History VideoGame / DukeNukem3d

15th Aug '17 1:03:15 PM jameygamer
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* BossCorridor: The first boss of the original three episodes, the Battlelord, has a lot of long hallways prior to his large room (some canyon halls, then three halls inside his palace; the last of these is behind the essential boss door, and walking across a certain point towards the end of the hall shuts the door behind you; if you fly over it, you can retreat back to the room just prior to the Battlelord if things get too hot).

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* BossCorridor: BossCorridor:
**
The first boss of the original three episodes, the Battlelord, has a lot of long hallways prior to his large room (some canyon halls, then three halls inside his palace; the last of these is behind the essential boss door, and walking across a certain point towards the end of the hall shuts the door behind you; if you fly over it, you can retreat back to the room just prior to the Battlelord if things get too hot).



* {{Bowdlerise}}: The PC version added a parental control system (with password), which hid some of the sexual content. This made the women invisible, causing Duke to bump against invisible objects, allow him to drop money at random positions, and to cause aliens to spawn when a rocket hits thin air.

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* {{Bowdlerise}}: {{Bowdlerise}}:
**
The PC version added a parental control system (with password), which hid some of the sexual content. This made the women invisible, causing Duke to bump against invisible objects, allow him to drop money at random positions, and to cause aliens to spawn when a rocket hits thin air.



* DegradedBoss: The Battlelord re-appears throughout the other three episodes. He's much weaker, but those who just finished playing VideoGame/{{Doom}} [[WrongGenreSavvy don't know that]]. He still retains the deadly firepower, though, and you can potentially fight two or more at a time. (especially in custom maps).

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* DegradedBoss: DegradedBoss:
**
The Battlelord re-appears throughout the other three episodes. He's much weaker, but those who just finished playing VideoGame/{{Doom}} [[WrongGenreSavvy don't know that]]. He still retains the deadly firepower, though, and you can potentially fight two or more at a time. (especially in custom maps).



* DestroyableItems: Stray pipebombs and grenade rounds in Duke Nukem 3D

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* DestroyableItems: Stray pipebombs and grenade rounds in Duke ''Duke Nukem 3D3D'' can be blown up by shooting them.
11th Jul '17 2:23:31 PM jameygamer
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* TestosteronePoisoning
* ThisPageWillSelfDestruct: An explosive homage in the "It's Impossible" level of the Duke Nukem 3D: Atomic Edition. A tape recorder in the entry hall will play, "This tape will self-destruct in one second", and then promptly blow up; this is really the only Easter Egg capable of damaging the player.

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* %%* TestosteronePoisoning
* ThisPageWillSelfDestruct: An explosive homage in the "It's Impossible" level of the Duke ''Duke Nukem 3D: Atomic Edition.Edition''. A tape recorder in the entry hall will play, "This tape will self-destruct in one second", and then promptly blow up; this is really the only Easter Egg capable of damaging the player.
29th May '17 6:30:37 AM Kadorhal
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* OneBulletClips: One of the first shooters of the "Doom clone" era where any weapons required an actual reload animation (rather than simply a cocking animation as with the shotgun) - Duke swaps mags for his starting pistol every twelve shots. Being that it was one of the first, it handles this in a rather weird way - even ignoring that it was the only gun in the game that this applied to, rather than individually tracking the twelve bullets, the weapon is simply coded to play the reloading animation when the ammo counter for it is brought down to a multiple of twelve. This means that at full ammo Duke carries around a good number of fully-loaded mags, plus one down-loaded to eight rounds that he'll load first - and if you can consistently kill enemies who drop pistol mags within those eight shots, he can continue firing far more bullets than he should be able to from the mag that's supposedly carrying less ammo.

