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Proto:Duke Nukem 3D (PC)/v0.99 Beta

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This is a sub-page of Proto:Duke Nukem 3D (PC).

Duke Nukem 3D 0.99 is a leaked build of the shareware demo that snuck out onto the internet back in the day. The included readme shows that it was intended for a magazine for previews. Compiled on January 4th, 1996, the game is in a near final state, but it still has many differences.

Notice how it says "when it's done," even though the game is almost finished.

Contents

General

"BETA VERSION"

D3d099 betaversion.png

The message "BETA VERSION" is printed on the upper right-hand corner of the screen while playing.

HUD

D3d099 hud.png

The HUD is almost exactly the same as it is in the final. The only difference is that it has slots for 8 weapons instead of 9.

When compared to the released shareware version (which it is a prototype of), it lacks the "ORDER" text replacing the ammo count for weapons unavailable in the shareware version.

The smaller HUD is also in the game and is the same as the final's.

Prototype Final
D3d099 hud.png D3d hudbigger.png
Prototype 1.0
D3d099 hud.png D3d10 hud.png

Menu

D3d099 menu.png

The menu's options are closer to the title than in the final game.

It uses the same font that pre-1.4 versions of the game use.

Prototype Final
D3d099 menu.png D3d menufont.png
Prototype Registered 1.3d
D3d099 menu.png D3d menufont 13d.png

Results Screen

D3d099 results.png

The results screen keeps the general theme and layout, but has several differences.

  • Par Time is called Our Best Time.
  • The 3D Realms' Best Time part is missing.
  • Enemies killed is simply called Kills.
  • Enemies Missed is called Missed.
  • Secrets Found is called Secret Areas.
  • Secrets Missed is also called Missed.
  • "Press any key to continue" is not printed at the bottom.
Prototype Final
D3d099 results.png D3d results.png

Difficulties

The prototype has five difficulties instead of the final's four.

Prototype Final
Easy
Medium
Normal
Hard
Headache
Piece of Cake
Let's Rock
Come Get Some
Damn I'm Good

Medium, Normal, and Hard are equivalent to the final's Piece of Cake, Let's Rock, and Come Get Some. Easy contains less enemy spawns than Piece of Cake Does, while Headache is the final's Damn I'm Good, but with the ability to use cheats.

Easy Medium/Piece of Cake
D3d099 easy.png D3d poc.png

Automap

D3d099 automap.png

The automap only has the basic outline mode in 0.99. it also lacks the overhead Duke icon that moves as the player does, instead using a small version of one of his third person graphics as a representation of the player's current location.

Prototype Final
D3d099 automap.png D3d automapbig1.png
Prototype Final
D3d099 automap.png D3d automapbig2.png

Cheats

When activating cheats, inputting "dn" will have the message "Type the cheat code!" appear on the top of the screen, which does not happen in the final game.

Input Effect Image
dngodly God mode.
dnungodly Disables god mode.
dnweapons All weapons.
dnammo Maximum ammo.
dnitems Gives all keys and inventory items.
dnclip Activates noclip mode. Input it again to disable it.
dnwarp(xx) Level warp. First number is episode number, second is level number.
dnskill(x) Skill selector. Input a number between 0 and 9 into the "x". Once the code is selected, the level will restart in the current difficulty. Selecting skill 0 will send the player to a level without enemies. Headache/Damn I'm Good doesn't seem to work properly in that it won't respawn enemies when chosen via this option.
dnunlock Opens all doors when used.
dnview Activates the third person camera. Type it again to disable it.
D3d099 view.png
dnrate Activates a counter containing two numbers on the upper left-hand corner. Typing it again will turn the counter off.
D3d099 rate.png
dnhyper Instantly puts the player under the effects of Steroids.
dnending Brings up the ending sequence when activated. The results screen will always claim the player has finished E1L5, The Abyss, no matter what level it is activated in.

Shrunk Player

The effects shown when the player is shrunk are a lot more primitive than in the final game.

When the player is shrunk, the game will start loading the hands first person sprites, then move the player's view down like he was crouching instead of the visuals used in the final game. There are no visual warnings that the player is going to grow back to normal size soon, and when the player goes back to normal, he will suddenly revert to the regular viewpoint without any special effects.

Enemies can kill a shrunk player when the player is reverting to full size, like in the final game.

Loading a Saved Game

Loading a saved game tends to produce several errors, such as sprites being replaced with infinitely stretching versions of the first tile in the game's files and crashes.

