
String 46
CHEAT CODE: UNRECOGNIZED
Appeared in the leaked shareware when it didn't recognize anything you typed afterwards.
String 77
SPACE SUIT ON (Activating the above)
Line meant to be used when the removed Space Suit item was activated.
String 108
YOU'RE BURNING!
A message very similar to this one is used when set on fire by an Enforcer in the v0.99 prototype.
Unused Level Names
USER.CON contains three extra levels listed for Episode 1 that don't appear in the game's files.
definelevelname 0 8 E1L9.map 12:48 16:32 VOID ZONE
definelevelname 0 9 E1L10.map 0T:HX 11:38 ROACH CONDO
definelevelname 0 10 E1L11.map 08:67 53:09 ANTIPROFIT
The level times are actually references. Void Zone refers to bit/byte types (16/32/etc.), Roach Condo refers to the movie THX-1138, and Antiprofit refers to the song Jenny (867-5309). Void Zone is displayed when the player finishes a User Map, referring to the fact that there is no map afterwards. It's likely these are meant as placeholders.
Unused Audio
With Labels, Lacking Definitions
define DUKE_PASSWIND 32 define DUKE_GLAD 44 define DUKE_HEHE 46 define DUKE_SHUCKS 47 define LIZTROOP_GROWL 52 define LIZTROOP_TALK1 53 define LIZTROOP_TALK2 54 define LIZTROOP_TALK3 55 define LIZCAPT_GROWL 57 define LIZCAPT_TALK1 58 define LIZCAPT_TALK2 59 define LIZCAPT_TALK3 60 define LIZARD_PAIN 62 define LIZARD_DEATH 63 define DRONE1_HISSRATTLE 65 define DRONE1_HISSSCREECH 66 define THEATER_BREATH 94
With Definitions, Lacking Sound Files
definesound TURR_ROAM turrrm.voc 0 0 3 0 0 definesound TURR_RECOG turrrg.voc 0 0 3 0 0 definesound TURR_ATTACK turrat.voc 0 0 3 0 0 definesound TURR_PAIN turrpn.voc 0 0 3 0 0 definesound TURR_DYING turrdy.voc 0 0 3 0 0 // definesound SLIM_PAIN slimpn.voc -256 256 3 0 0 // note: this is commented and does not have a label definesound BOS3_ATTACK1 b3atk01.voc 0 0 3 0 0 definesound BOS3_ATTACK2 b3atk01.voc 0 0 3 0 0 definesound DUKE_BREATHING hlminhal.voc 0 0 255 4 0 definesound DUKE_EXHALING hlmexhal.voc 0 0 255 4 0 definesound DUKE_YES yes.voc 0 0 255 4 0 definesound FAN fan.voc 0 0 0 0 0 definesound HOVER_CRAFT hover.voc 0 0 0 0 0 definesound GENERIC_AMBIENCE22 vpiss2.voc 0 0 255 4 0 // definesound ENDSEQVOL3SND1 KICKHEAD.VOC 0 0 254 0 0 // KICKHEAD.VOC was present in v1.3D but oddly removed in v1.4/v1.5 definesound VOL4_1 jacuzzi2.voc 0 0 0 1 0 definesound JOKE joke.voc 0 0 128 0 0
Unreferenced Sound Files
Sound Clip | File Name | Description |
---|---|---|
N/A | BLANK.VOC | A 34 byte file containing nothing but silence. |
DSCREAM38.VOC | Might have been used when Duke got caught on fire. Used in Duke Nukem: Time to Kill when dying to lava. | |
PAIN13.VOC | Unused voice clip of Duke Nukem in pain. | |
PAIN28.VOC | Unused voice clip of Duke Nukem in pain. | |
PISSIN01.VOC | "You're pissin' me off." Possibly an alternate version of "This really pisses me off." | |
PIGWRN.VOC | Early take on the voice clip played at the end of Red Light District. This is used in the leaked shareware, but a different voice clip is used in the final version. |
Unused Sound Files
Sound Clip | File Name | Label | Description |
---|---|---|---|
B2REC03.VOC | BOS2_RECOG | Unused sound for the Cycloid Emperor (spotting the player). | |
B3PAIN04.VOC | BOS3_RECOG | Unused sound for the Overlord (spotting the player). Later used in Duke Nukem 64. | |
SNAKDY.VOC | DRON_DYING | Unused sound for the Sentry Drone, or the early "Snake Head", being killed. | |
BLREC4B.VOC | NEWBEAST_RECOG | Unused sound for the Protector Drone (spotting the player). Later used in Duke Nukem 64. | |
BQREC2A.VOC | BOS4_RECOG | Unused sound for the Alien Queen (spotting the player). |
The unused sight sounds for the Cycloid Emperor, Overlord, and Alien Queen are programmed to play whenever the appropriate enemy has its palette set to 1. This may have been a slight mistake; the game allows bosses to be designated as "minibosses" by giving them any palette other than the default, but palette 1 is not meant to be used for this purpose (the game itself uses palette 21 for mini Battlelords, which is visually identical to the default palette).