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* OneBulletClips: One Since ''Duke 3D'' was one of the first shooters of the "Doom clone" era clone"-era shooters where any of its weapons - the pistol in this case - required an actual reload animation (rather than simply a cocking animation as with the shotgun) - Duke swaps mags for his starting pistol every twelve shots. Being that it was one of the first, it handles reloading animation, this in a was bound to happen. And it's done rather weird way oddly - even ignoring that it was the only gun in the game that this applied to, rather than individually tracking the twelve bullets, the weapon is simply coded to play the reloading animation when the ammo counter for it is brought down to a multiple of twelve. This means that at full ammo Duke carries around a good number of fully-loaded mags, plus one that's down-loaded to eight rounds that which he'll load first - and if you can consistently kill enemies who drop pistol mags within those eight shots, he can continue firing far more bullets than he should be able to from the mag that's supposedly carrying less ammo.
28th May '17 11:05:31 PM Kadorhal
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In March 2013, an officially sanctioned 3D-accelerated OpenGL port of the game and all its expansion packs was released on UsefulNotes/{{Steam}} as the "Megaton Edition". The port was done by the indie group Devolver Digital, who are probably best known for publishing the indie hit ''VideoGame/HotlineMiami'' (and, ironically, ''VideoGame/SeriousSam'', which was known for its {{Take That}}s at ''Forever''[='=]s perennially-delayed release). However, Devolver eventually lost the license for this edition and it was pulled from Steam in early 2016.

to:

In March 2013, an officially sanctioned 3D-accelerated OpenGL port of the game and all its expansion packs packs, with support for downloading mods through the Workshop, was released on UsefulNotes/{{Steam}} as the "Megaton Edition". The port was done by the indie group Devolver Digital, who are probably best known for publishing the indie hit ''VideoGame/HotlineMiami'' (and, ironically, ''VideoGame/SeriousSam'', which was known for its {{Take That}}s at ''Forever''[='=]s perennially-delayed release). However, Devolver eventually lost the license for this edition and it was pulled from Steam in early 2016.



** This trope applies to every single non-boss monster on the "Damn I'm Good" difficulty, the main difference being that they will keep getting resurrected unless you gib them!

to:

** This trope applies to every single non-boss monster on the "Damn I'm Good" difficulty, the main difference being that they will keep getting resurrected unless you gib them!them.
* OneBulletClips: One of the first shooters of the "Doom clone" era where any weapons required an actual reload animation (rather than simply a cocking animation as with the shotgun) - Duke swaps mags for his starting pistol every twelve shots. Being that it was one of the first, it handles this in a rather weird way - even ignoring that it was the only gun in the game that this applied to, rather than individually tracking the twelve bullets, the weapon is simply coded to play the reloading animation when the ammo counter for it is brought down to a multiple of twelve. This means that at full ammo Duke carries around a good number of fully-loaded mags, plus one down-loaded to eight rounds that he'll load first - and if you can consistently kill enemies who drop pistol mags within those eight shots, he can continue firing far more bullets than he should be able to from the mag that's supposedly carrying less ammo.
25th Apr '17 10:53:00 AM Mullon
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->''"Damn! Those alien bastards gonna pay for shooting up my ride!"''\\

to:

->''"Damn! Those alien bastards are gonna pay for shooting up my ride!"''\\
21st Apr '17 5:33:15 PM MasterInferno
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Added DiffLines:

* MushroomSamba: The first level of ''Alien World Order'' takes place in Amsterdam, complete with a "coffee" shop where Duke must...ahem...''partake'' to reach the end of the level, which causes him to hallucinate (depicted via clever design tricks in the level editor).
-->'''Duke:''' ''Whoa, that's some good..."coffee"!''
20th Mar '17 4:37:52 AM DelShiftB
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* EventFlag: The map ''The Abyss'' opens a major route open up if you stand on the sign for the San Andreas fault.

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* EventFlag: The map In ''The Abyss'' opens Abyss'', a major route is blocked. To open up if it, you need to stand on near the sign for the San Andreas fault.fault, and watch the terrain ahead collapse.
31st Jan '17 11:04:29 AM Kadorhal
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* CherryTapping: Duke's Mighty Foot, which is both an equippable weapon (except in the Live Arcade version, provided you have ammo of any kind), and available separately while you're holding another weapon, which led to [[http://www.youtube.com/watch?v=OByKugyIu4c the fantastic ability to kick with both feet simultaneously while walking]]. The precursor to the "melee" button found in many newer videogames.
* ChewBubblegum: Duke's line to open [=E3L1=] of Duke 3D.