Swinging Door Speeds

Doors that open via swinging are noticeably slower than they are in the final game.

Crosshair

The crosshair cannot be brought up when playing 0.99.

Mouselook and Autoaim

There are no ways to enable mouselook nor disable autoaim in 0.99.

Strippers

D3d 1312.png

Strippers behave a little differently in 0.99.

When hit with anything, a stripper will play her death scream. In the final game, a stripper will not play a sound when hit, and will only scream when killed.

Strippers cannot be shrunk, unlike in the final game.

The stripper that shows her tits when used has her tit-showing animation play slower in 0.99.

Pod Babes

Pod babes do not exist in 0.99. Their graphics can't even be found in the files.

Prototype Final
D3d099 podbabe.png D3d podbabe.png

Screaming while Falling

Duke will not scream while falling from a great distance. In fact, the sound file for it doesn't even exist in this prototype.

Boot Up Screen

D3d099 bootupscreen.png

The boot up screen for 0.99 requires that the user presses a key before the process begins. The final game starts booting up as soon as the executable is started.

The title at the top also calls this prototype Pre Release "Beta" version .99.

Prototype Final
D3d099 bootupscreen.png D3d loading.png

Demos

This prototype lacks demos.

Exit Screen

D3dbnoleaking.png

The exit screen is a mix of a message telling the player not to be too harsh on it because it's a work in progress and information that this is not meant to be released to the public and what you can do if you have a copy of it, but aren't supposed to have it.

Prototype Final
D3dbnoleaking.png D3d exitscreen.png

README.TXT

The prototype contains a simple readme from George (presumably George Broussard) to a person named Jim. It reveals that the developers believed that network play still needed some time.

Jim,

Run SETUP.EXE
Run DUKE3D.EXE

This version is really stable for single player.  We are working the next
week on net/modem and then we should be ready to release the game.

George

Episode and Level Names

Almost all of the episode and level names are different in this prototype. While Episode 1's level names can only be seen normally, the level names for Episode 2 and 3 can be found in "USER.CON".

Episode 1

Episode Name

Episode 1 has the same name that it does in the final game.

Level Names

Prototype Final
HOLLYWOOD HOLOCAUST
MEAN STREETS
DEATH ROW
TOXIC BEACH HEAD
INTO THE ABYSS
BONUS LEVEL: SPACEPORT 2000
BLANK
BLANK
HOLLYWOOD HOLOCAUST
RED LIGHT DISTRICT
DEATH ROW
TOXIC DUMP
THE ABYSS
LAUNCH FACILITY
FACES OF DEATH
USER MAP
VOID ZONE
ROACH CONDO
ANTIPROFIT

The prototype Episode 1 level lists lacks Faces of Death and the slot for user maps. The filler level names are also missing.

Episode 2

Episode Name

Episode 2 is called "Cosmic Wasteland" in 0.99, but "Lunar Apocalypse" in the final game.

Level Names

Prototype Final
MOONBASE 1
MOONBASE 2
MOONBASE 3
SPACE STATION 1
SPACE STATION 2
POWER STATION
BOSS 2
SECRET 1
SECRET 2
SPACEPORT
INCUBATOR
WARP FACTOR
FUSION STATION
OCCUPIED TERRITORY
TIBERIUS STATION
LUNAR REACTOR
DARK SIDE
OVERLORD
SPIN CYCLE
LUNATIC FRINGE

Episode 2 is missing two maps in 0.99. The levels also have what are clearly temporary names. Interestingly, the flow in 0.99's Episode 2 is different: Duke starts out on a moon base, then heads to space stations. The final game has Duke go through several space station levels before reaching the moon base levels.

Episode 3

Episode Name

Episode 3 is called "Shut Down at Ground Zero" in 0.99, but Shrapnel City in the final game.

Level Names

Prototype Final
APOGEE ARMS HOTEL
S.P.E.R.M. BANK
SEWAGE COMPANY
THE SEWERS BELOW
RTD SUBWAY
POSTAL
SANTA MONICA PIER
ALIEN
EXTRA 3 9
RAW MEAT
BANK ROLL
FLOOD ZONE
L.A. RUMBLE
MOVIE SET
RABID TRANSIT
FAHRENHEIT
HOTEL HELL
STADIUM
TIER DROPS
FREEWAY

Episode 3's level list in 0.99 has a lot more to it than Episode 2's.

