Cheats#
Cheat Menu#
Open Cheats Menu
Version |
GameShark code |
|---|---|
Prototype |
80100778 0001 |
USA |
801012D8 0001 |
Europe |
80101308 0001 |
France |
80100D98 0001 |
Invicibility#
Open Invincibility Cheat
Version |
GameShark code |
|---|---|
Prototype |
8010077C 0001 |
USA |
801012DC 0001 |
Europe |
8010130C 0001 |
France |
80100D9C 0001 |
Monsters#
Open Monsters Cheat
Version |
GameShark code |
|---|---|
Prototype |
80100780 0001 |
USA |
801012E0 0001 |
Europe |
80101310 0001 |
France |
80100DA0 0001 |
All Items#
Open All Items Cheat
Version |
GameShark code |
|---|---|
Prototype |
80100784 0001 |
USA |
801012E4 0001 |
Europe |
80101314 0001 |
France |
80100DA4 0001 |
Go To Level#
Open Level Cheat
Version |
GameShark code |
|---|---|
Prototype |
80100788 0001 |
USA |
801012E8 0001 |
Europe |
80101318 0001 |
France |
80100DA8 0001 |
Enter one of the following button sequences (depending on the game's region) at the main menu to enable a cheat menu and the level select contained therein:
Region |
Code |
|---|---|
North America |
Left, Left, L, L, Right, Right, Left, Left, L, L, L, C-Right, Right, Left, Left, C-Left |
Europe |
Left, Down, L, L, Up, Right, Left, Up, R, L, R, C-Down, Right, Up, Left, C-Up |
(Source: GameGenie, Gilgamesh)
Disabled Features / Debugging Tools#
Texture Browser#
The following GameShark code forces the game into a debug "texture browser", loosely based on the PC version's Editart. Use the D-Pad to change what tile is displayed.
Version |
GameShark code |
|---|---|
USA |
800D36C8 0005 |
Europe |
800D36F8 0005 |
Prototype |
800D2BD8 0005 |
France |
800D35D8 0005 |
(Source: Joshua,Gilgamesh)
Using a GameShark, you can re-enable two cheats from the PC version that still happen to be in the game and fully coded. Activator codes have been activated to toggle the cheats on and off at will. The toggling will work better with the "Control Stick Move" control setting. Neither code will activate a text string telling you that the code is enabled, but it should quickly become obvious if the cheat is enabled.
Toggle Clipping (R+Up to enable, R+Down to disable)#
Version |
GameShark code |
|---|---|
Prototype |
D11C8558 0810 |
USA |
D12AD164 0810 |
Europe |
D11C9358 0810 |
France |
D11C9898 0810 |
Third-Person View (R+Left to enable, R+Right to disable)#
Version |
GameShark code |
|---|---|
Prototype |
D11C8558 0210 |
USA |
D12AD164 0210 |
Europe |
D11C9358 0210 |
France |
D11C9898 0210 |
Mighty Boot Engaged (A+Z)#
Version |
GameShark code |
|---|---|
Prototype |
D11C8558 A000 |
USA |
D12AD164 A000 |
Europe |
D11C9358 A000 |
France |
D11C9898 A000 |
Number of Players (change the last number in HEX)#
Version |
GameShark code |
|---|---|
Prototype |
80100760 0001 |
USA |
801012C0 0001 |
Europe |
801012F0 0001 |
France |
80100D80 0001 |
Four players cooperative.