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* CherryTapping: Duke's Mighty Foot, which is both an equippable weapon (except in the Live Arcade version, provided you have ammo of any kind), and available separately while you're holding another weapon, which led to [[http://www.[[https://www.youtube.com/watch?v=OByKugyIu4c com/watch?v=-MXIbS6haqk the fantastic ability to kick with both feet simultaneously while walking]]. The precursor to the "melee" button [[QuickMelee melee button]] found in many newer videogames.
video games.
* ChewBubblegum: Duke's line to open [=E3L1=] of Duke 3D.[=E3L1=].
31st Jan '17 10:39:11 AM Kadorhal
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->''"Damn! Those alien bastards gonna pay for shooting up my ride!"''
->''"Nobody steals our chicks... and lives!"''
->''"It's time to kick ass and ChewBubblegum, and I'm all out of gum!"''
->''"Somebody's gonna friggin' pay for screwing up MY vacation!"''

to:

->''"Damn! Those alien bastards gonna pay for shooting up my ride!"''
->''"Nobody
ride!"''\\
''"Nobody
steals our chicks... and lives!"''
->''"It's
lives!"''\\
''"It's
time to kick ass and ChewBubblegum, and I'm all out of gum!"''
->''"Somebody's
gum!"''\\
''"Somebody's
gonna friggin' pay for screwing up MY vacation!"''



The game is packed with non-linearity; the player could take shortcuts to the end of the level and find secrets, and there were plenty of usable things, such as hydrants, fountains (which regenerate health) and light switches. While this is [[FollowTheLeader nothing new in our era]], at the time of its release, a fair amount of these elements were a novelty. As an early FPS, it has plenty of weapons (such as kicks, pistols, shotguns, chainguns, rocket launchers, pipebombs, wallmines, and even {{shrink ray}}s and a freeze gun) and items (Medkits, night vision goggles, steroids, a hologram device, a scuba gear and protective boots among others). Oh, and it also has a Multiplayer mode. It was also among the first FPS to use the z-axis and is still one of, if not the, best at integrating it into the majority of gameplay, rather than the occasional sniper and hidden target.

''3D'' has seen a handful of {{Expansion Pack}}s, with only one of these (''Plutonium Pak'') being made by 3DRealms. It added a new weapon, (the Expander) two new foes, and a fourth episode, where it's discovered that the aliens were capturing women to produce Queens, which can rapidly give birth to alien drones. The UpdatedRerelease, ''Atomic Edition'', included both the retail game and the ExpansionPack.

Three official themed level packs made by 3rd party developers were released for the game; ''Caribbean: Life's a Beach'', ''Nuclear Winter'', and ''Duke it out in D.C.''. The level packs featured themed pallette swapped weapons (i.e. a super soaker instead of a shotgun in the Caribbean pack), palette swapped enemies (i.e. Pig Cops wearing hula skirts or Santa outfits), a couple new enemies (a bouncing dinosaur life preserver in ''Caribbean'' and uzi-wielding feminist elves in ''Nuclear Winter''), and one new boss (Santa Claus in ''Nuclear Winter'').

The game also got several console ports, such as ''Duke Nukem 64'', ({{Nintendo 64}}) ''Duke Nukem: Total Meltdown'' (UsefulNotes/{{PlayStation}}) and versions for UsefulNotes/SegaSaturn, UsefulNotes/MegaDrive, XboxLiveArcade and mobile platforms.

to:

The game is packed with non-linearity; the player could take shortcuts to the end of the level and find secrets, and there were plenty of usable (and destructible) things, such as hydrants, fountains (which fountains, toilets (all of which regenerate health) and light switches. While this is [[FollowTheLeader nothing new in our era]], at the time of its release, a fair amount of these elements were a novelty. As an early FPS, it has plenty of weapons (such as kicks, pistols, shotguns, chainguns, rocket launchers, pipebombs, wallmines, and even {{shrink ray}}s and a freeze gun) and items (Medkits, night vision goggles, steroids, a hologram device, a scuba gear and protective boots among others). Oh, and it also has a Multiplayer mode. It was also among the first FPS to use the z-axis and is still one of, if not the, best at integrating it into the majority of gameplay, rather than the occasional sniper and hidden target.

''3D'' has seen a handful of {{Expansion Pack}}s, with only one of these (''Plutonium Pak'') being made by 3DRealms. It added a new weapon, (the Expander) two new foes, and a fourth episode, where it's discovered that the aliens were capturing women to produce Queens, which can rapidly give birth to alien drones. The An UpdatedRerelease, the ''Atomic Edition'', included both the retail original game and the ExpansionPack.

''Plutonium Pak''.