The list reveals that the order was very different. A hotel level was the first one in the episode instead of the last one before the boss, there was only one secret level, and a subway level was moved back between 0.99 and the final game. A level called "Postal" appears, which is also the name of a level in the final game's Episode 4, though it's unknown if it was the same level as the one seen in Ep4.

Of note is that "Sewage Company" and "The Sewers Below" match two levels created by one of the game's level designers, Levelord, that were not released with the final game, but later on by Levelord himself: Sweeney and Sewers. Sweeney takes place in a sewage company, while Sewers has half of the level take place in a sewer.

The only consistency between the two lists is that there would be a bank-themed level in the second level slot.

Episode 4

0.99 has listings for an episode 4. What its purpose is cannot be figured out, but the original registered version of the game only has three episodes, not four.

Episode Name

This episode has no name.

Level Names

GONETLEVEL 1
GONETLEVEL 2
GONETLEVEL 3
GONETLEVEL 4
GONETLEVEL 5
GONETLEVEL 6
GONETLEVEL 7
GONETLEVEL 8
USER FILE

Almost all of these levels appear to be either temporary or filler. The only one that isn't is "USER FILE", which was presumably the temporary level slot that custom levels would take up when played. In the final game, this slot is in Episode 1.

Changed Text

Several text strings in USER.Con are different in 0.99.

String 0

Prototype Final
< Empty Slot >> AUTO AIMING

String 1

Prototype Final
< Empty Slot >> SHOW MAP: OFF

String 3

Prototype Final
MEDKIT PORTABLE MEDKIT

String 12

Prototype Final
FRY, DAMN YOU, FRY!!! USED STEROIDS

String 14

Prototype Final
COOK EM' GOOD! AMMO FOR DEVASTATOR

String 19

Prototype Final
HEALING! ATOMIC HEALTH!

String 20

Prototype Final
AMMO! CROSSHAIR: ON

String 21

Prototype Final
WEAPONS! CROSSHAIR: OFF

String 22

Prototype Final
FOLLOW MODE YOU'RE TOO GOOD TO BE CHEATING!

String 28

Prototype Final
LOADING QUICK GAME... WILL ALWAYS HAVE NO FUTURE

String 59

Prototype Final
FLAMETHROWER! FREEZETHROWER!

String 60

Note that this only applies for 1.4 or 1.5. 1.3d has the same string as 0.99.

Prototype Final
SHRINKER! GOT SHRINKER/EXPANDER!

String 66

Prototype Final
AMMO FOR FLAMETHROWER! AMMO FOR FREEZETHROWER!

String 75

Prototype Final
AUTO ACTIVATION: PROTECTIVE BOOTS PROTECTIVE BOOTS ON

String 76

Prototype Final
AUTO ACTIVATION: SCUBA GEAR SCUBA GEAR ON

String 77

Prototype Final
AUTO ACTIVATION: SPACE SUIT SPACE SUIT ON

String 79

Prototype Final
YOU CAN ON SEND MESSAGES IN MULTIPLAYER MODE BUY MAJOR STRYKER

String 80

Prototype Final
QUIK-KICK MIGHTY FOOT ENGAGED

String 81

Prototype Final
<msg 81: EMPTY > WEAPON MODE ON

String 82

Prototype Final
<msg 82: EMPTY > WEAPON MODE OFF

String 83

Prototype Final
<msg 83: EMPTY > FOLLOW MODE OFF

String 84

Prototype Final
<msg 84: EMPTY > FOLLOW MODE ON

String 87

Prototype Final
SPACE SUIT DEVASTATOR WEAPON

String 99

Prototype Final
<msg 99: EMPTY > REGISTER COSMO TODAY!

String 100

Prototype Final
<msg 100: EMPTY > ALL LOCKS TOGGLED

String 102

Prototype Final
YOUR COMING WITH US! WE'RE GONNA FRY YOUR ASS, NUKEM!

String 105

Prototype Final
<msg 105: EMPTY > PIRATES SUCK!

String 108

Prototype Final
YOU'RE BURNING! FIND WATER OR DIE YOU'RE BURNING!

String 109

Prototype Final
<msg 109: EMPTY > VIEW MODE OFF

String 110

Prototype Final
<msg 110: EMPTY > VIEW MODE ON

String 111

Prototype Final
<msg 111: EMPTY > SHOW MAP: ON

String 112

Prototype Final
<msg 112: EMPTY > CLIPPING: ON

String 113

Prototype Final
<msg 113: EMPTY > CLIPPING: OFF

String 114

Prototype Final
<msg 114: EMPTY > !!! INCORRECT VERSION !!!