Number of Bots (change the last number in HEX)#
Version |
GameShark code |
|---|---|
Prototype |
80100764 0001 |
USA |
801012C4 0001 |
Europe |
801012F4 0001 |
France |
80100D84 0001 |
Unused/Leftover Text#
Misc#
FRAME TIME %d
0x%X (0x%X)
Code size left = %dk
STATIC OVERFLOW
Gone over by %dk
READ PADS
Checking pad %d
osPfsInitPak %d
Found memory in pad %d
ID FATAL
Found jolt in pad %d
Damaged memory
Damaged memory
osMotorStop ret %d
%d got from InitLoadSaveMenu
ID Fatal
ID Fatal
case %d not handled in InitLoadSaveMenu
ID Fatal
ID Fatal
case %d not handled in CheckPakReturnValue
Shit ret error %d
Arse ret error %d
SAVE ERROR
SAVE ERROR FULL
Shit ret error %d
SAVE ERROR
SAVE ERROR FULL
ContPakRet = %d
ContPakRet = %d
case %d not handled in DoLoadGame
ContPakRet = %d
ContPakRet = %d
ContPakRet = %d
nf = %d
osPfsDeleteFile = %d
1
2
osPfsAllocateFile = %d
3
osPfsReadWriteFile = %d
4
SIZEOF DUKESAVE GAME %d
nf = %d
osPfsFindFile
ret = %d
osPfsReadWriteFile
ret = %d
RequestControllerInit %d
Found memory in pad %d
ID FATAL
Found jolt in pad %d
osPfsRepairId ret %d
RequestControllerInit %d
Found memory in pad %d
ID FATAL
Found jolt in pad %d
AUDIO DMA Buffer overflow, give me more AUDIO_DMA_QUEUE_SIZE
Unable to allocate sound! Oh duffer
Num Sounds %d
Too many Midi tunes, give me more MAX_MIDI_TUNES
Num Midi tunes %d
alHeap Free 0x%X
Sound id out of range %d
AUDIO Task overrun, give me more MAX_CLIST_SIZE
AngleCount exceeded 512
WARNING : Gone over WallCount[256]
WARNING : Gone over SectorFloorCount[128]
WARNING : Gone over SectorCeilingCount[128]
WARNING : Gone over sectorcount[128]
Maximum number of moving sectors (%d) exceeded (%d)
Maximum number of moving points (%d) exceeded (%d)
Add moving sector %d
Tryed to move a sector not in list!
SPRITES %d
SECTORS %d
WALLS %d
Set MAXSPRITES to %d
Set MAXSECTORS to %d
Set MAXWALLS to %d
%d %d %d
Starting decrunch
From %x
To %x
Failed to decrunch sectors
Decruned sectors
Failed to decrunch walls
Decruned walls
Failed to decrunch sprites
Decruned sprites
Failed to decrunch vtxs
Decruned vtxs
%d %d %d
Vert memory = %dk
Vertex data size = %dk
Gfx memory = %dk
Done this bit!
Draw Boss
Render mode %d
Combine mode %d
Maximum number of displayed sprites reached (256)
picnum %d
Data too big to fit in cache
Lock pointer = 0
Lock pointer > 200
CACHE SPACE ALL LOCKED UP!
Could not find any locators for SE# 6 and 14 with a hitag of %ld.
Sprite overflow caused by TOAD
Sprite overflow caused by LARD
Sprite overflow caused by DOG
Sprite overflow caused by ONION
Script overflow 1
Script overflow 2
Script overflow 3
Script overflow 5
Script overflow 6
Too many sprites spawned : PN = %d OW = %d
Found lonely Sector Effector (lotag 0) at (%ld,%ld)
Too many moving sectors at (%ld,%ld).
Subway found no zero'd sectors with locators
at (%ld,%ld).
Sprite overflow caused by LEMMING
Sprite overflow caused by HAMSTER
Sprite overflow caused by GERBIL
Too many cycling sectors.
Too many switches (64 max).
Too many mirrors (64 max.)
Too many 'anim' walls (max 512.)
Too many player sprites (max 20.)
Sprite overflow caused by CHEESE
Sprite overflow caused by LEMON
Sprite loading mismatch
RSP SW Version: 2.0H, 02-12-97
SGI U64 GFX SW TEAM: S Anderson, S Carr, H Cheng, K Luster, R Moore, N Pooley, A Srinivasan
Game Messages#
These are messages meant to be displayed in-game. Most of them are carried over from the PC version and only the new ones are commented.
- 0 - AUTO AIMING
- 1 - SHOW MAP: OFF
- 7 - WASTED!
- 11 - ALL DOORS UNLOCKED
- 16 - SWITCH OPERATED ONLY!