Regardless, these enemies are not meant to be used as minibosses regardless; among other buggy behavior, a mini Cycloid Emperor or Overlord will have only one hit point, while a mini Alien Queen will be mostly identical to the normal version apart from its smaller size.
Unused Force Fields
These are possibly just the result of bad cleanup on level objects. Use DNUNLOCK to see these.
Tiberius Station (E2L6)
At the very start, right at the end of the path on the left in the starting area's "control room".
Spin Cycle (E2L10)
Around the Beta and Alpha rooms on the outer perimeter.
L.A. Rumble (E3L4)
At the very end of the level, nonsensically surrounding some ceiling lights.
Unused Game Script
Mobile Space Shuttle and Satellite
Some commented-out code in GAME.CON allows for Tile 487 (the space shuttle sprite) and Tile 489 (SATELLITE) to move around very slowly and rapidly change directions while doing so:
define SPACESHUTTLE 487 move SHUTTLEVELS 16 actor SPACESHUTTLE TOUGH // ifmove 0 // Init once // move SHUTTLEVELS getv geth enda actor SATELLITE TOUGH // ifmove 0 move SHUTTLEVELS getv geth // ifcount 120 move SHUTTLEVELS getv geth randomangle enda
SPACESHUTTLE is the only tile define in DEFS.CON to be commented out; it's redefined again in GAME.CON as seen above.
Misc Commented-Out Code
// useractor notenemy DUKECUTOUT WEAK state breakobject enda
Apparently the Duke Cutout in E4L4 would have been destroyable.
state headhitstate // Unrem the following line to invoke screen tilting during // low player hitpoint damage. // wackplayer ends
Un-commenting the line makes the head-jolt effect (which normally happens when you take fall damage) occur whenever you take damage when at low health. If you get hit rapidly this can make it nearly impossible to counterattack or recover, which is probably why this effect was disabled in the final game.
Unused Areas
Incubator (E2L2)
From the beginning of the level, go through the first two rooms and into the room where you press the off/on switch to open the windows. In the little room in front of you that opens up after you walk in, walk up to it, but stand just outside of it. Turn left, and use the noclip cheat and slowly walk through the wall until you come to a tiny, tiny room with a grey and blue wall in front of you.
To your left is a switch. Activating the switch opens a panel with scuba gear. To your right is an odd door with the medical red cross on it. Open this up to find a Portable Medkit and Steroids.
Movie Set (E3L5)
Right at the end of the level, while you’re going down the stairs to finish the level, stop at the next to last step on the stairs and turn right. Turn on the noclip cheat and go through the wall, going directly forward. You’ll end up walking through nothing for a while, but then you’ll end up in a room with a large health container, armor, and several porn mag vendors. Standing on the two red ones will make them lower, revealing a cubby hole with a Holoduke.
A similar setup is used for one of the secrets in the next level, Rabid Transit, but the two red porn mag vendors are separated, the player has to stand on the leftmost one to reveal the secret, and the cubbyhole is much tighter.
Unused room in Movie Set | Used Rabid Transit secret |
---|---|
Unused room in Movie Set | Used Rabid Transit secret |
---|---|
Hidden Messages
In various levels, there are hidden messages or easter eggs from the developer.
The Abyss (E1L5)
"You're not supposed to be here. -- Levelord" can be found if you use noclip to reach the shrinker. It was intended to be visible to only those that used the noclip cheat. However, this can be reached if you obtained the jetpack on E1L6: Launch Facility.