Weapons

Mighty Boot

D3d099 2522.png

The quick use button for the Mighty Boot works differently in this prototype. When the button is pressed, the player's current gun is lowered, the Mighty Boot kicks once, and then the player's gun comes back.

The graphic of the leg fully extended also has slightly different shading in 0.99.

Prototype Final
D3d099 2522.png D3d 2522.png

Pistol

Duke3dfinalpistol.png

The Pistol does 6 damage compared to the final's 8 damage. However, it has a random number between 0 and five added to damage for each shot.

It is possible to reload cancel the Pistol in this prototype by switching to another weapon while the reload animation is played, then switching back to the Pistol. By doing this, the player will be able to bypass the reload animation. The final game changes this so that the reload animation must finish before another weapon can be taken out.

Shotgun

D3d099 2613.png

Duke's Shotgun does the same amount of damage that it does in the final game. It also has a random number between 0 and 5 added to each pellet. Combined with different enemy health in 0.99, this makes the Shotgun far more powerful than it is in the final game, as one close range shot can be used to kill a Pigcop, while a near point-blank range blast kills Octabrains in one shot as well.

Chaingun Cannon

Duke3dfinalripper.png

The Chaingun Cannon does 5 damage in 0.99 compared to 9 in the final. It also does an extra 0 to 5 damage per bullet, but the comments suggest that the extra damage is kept on the low side for balance reasons.

While the lower damage may seem like a nerf compared to the final game, the Chaingun Cannon has a much higher rate of fire in 0.99 than it does in the final game, allowing it to easily compensate for the lower damage. In practice, the Chaingun Cannon is mostly as powerful as it is in the final game, though it can cut down groups of Assault Troopers faster than the final's can.

When fired, it does not eject spent casings in 0.99.

Prototype Final
D3d099 chaingunfire.png D3d chaingunfire.png

RPG

Duke3dfinalrpg.png

The RPG received a small buff between 0.99 and the final game: the 0.99 version does 120 damage, while the final one does 140.

Otherwise, it is the same as the final's.

Pipebomb

D3d 2573.png

Like the RPG, the Pipebomb does a maximum of 120 damage in 0.99, but 140 in the final.

Shrinker

The Shrinker is in the game, but can only be accessed by enabling the "dnweapons" and "dnammo" cheats, then depleting ammo for other weapons (in a default install, all one needs to do is deplete ammo for one weapon).

While its first person graphic is missing, its projectiles can be seen because E1L4 has an object that shoots shrinker projectiles.

The angle used when stomping an shrunk enemy is shorter than it is in the final game.

It behaves the same as it does in the final game.

Prototype Final
Pancake time! D3d shrinkstomp.png

Flamethrower

This Flamethrower is a weapon cut from the final game, but can be accessed in this prototype. To use it, one must follow the same procedure to access the Shrinker, then use all of the Shrinker's ammo (in a default install).

Contrary to its name, the Flamethrower doesn't actually shoot flames. Instead, it is an automatic weapon that fires hitscan bullets that slightly light up an area while the gun is being fired. Each of these bullets seem to do a good amount of damage. If a target is hit by one of these bullets, he will start to expand in an odd way, with gray "aftershadows" appearing as he expands. A small fire will appear underneath the target as well. Once the targets HP is reduced to zero, he will explode. The fire that existing underneath the enemy before he died will continue to burn for a little bit after its death, which will damage the player if walked into. When the gun is being fired, it will use the firing sound used by the final's Freezethrower.

When a target is being hit with the Flamethrower, the message "Cook 'em good!" will appear on top of the screen and will persist for a little bit when not hitting an enemy.

The player can hold a maximum amount of 99 ammo units at once.

Based on the fact it uses the Freezethrower's firing sounds, it shares the same sprite number that the Freezethrower does, and it has the same maximum amount of ammo that the Freezethrower does, the Flamethrower was likely replaced by the Freezethrower.

Laser Tripmine

D3d099 2566.png

The Laser Tripmine can be accessed by modifying the weapon order in DEFs.CON in order to have it draw after depleting a weapon's ammo supply or adding it to maps via an editor.

It behaves the same as it does in the final game, but 0.99 lacks the sound played when a Tripmine is placed on a wall.

The first person graphics for this weapon are placed lower on the screen in 0.99 than they are in the final game.

Prototype Final
D3d099 tripmineuse.png D3d tripmineuse.png

Devastator

No signs of the Devastator exists in this prototype, suggesting it wasn't even started at this point in development.