- 17 - CHEET!!!: Taunting.
- 18 - GOD MODE: OFF
- 20 - CROSSHAIR: ON
- 21 - CROSSHAIR: OFF
- 22 - YOU'RE TOO GOOD TO BE CHEATING!
- 23 - MESSAGES: ON
- 24 - MESSAGES: OFF
- 25 - TYPE THE CHEAT CODE:
- 26 - DETAIL: LOW
- 27 - DETAIL: HIGH
- 28 - WILL ALWAYS HAVE NO FUTURE
- 29 - BRIGHTNESS LEVEL: ONE
- 30 - BRIGHTNESS LEVEL: TWO
- 31 - BRIGHTNESS LEVEL: THREE
- 32 - BRIGHTNESS LEVEL: FOUR
- 33 - BRIGHTNESS LEVEL: FIVE
- 34 - SOUND: ON
- 35 - SOUND: OFF
- 36 - SCREEN CAPTURED
- 40 - Press F1 for Help
- 42 - BODY SUIT
- 44 - MOUSE AIMING OFF
- 45 - MOUSE AIMING ON
- 46 - CHEAT CODE: UNRECOGNIZED
- 49 - HOLODUKE NOT FOUND YET!
- 50 - JETPACK NOT FOUND YET!
- 73 - WEAPON LOWERED
- 74 - WEAPON RAISED
- 77 - SPACE SUIT ON
- 79 - BUY MAJOR STRYKER
- 80 - MIGHTY FOOT ENGAGED
- 81 - WEAPON MODE ON
- 82 - WEAPON MODE OFF
- 83 - FOLLOW MODE OFF
- 84 - FOLLOW MODE ON
- 85 - RUN MODE OFF
- 86 - RUN MODE ON
- 92 - MUSIC: ON
- 93 - MUSIC: OFF
- 94 - SCROLL MODE: ON
- 95 - SCROLL MODE: OFF
- 96 - BRIGHTNESS LEVEL: SIX
- 97 - BRIGHTNESS LEVEL: SEVEN
- 98 - BRIGHTNESS LEVEL: EIGHT
- 99 - REGISTER COSMO TODAY!
- 100 - ALL LOCKS TOGGLED
- 103 - SCREEN SAVED
- 105 - PIRATES SUCK!
- 108 - YOU'RE BURNING!
- 109 - VIEW MODE OFF
- 110 - VIEW MODE ON
- 111 - SHOW MAP: ON
- 112 - CLIPPING: ON
- 113 - CLIPPING: OFF
- 114 - !!! INCORRECT VERSION !!!
- 115 - KILLED BY PLAYER XX: Placeholder.
- 116 - KILLED BY PLAYER XX: Placeholder.
- 117 - KILLED BY PLAYER XX: Placeholder.
- 118 - KILLED BY PLAYER XX: Placeholder.
- 119 - GOT ALL WEAPONS/AMMO
- 120 - GOT ALL INVENTORY
- 121 - GOT ALL KEYS
- 122 -
- 124 - YOU CANNOT DEFEAT ME WITH PARAMECIUM ALONE: An Easter Egg or developer in-joke reference to an inexplicable one-liner from Forgotten Worlds.
- 128 - GAS GRENADES!: Alternate ammo for the grenade launcher that was removed from the game.1
- 129 - RUBBER BULLETS!: Another alternate ammo for the grenade launcher that was removed from the game.
Sounds#
Unused Sounds#
There is one unused sound in the game (#269): file:Dukenukem64unknow.ogg
For comparison, this video shows a man firing rubber bullets.
Ambience Sounds#
Like the PC version, ambience sounds are used in the levels (flag 2). Unfortunately, they do not work properly. For example, at the rooftop in the start of the first level there was supposed to have a "WIND_AMBIENCE" sound effect, and when the player gets to the street "FIRE_CRACKLE" should be played near the burning dumpster.
Sounds Pitch#
Like the PC version, the sounds have a list of random pitch values. However the engine doesn't seem to support this function.
Graphics#
Unused Graphics#
Graphics leftover from the PC version are not going to be included, since there are tons of it and it is not relevant.