Three official themed level packs made by 3rd party developers were released for the game; ''Caribbean: Life's a Beach'', ''Nuclear Winter'', and ''Duke it out in D.C.''. The level packs featured themed pallette swapped palette-swapped weapons (i.e. a super soaker instead of a shotgun in the Caribbean pack), palette swapped enemies (i.e. Pig Cops wearing hula skirts or Santa outfits), a couple new enemies (a bouncing dinosaur life preserver in ''Caribbean'' and uzi-wielding feminist elves in ''Nuclear Winter''), and one new boss (Santa Claus in ''Nuclear Winter'').

The game also got several console ports, such as ''Duke Nukem 64'', ({{Nintendo 64}}) 64'' (UsefulNotes/{{Nintendo 64}}), ''Duke Nukem: Total Meltdown'' (UsefulNotes/{{PlayStation}}) and versions for the UsefulNotes/SegaGenesis, UsefulNotes/SegaSaturn, UsefulNotes/MegaDrive, XboxLiveArcade UsefulNotes/XboxLiveArcade, and mobile platforms.



In March 2013, an officially sanctioned 3D-accelerated OpenGL port of the game and all its expansion packs was released on UsefulNotes/{{Steam}} as the "Megaton Edition". The port was done by the indie group Devolver Digital, who are probably best known for publishing the indie hit ''VideoGame/HotlineMiami''. However, this edition was pulled from Steam in early 2016.

In September 2016, Gearbox announced ''Duke Nukem 3D: 20th Anniversary World Tour'' for PC, UsefulNotes/PlayStation4, and UsefulNotes/XboxOne: a new re-release featuring all the content of the ''Atomic Edition'' (the third-party expansions are not included) plus a brand-new fifth episode created by two of the original game's level designers, with a new musical score by the original composer, a new weapon and enemy, new and re-recorded Duke Talk by Creator/JonStJohn, and enhanced graphics, to be released in October 2016.

to:

In March 2013, an officially sanctioned 3D-accelerated OpenGL port of the game and all its expansion packs was released on UsefulNotes/{{Steam}} as the "Megaton Edition". The port was done by the indie group Devolver Digital, who are probably best known for publishing the indie hit ''VideoGame/HotlineMiami''. ''VideoGame/HotlineMiami'' (and, ironically, ''VideoGame/SeriousSam'', which was known for its {{Take That}}s at ''Forever''[='=]s perennially-delayed release). However, Devolver eventually lost the license for this edition and it was pulled from Steam in early 2016.

In September 2016, Gearbox announced ''Duke Nukem 3D: 20th Anniversary World Tour'' for PC, UsefulNotes/PlayStation4, and UsefulNotes/XboxOne: a new re-release featuring all the content of the ''Atomic Edition'' (the third-party expansions are not included) plus a brand-new fifth episode created by two of the original game's level designers, with a new musical score by the original composer, a new weapon and enemy, new and re-recorded Duke Talk by Creator/JonStJohn, and enhanced graphics, to be released in October 2016.
that October.



* NoGearLevel: Duke is stripped of all of his weapons and inventory after being captured a two levels into the first episode, and starts the third level of the game, "Death Row", with zilch. However, a resourceful player will only spend only a maximum of a minute or so with only Duke's size 13 boot as a weapon, and this is the ONLY stage in anything ''Duke Nukem 3D'' related where this happens.
* NoNameGiven: Strangely enough, while ''Duke Nukem I'' names the main enemies the ''Techbots'' and Duke Nukem II names the aliens he faces the ''Rigelatins'', the alien race in Duke Nukem 3D is never given a real name. One FanNickname for them seems to be "''Alien Bastards''".

to:

* NoGearLevel: Duke is stripped of all of his weapons and inventory after being captured a two levels into the first episode, and starts the third level of the game, "Death Row", with zilch. However, a resourceful player will only spend only a maximum of a minute or so with only Duke's size 13 boot as a weapon, and this is the ONLY stage in anything ''Duke Nukem 3D'' related where this happens.
will only need to kick one Pig Cop to death with it before he can reclaim his pistol and acquire a new shotgun.
* NoNameGiven: Strangely enough, while ''Duke Nukem I'' names the main enemies the ''Techbots'' and Duke Nukem II names the aliens he faces the ''Rigelatins'', the alien race in Duke Nukem 3D is never given a real name. One FanNickname for them seems to be "''Alien Bastards''".Bastards''", after what he calls them for shooting up his ride at the start of the game.
3rd Jan '17 10:31:37 PM Ferot_Dreadnaught
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* {{Badass}}: Duke starts every level by creaking his knuckles, and always has [[DeadpanSnarker a quip]] ready.
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