Enemies

Assault Trooper and Assault Captain

D3d099 1680.png

Both of these enemies are almost exactly the same as they are in the final. The only difference is that they use the Enforcer's idle sound instead of their own.

Moreover, their "FIRELASER" projectile causes 10 damages to the player, instead of 7 in the final version.

Pigcop

D3d099 2000.png

The Pigcop has 70 health in 0.99, compared to 100 in the final game. While the HP difference doesn't sound like much, it makes them noticeably easier to kill, especially with the Shotgun.

Recon Car

D3d099 1960.png

The Recon Car behaves the same as it does in the final, but plays sirens when it first notices the player. This was removed in the final game.

Octabrain

D3d 1820.png

The Octabrain has a measly 75 HP in 0.99, but was buffed to have 175 HP in the final game. This makes him much, much easier to kill.

Also, the Octabrain weakness to rockets that he does in the final game doesn't seem to work properly. This means that Octabrains have a chance of surviving a rocket explosion if it exploded far enough from them, unlike the final game, where they will be gibbed if they take any damage from a rocket exploding.

While the Octabrain's projectile does the same amount of damage that his does in the final game, his melee attack does a measly 2 damage, while the final game's does 11.

Interestingly, the Octabrain is still referred to by his internal name, JELLY, in 0.99's .CON files, while the final game switches it to the proper name.

Enforcer

The Enforcer shoots fire in this prototype. If the player is set on fire, he will take a large amount of damage over time while the screen flashes with an orange tint and the message "YOU'RE BURNING! FIND WATER OR DIE" is printed on top of the screen.

The 0.99 Enforcer seems to be slightly less aggressive than he is in the final game.

He has 60 HP in this prototype, but was buffed to have 100 HP in the final game.

When killed, he has a chance of dropping ammo for the Flamethrower. This is changed to Chaingun Cannon ammo and the Chaingun Cannon itself in the final game.

A pre-release image shows this Enforcer in action.

Sentry Drone/Snake Head

This prototype contains an enemy removed from the final game. It is informally known as the Snake Head, after concept art for an unused enemy that matches its internal name, SNAK.

Behavior-wise the Snake head is very similar to the Lost Soul from Doom; it will float around, but will occasionally charge at the player to bite him. After a charge, it will float around again, then charge again, and so on. It has 50 HP.

If the Snake Head is hit with a Shrinker's projectile, it will be killed instead of shrunk.

There is strong evidence that the Snake Head was replaced with the Sentry Drone. The Sentry Drone's sounds have "SNAK" in them, just like the Snake Head's unused sounds in the prototype do. The Snake Head's sound definitions are also in the exact same spot the Sentry Drone's are.

Organic Turret

The Organic Turret is in the game's code, but still doesn't work properly. However, the game will attempt to play a sound when it sees the player.

Bosses

Note that all bosses will not instantly kill the player if the player gets too close to them, like they do in the final game.

Battlelord

D3d099 2630.png

The Battlelord is the same as he is in the final, but has 2,000 HP instead of the final's 4,000. This makes him a bit easier to take down compared to his final incarnation.

USER.CON has no definitions for the small Battlelord that appears in the final game.

DUMMYDUKE

D3d099 bigandsmallduke.png

DUMMYDUKE is a boss that does not appear in the final game.

There are two of them: one big, and one small. The small one is slightly taller than the player is, while the bigger one is much larger than the player. The big one has 2,000 HP, but the small one has 1,000 HP. In-game, the big one's health appears to be bugged, as a single Pistol shot will gib him.

Both of them will fire a rapid-fire hitscan weapon occasionally as their primary weapon. However, they have slightly different behavior. The smaller one will occasionally teleport around like an Assault Captain, but with no graphical warning beforehand like the Assault Captain does. The small DUMMYDUKE also seems to prefer getting as close as possible to the player. Meanwhile, the big DUMMYDUKE is very slow and can never catch up with a running player. It doesn't seem to prefer getting close to the player, unlike the smaller DUMMYDUKE.

When a DUMMYDUKE is first spawned, he will appear to be a normal Duke. However, once the player sees him, he will swap his palette to a darker, muddier one, change size (using similar effects as someone being hit with the Expander in the final game would) until he is the correct size, then start attacking the player.

Unlike multiplayer bots, DUMMYDUKEs will not be attacked by other enemies.