Picture |
Color depth |
ID(s) |
Description |
|---|---|---|---|
|
4-bit |
753 |
Statue bowing. In the PC version, this frame would have the statue exposing its breasts. However, the animation has been disabled in this version, and this unique sprite is not used. |
4-bit |
1294-1296, 3821-3824 |
Captive babe hatching. Only the fourth and last sprites are used in the game. Interestingly, the game actually displays the first frame of the hatching animation, instead of the actual babe sprites. For comparison, the sprites from PC: |
|
4-bit |
2573 |
Duplicate of 2573. It is not displayed properly because the image is in 4-bit but the data in 8-bit. |
|
4-bit |
3797-3804 |
Captive babe hatching. Only the first and last frames are used. |
|
4-bit |
3805-3809 |
Captive babe hatching. Only the first and last frames are used. |
|
4-bit |
1700-1702 |
Assault Trooper frames. These tiles are also not used for the enemy in the PC version too, but new art has also been created in this version. |
|
4-bit |
2053 |
1 pixel texture. |
|
8-bit |
2531 |
Hand holding a pistol clip. This new sprite was meant to be part of the pistol reloading animation, but is not used in the 64 version. |
|
4-bit |
2539 |
Alternate muzzle flash. It has exactly the same size of the muzzle flash used for the Pistol and SMG in the final version. |
|
4-bit |
3004-3009 |
Unused characters. Even if one of the game texts contains one of these, they won't be displayed. For example, using a hex editor you can see there is question mark in the text "ARE YOU SURE YOU WANT TO SAVE OVER AN EXISTING GAME?", however it is missing in the game. |
|
8-bit |
3596 |
Gamepad. Probably it was meant to be used in the control setup options. For comparison, here is a screenshot from the PlayStation port: ![]() |
|
4-bit |
3637 |
Smoke. The above is placed between the Grenade Launcher sprites. Perhaps it was intended to be used for the "Gas Grenades"? |
|
4-bit |
3673, 3690, 3702 |
Explosions. The first one is close (but not identical) to the circle of fire of the 3D explosions in the final version. |
|
4-bit |
3703-3707 |
These crosshairs do not appear in the game, since the game only has one type. However, in Duke Nukem: Zero Hour there are different crosshairs. Since most of them are comical, perhaps it was meant to be used only via a Cheat Code or something. |
|
4-bit |
3724 |
Missile flash. Can still be seen in early screenshots: ![]() |
|
4-bit |
3733 |
Unused door texture for the train in Rabid Transit. |
|
4-bit |
3763-3765 |
Sparkles. Similar to the effects left by babes or enemies killed by the Plasma Cannon. Perhaps using one sprite for each particle would consume too much CPU? |
|
4-bit |
3815-3820 |
Bullet hitting wall. This one is very similar to the one used in the actual game, but is somewhat different, the edges are cut and also use a transparent background. For comparison, here is the actual sprite set used in the game: |
|
4-bit |
3863-3866 |
Replica of the bookcase seen through the game. Since it is divided in 4 pieces, the resolution is not compressed. The Playbook magazine with a naked woman on the cover can be seen on the top left of the screen, even if with some difficulty. |
|
4-bit |
3896 |
What appears to be a window located among the textures for the truck in Gun Crazy and Duke-Burger. |
|
4-bit |
3918 |
Early muzzle flash sprite for the pistol and SMG. Can still be seen in early screenshots: |
|
4-bit |
3920 |
Unknown sprite. |
|
4-bit |
3925 |
Unknown sprite. It is located before the sprites for the intro scene. |
|
4-bit |
3628, 3942 |
Poorly compressed copies of Pistol/SMG muzzle flash and the unused unknown circle. |
|
4-bit |
3944-3945, 3949 |
Unused textures for the car that appears on the very beginning of the first level. |
|
|
4-bit |
3977-3978 |
Possibly an early attempt for the sky texture. |
Misc.#
Starry Sky Texture#
Tile 3940 is a 128x128px texture of a starry sky:
However it's incorrectly displayed as a flat blue color in-game.