Spaceport (E2L1)
If you activate noclip and god mode, you can head outside and see the name of the ship, U.S.S. Framerate.
This message is not reachable in version 1.3d. In that version, god mode doesn't protect against being killed by passing through a wall, nor does it protect against the vacuum of space.
Raw Meat (E3L1)
Found near the exit, when you noclip through a crack in the wall and look around: "Noone should be here", signed Levelord.
L.A. Rumble (E3L4)
At the level exit, use noclip to walk through the window. The text is visible on a metal box.
"You're not supposed to be here ... EITHER", signed Levelord.
Level Designer Signatures
A vast majority of levels has a small signature made out of sectors of the person that made it placed somewhere that can only be seen with the noclip cheat or a level editor. Allen H. Blum III's signature is "AHB", Levelord's is "SUYT" (Show Us Your Tits), Keith Schuler's is a stylized "KS", and Randy Pitchford's is "RSP III DUVAL MAGIC" (Duval Magic was his stage name as a magician, and is used as his Twitter username).
These signatures show some interesting information for Critical Mass (E4L8). The readme that comes with the game states that Keith Schuler made Critical Mass, but both Keith's and Leverlord's signatures can be found on the level, showing that Levelord originally worked on it before it was taken over by Keith, as Levelord quit during the production of Atomic Edition.
The Duke Nukem series
| |
---|---|
DOS | Duke Nukem • Duke Nukem II (Prototype) • Duke Nukem 3D (Prototypes) |
Windows | Balls of Steel • Manhattan Project • Duke Nukem Forever (Prototypes) • 20th Anniversary World Tour • Duke Nukem 3D: Reloaded |
Mac OS Classic | Duke Nukem 3D (Prototypes) |
Genesis | Duke Nukem 3D |
Nintendo 64 | Duke Nukem 64 • Zero Hour |
PlayStation | Total Meltdown (Prototype) • Time to Kill • Land of the Babes (Prototype) |
Sega Saturn | Duke Nukem 3D |
Game Boy (Color) | Duke Nukem |
Game Boy Advance | Duke Nukem Advance |
Xbox 360 | Duke Nukem Forever |
PlayStation 3, Mac OS X | Duke Nukem Forever |
Nintendo DS | Critical Mass (Prototypes) |
PlayStation 4, Xbox One, Nintendo Switch | Duke Nukem 3D: 20th Anniversary World Tour |
- To do
- Pages missing developer references
- Games developed by 3D Realms
- Pages missing publisher references
- Games published by FormGen
- Games published by U.S. Gold
- Games published by MacSoft
- Games published by Eidos Interactive
- DOS games
- Mac OS Classic games
- Pages missing date references
- Games released in 1996
- Games released in January
- Games released on January 29
- Games released in April
- Games released on April 19
- Games released in November
- Games released on November 27
- Games with unused code
- Games with hidden developer messages
- Games with hidden development-related text
- Games with unused enemies
- Games with unused objects
- Games with unused graphics
- Games with unused items
- Games with unused sounds
- Games with unused text
- Games with revisional differences
- Featured articles
- Featured main articles
- Duke Nukem series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with hidden developer messages
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused code
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused objects
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Saber Interactive > Games developed by 3D Realms
Games > Games by platform > DOS games
Games > Games by platform > Mac OS Classic games
Games > Games by publisher > Games published by Atari, SA > Games published by GT Interactive > Games published by FormGen
Games > Games by publisher > Games published by MacSoft
Games > Games by publisher > Games published by THQ Nordic > Games published by Crystal Dynamics > Games published by Eidos Interactive
Games > Games by publisher > Games published by THQ Nordic > Games published by Crystal Dynamics > Games published by Eidos Interactive > Games published by U.S. Gold
Games > Games by release date > Games released in 1996
Games > Games by release date > Games released in April
Games > Games by release date > Games released in April > Games released on April 19
Games > Games by release date > Games released in January
Games > Games by release date > Games released in January > Games released on January 29
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 27
Games > Games by series > Duke Nukem series
The Cutting Room Floor > Featured articles
The Cutting Room Floor > Featured articles > Featured main articles