Both DUMMYDUKES are referred to as "BOSS2". In the final game, the Cycloid Emperor is BOSS2 and all traces of these bosses have been removed.

(Source: High Treason)

BOSS3

In 0.99, BOSS3 is a clone of the 0.99 Battlelord in terms of behavior, right down to having the exact same HP.

If the final game's art is loaded into this prototype, BOSS3 will mostly use the Cycloid Emperor's tiles, but will occasionally revert to using the Overlord's, and will become an Overlord permanently when killed (though it will not use the Overlord's proper death sprites).

The Overlord is named BOSS3 in the final game, but there are no signs of it being in the game in this prototype.

(Source: High Treason)

Items

Unless otherwise stated, the items are the same as they are in the final game.

Alchohol(sic)

An item called "alchohol" (presumably a misspelling of alcohol) can be found in DEFS.CON in the section dealing with inventory items. This is the only instance of it appearing in 0.99.

Of note is that the code for it in DEFS.CON has been commented out.

Atomic Health

D3d099 0101.png

Atomic Health is simply called "Healing!" in 0.99 when picked up. Otherwise, it is the same as it is in the final game.

Space Suit

Code for the Space Suit exists in this prototype. It indicates that the Space Suit would last as long as the Jetpack does.

Shrinker Ammo

Shrinker ammo gives the player one Shrinker charge when picked up in 0.99, but 5 in the final game.

Fuel Ammo

Fuel ammo is a type of ammo cut from the final game. It is used by the Flamethrower, which was also cut. When picked up, it gives 25 ammo units for the Flamethrower. Incidentally, ammo pickups for the Freezethrower also gives 25 units of ammo per pickup, giving more evidence that the Flamethrower was turned into the Freezethrower.

Changed Graphics

Title Screen Background

The title screen's background doesn't have the "WARNING: ADULT CONTENT" message at the bottom of it. However, Duke's mouth is a little bit messed up.

Prototype Final
D3d099 titlescreenbackground.png D3d titlebackground.png

Episode 1 Ending Animation

The ending animation for Episode 1 has a few differences compared to the final's. The Battlelord does not spew blood when killed. Duke shoots the Battlelord in the head once, then rapidly unloads three more shots into his head in 0.99. The final game only has Duke shoot him in the head once.

Episode 1 Ending Screen

The screen shown after the Episode 1 ending animation is missing in 0.99. It doesn't even exist in the prototype's files.

Crosshair

The crosshair was initially much bigger, but the developers decided to shrink it down for whatever reason.

Prototype Final
Gee, that is really handy. Um... does anyone even *see* this sprite?

Scuba Gear Overlay

The scuba gear took up the entire screen in the beta, making it a bit difficult to see anything on the sides. This was resolved by having Duke only put on the scuba tank.

This overlay appeared in a pre-release screenshot.

Prototype Final
Must...be able...to see shit... Wow, my visibility has improved quite a bit.
Scuba Gear overlay Pre-release Screenshot dated November 1995
Dn3dscubagearb1.png D3d D3D07.png
Scuba Gear overlay Pre-release Screenshot dated August 1995
Dn3dscubagearb1.png D3d DUKE1.png

Bloodless Death and Pain Sprites

Most of the pain and death sprites for the enemies and players do not have blood drawn on them yet. The exception is the Pigcop, which has a little bit of blood, but not nearly as much as in the final game.

Duke Nukem

Duke's death animation also seems to have been re-rendered at a different angle between 0.99 and the final game, in addition to lacking blood.

Prototype Final
D3d099 1512.png D3d 1512.png
Prototype Final
D3d099 1513.png D3d 1513.png
Prototype Final
D3d099 1514.png D3d 1514.png
Prototype Final
D3d099 1515.png D3d 1515.png
Prototype Final
D3d099 1518.png D3d 1518.png

Assault Trooper/Assault Captain

Prototype Final
D3d099 1730.png D3d 1730.png
Prototype Final
D3d099 1731.png D3d 1731.png
Prototype Final
D3d099 1732.png D3d 1732.png
Prototype Final
D3d099 1733.png D3d 1733.png
Prototype Final
D3d099 1734.png D3d 1734.png
Prototype Final
Duke3D-099Liztroop.gif D3d 1738.png
Prototype Final
D3d099 1739.png D3d 1739.png
Prototype Final
D3d099 1740.png D3d 1740.png