In the European version the texture is partially displayed, however only a slice of 128x32px is rendered.

Font Style#
The apostrophe character of the menu font has a different style from the other characters. Instead of being white with a black border, the interior has a gray tone reminiscent from the red menu font in Duke Nukem: Atomic Edition.
Images from older versions of the game show this style was used for all characters at some point:

Translucent sfx#
Actors for explosions and other stuff have a 33% translucency cstat (unlike the PC version), however such effect is obscured by the colorized effect unique to the N64 port, with the exception of the Octabrain projectile.

The translucency can be seen in older screenshots:

Player Palette#
In the PC version, players are assigned with a palette ranging from 9 to 16 which change the colors of Duke pants. Increasing the number of players using a GameShark code reveals these palettes are still applied, but they aren't different with the exception of the 5th player which is turned green. This is due to palette 14 being used by the secret level nukebutton exit switch.
CON Code#
There are two unused actors (tiles 3725 and 3757) which use the code for female NPCs. An interview with Eurocom before the game release mentions women that would wear T-shirts with the slogans "Eat me" or "Wear fur".2
Early Level Design Remnants / Inaccessible Areas#
Lookup Palettes#
Some of the new exclusive areas use lookup palettes that were only present in the PC version. For example, in the Raw Meat bar, the tables use palette 17 (blue), the microphone palette 14 (dark green) and the Karaoke sign palette 24 (white).
Parallax Skies#
In this version, the parallax sky texture is not displayed, instead a texture is always displayed in the background. Most levels use textures that are remnants from the PC version, or placeholders. However two of the new multiplayer levels have an interesting choice of textures for the sky.
Castle Dukenstein uses an eerie texture with visible skulls.

Noctis Labyrinthus uses the lunar sky with a reddish palette, akin to the Mars scene in Total Recall which this level was inspired by. Because the sky uses a palette, it blocks projectiles.

Underwater Palettes#

Whenever the player is underwater, the color of everything is changed to blue, regardless of its base palette. This obscures the color used in many underwater areas. The palettes are visible when using no-clip cheat, since the underwater color is disabled when clipping through a wall.
Misaligned Textures#
The engine doesn't render textures with non-power of 2 dimensions the same way as the PC version, however the maps are visibly designed for the latter, including the new exclusive areas.
|
Nintendo 64 |
PC |
|---|---|
|
|
|
Captive Women Monster Spawns#
The captive women still have links to spawning monsters from the PC version, although they have no effect. None of the captive women exclusive to this version have links.
Tile 1294#
Tile 1294 (PODFEM1) is used in some maps (most from the second episode) instead of 3821, but in-game they are replaced with 3821.
Hotel Hell and Freeway Connection#
The Nukebutton at the end of Freeway is not the one used in secret levels in this version. This would indicate that at some point Freeway was made a regular level, similar to Launch Facility in the first episode.
Another hint is that the manhole in the secret exit area of Hotel Hell was removed, which linked it to the start of the Freeway level. This would suggest there would be another secret level instead.
It's unknown which level Hotel Hell could lead to. However, the only planned level that is known to have been cut from the game is Derelict.
Hollywood Holocaust#
With the "No Clipping" cheat on, go to the bathroom area in Hollywood Holocaust. Where the first picture is, go straight through the wall. You'll come to a mirror image of the restroom area, but both of the passageways will lead to dead ends. There are also no objects in this room. It's a safe bet to say that they were at one time trying to test mirror effects in the N64 port.
(Source: Rick)
In the PC version the mirror effect is achieved by rendering the scene twice. This would not be possible in the N64 version, which was adapted to use the native 3D rendering of the console. It seems the idea above was the same as the PlayStation version, recreating the map on the other side of the mirror. However this approach would also have technical problems, and would not work on many maps since this version uses true 3D rendering, namely the parts which the areas inside of the mirrors would occupy the same space as other areas of the maps. It's also very likely the developers didn't have time for this approach, since it would require them to manually edit the maps.
Incubator#
|
Switch side |
Medkit side |
|---|---|
|
|
|
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 “No clipping” GameShark code 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 Vitamin X.