Pigcop

Prototype Final
D3d099 2055.png D3d 2055.png
Prototype Final
D3d099 2056.png D3d 2056.png
Prototype Final
D3d099 2057.png D3d 2057.png
Prototype Final
D3d099 2058.png D3d 2058.png
Prototype Final
D3d099 2059.png D3d 2059.png
Prototype Final
D3d099 2060.png D3d 2060.png

Octabrain

Prototype Final
D3d099 1850.png D3d 1850.png
Prototype Final
D3d099 1851.png D3d 1851.png
Prototype Final
D3d099 1852.png D3d 1852.png
Prototype Final
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First Frame for Duke's Death Animation

The first frame for Duke's death animation is completely different. Instead of his with his mouth open and a hand near his mouth, 0.99 has him looking closer up with his mouth closed, his gun facing upwards, and no hand near his mouth.

Prototype Final
D3d099 1511.png D3d 1511.png

Different Help Screens

The backstory for this game has yet to be placed in.

Prototype Final
How do I used jetpack? Aaaah...much better.

The help screen was much more rudimentary, contained non-existent key bindings and was likely a holdover from an earlier build. There also were no controls for the multiplayer mode nor the map mode... nor the items. Thankfully, this was fixed in the final version.

Shareware Sell Screens

The sell screens used to entice and inform the player on how to purchase the full version of the game are much more simple in this prototype. Most of them consist only of black text, with rarely an image or two.

The wording on all of them is quite different as well, but it communicates the same ideas.

0.99's sell screens has a slide that was cut from the final game.

Prototype Final
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Rocket Sprites

The rocket fired by the RPG in 0.99 has a dark gray body, has smaller exhaustion, and is slightly tilted. The final removes the tilt and makes the body a light gray.

Prototype Final
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Gray Wall Texture

A gray wall texture found at Tile 227 is darker and lacks some shading compared to its final incarnation.

Prototype Final
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Alien Wall Texture

The alien wall texture at Tile 1097 keeps the basic design used in the final, but is inverted and has the circular graphics moved up to make space for something at the bottom resembling a kick-guard. The proto graphics seem filthier and more in-line with the earlier post-apocalyptic protos.

Prototype Final
D3d099 1097.png D3d 1097.png

"Hot Hot Hot" Poster

The "Hot Hot Hot" poster has a model with longer hair. Her face was also lowered a little bit.

Prototype Final
Duken3dpc099 hothot.png Duken3dpcfinal 0844.png

Prison Chapel Sign

The "Silence. Discipline. Remorse." sign in Death Row had the "Discipline." part of the sign redrawn a bit between 0.99 and the final game to correct a typo.

Prototype Final
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OJ Simpson Chase Graphics

The animated OJ Simpson chase graphic lacks the car on the left side of the screen in 0.99.

Prototype Final
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Switch

The lights were completely redrawn to make them more visible and it looks like it got a bit of a damage removed too. There's also a bump below the lights that was removed too.

Prototype Final
Duken3dpcbeta switcha.pngDuken3dpcbeta switchb.png Duken3dpcfinal switcha.pngDuken3dpcfinal switchb.png

Results Screen Duke

Duke's left boot was slightly redrawn in the final game on some of his frames in the results screen.

Prototype Final
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Restricted Area Sign

The "restricted area" sign is darker and has a larger warning stripe on the right side in 0.99.

Prototype Final
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Paw Graphic

The paw graphic occasionally used in the final game is completely black and has no shading.

Prototype Final
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Rib Gib Graphics

In 0.99, the rib graphic used for generic gibs has a darker rib and lacks the orange shading that the final game's rib gibs have.

Prototype Final
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Blood Splotches

Some blood splotches are darker in 0.99.

Prototype Final
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Smashed Enemy

One of the graphics used to represent an enemy smashed by a door had a single pixel changed between 0.99 and the final game. Wow!

Prototype Final
D3d099 2300.png D3d 2300.png

Brown Wall

An odd red pixel was removed from a brown wall texture in the final game.

Prototype Final
D3d099 0722.png D3d 0722.png

Blue Font Textures

Four textures in the blue font texture set were changed between the prototype and the final games. One hyphen graphic was moved up, another equals sign was moved down, while a single pixel was changed on both the comma and period graphics.

Prototype Final
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Battlelord Firing Graphics

The loincloth on some of the Battlelord's firing sprites is darker in 0.99.

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Death Row Map

The dot on the map found in Death Row is darker in 0.99.

Prototype Final
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City Sky Texture

The city background is a bit messy and incomplete at this point in development as the rightmost side is made out of lazily copy-and-pasted artwork. There is an inverted N or S and a vaguely visible "Union 0" to the lower right of the Hollywood sign that got removed from the background in the final version.