No idea why this room is even here, much less has items in it. This room also exists, still unused, in the PC version of the map.
(Source: Rick)
Dark Side#
file:Duke_64_Darkside_Unused_Section.png
In the main "T" hub hallway, go toward the Alpha transport. When you get as far as the button on your left that opens the nearby elevator up, use the "No Clipping" cheat and strafe left into the wall. You will appear on what was a separator ledge between the open area of the hallway and the hallway itself in the PC version, but was merely blocked off by walls for the N64 version.
Movie Set#
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 No Clipping 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 if you’re lucky (or just play around the area), one of the columns with the “S” texture on top will be lowered to reveal a Holoduke.
This room is in the PC version, and like with the Incubator area, it's surprising that this was left in with all the changes made to the levels in the game, especially since this level was altered from its iteration in the PC version. No idea why it still remains.
(Source: Rick)
The column uses a texture of a pornographic magazine vending machine which was removed due to censoring, as a result texture 1 (the “S”) is displayed instead.
Stadium#
Stadium is the oldest level in Duke Nukem 3D3, and one major difference is that the masked walls default tile ("overpicnum") is -1 instead of zero. This was carried over in Duke Nukem 64, and because of this the end of level Nukebutton won't function in the map. It seems the level designers couldn't figure out how to make it work, and instead added an invisible switch in front of it to end the level. The switch uses lo-tag -1 to end the level (a feature that is never used in the PC version for regular switches, but the function exists).
It's possible the original level designers from the PC version had the same problem with the Stadium level, as it's the only map to not have a Nukebutton (the other boss levels have multiplayer-only areas with Nukebuttons).
Area 51#
There is a Pig Cop Tank spawn in Area 51, however all data regarding the enemy has been removed in this version, only the flashing star is visible if there's another player to witness it in co-operative mode.
Freeway#
In the PC version, the windows with treadmills have two spawning sprites with tile number 2165 (LIZMANJUMP). This version replaced them with tile number 1860, which doesn't exist. Interestingly the tile number was known as INNERLAW in early versions of the PC version. It's very likely this is just a typo.
Piracy#
On the cliff face where the front end of the ship is, use a jetpack to fly into the highest part of the wall to find a lone security camera! This multiplayer level is really just a modified portion of the "Babe Land" level from Duke Nukem 3D: Atomic Edition, and was mostly a cut and paste job. There are no security cameras in this level, much less anything to view a security camera through, so its inclusion in this level was merely an oversight.
Regional and Version Differences#
Overall#
|
USA |
Europe |
|---|---|
|
|
|
- In European versions, the screens preceding the main menu are closer to the top of the screen.
- The North American version of the game renders at 320x237 while the European versions cropped to 320x213 (not counting the startup screens or the Controller Pak manager).
French Version#
The width of white space in the white and blue fonts have been changed from 12 and 7 to 6 and 4 pixels respectively in order to accommodate more text per line.
The list of items in the bonus screen is aligned to the right, as there was not enough space for the translated text.
In the screens after the bosses of the first two episodes are defeated, the text starts two lines above to give more room for text.
In the death match scores screen, the first column is moved to the left so the spacing is consistent with the other columns, and the player number is aligned to the right like the header / footer. The K for "Kills" was changed to a full word ("Tues") and slightly moved to the left, although it's not correctly centered to the numbers.
Sky Color#
Level |
North America and European |
France |
|---|---|---|
Fahrenheit |
#84CCFF
|
#758299
|
Stadium |
#B2D3FF
|
#4C4CCC
|
References#
|
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 |
|
|
Genesis |
|
|
Nintendo 64 |
|
|
PlayStation |
Total Meltdown (Prototype) • Time to Kill • Land of the Babes (Prototype) |
|
Sega Saturn |
|
|
Game Boy (Color) |
|
|
Game Boy Advance |
|
|
Xbox 360 |
|
|
PlayStation 3, Mac OS X |
|
|
Nintendo DS |
|
|
PlayStation 4, Xbox One, Nintendo Switch |
|