Prototype Final
Union 0? ...Hm... wonder where that went?

Starry Night Sky Texture

This starry background actually had an ocean visible, but it was edited out in the final version. This would have looked great in Death Row and Toxic Dump, but would have looked out of place in the rest of the maps with this background, so it was removed.


Prototype Final
That's a nice ocean... too bad you can barely see it. No ocean!? D=

Unused Art

0.99 has some graphics that go unused in the prototype itself. Most of these were removed in the final game.

Art Art ID(s) Description
D3d099 0027.png 27 While there are Laser Tripmines in the levels in 0.99, there is no way to pick one up, so this graphic goes unused. This is the only graphic in this section that is used in the final game.
Weirdly, the language bit of the rating is missing. 32 It seems like the game would have displayed its rating upon starting, but it was dropped for whatever reason.
Looks a little funny, doesn't it? 982 The game does have fire hydrants placed in the levels, but you never see them at this angle. It was deleted in the final version anyway. A similar sprite was also in LameDuke's art files, lacking much of the detail present in this sprite.
D3d099 1275.pngD3d099 1276.pngD3d099 1277.png 1275 to 1277 Pieces of junk?
D3d099 1393.pngD3d099 1394.pngD3d099 1395.pngD3d099 1396.pngD3d099 1397.png 1393 to 1397 There is code for drawing these graphics in the final game's source code, but there are no signs of what it would be used for. Note that the "II" graphic appears in the final game's files and is still unused there as well.

Sounds

Removed Sounds

Duke says this when he starts up the hidden movie projector in Hollywood Holocaust. This was removed completely from the final game.

Duke says this when he flips the switch in the high room of the first building in Red Light District and displays the texture #776 in the distance with the message "Duke Nukem must die!". This was removed completely from the final game.

In this build, the Recon Patrol Vehicles have their sirens going off. This was likely removed due to how annoying they are.

First door sound that was not selected.

Changed Sounds

Prototype Final

The bar music has more percussion in the background. It's also somewhat louder than the final game, resulting in a whooshing sound that is louder and it being somewhat harsher on the ears.

Prototype Final

The sound of the shotgun when fired is different from the final version. It is simply the same sound of the first gun (pistol.voc) used with different properties within the file USER.CON.


This Remote Ridicule taunt was cut from the full game, and replaced with, for some odd reason, Duke's "screaming while falling to death" sound.

An intensely loud report (possibly an artifact of playback startup from magnetic-based media or microphone feedback) followed by wind. Purpose unknown.

What sounds like a short buzzing sound, or a radio squawk. later replaced by the "monitor.voc" sound and was used for the "DIPSWITCH" switch.

An alternate version of the Assault Trooper choking while begging for mercy.

A drinking sound, probably meant to play when Duke drank from the health-replenishing water sources.

A low-quality sound of glass breaking.

Ambient sound of rotor, which looks quite similar to the final version.

Fairly heavy fall sound.

Lower Quality Sound Clips

These sound clips differ from the finals only in sound volume and quality:

Hehehe, what a mess.

Bitchin' !

That's one doomed space marine.

Ambient sound.

Duke gasping for air.

Come get some !

Holy cow !

Holy shit !

Damn, I'm good.

Hm, don't have time to play with myself.

What, there's only one of you ?

Yeah, piece o'cake.

Who wants some ?

(Source: Hendricks266)

Useless Definitions With Blank Sounds

definesound DUKE_OPENING_SODA blank.voc 0 0 2 0 0 // supposed to be played while picking up the "COLA" care item but does not produce anything. Probably a reference to LameDuke.
definesound DUKE_JUMP blank.voc -64 64 4 0 0 // supposed to produce a sound when the player makes a jump, but does not play anything.
definesound BOSSTALKTODUKE blank.voc 0 0 255 0 0 // replaced by the first boss talk (Battlelord) "Who the hell are you?" !boss.voc 0 0 255 0 0
definesound START_FANFARE blank.voc 0 0 0 0 0 // unknown use! Probably intended to be played for the start of the introduction.
definesound DOOR_OPERATE4 blank.voc 0 0 0 0 0 // replaced by the sound edoor11.voc -256 0 0 0 0
definesound GENERIC_AMBIENCE12 blank.voc 0 0 0 0 0 // replaced by the sound drip3.voc 0 0 0 0 0
definesound GENERIC_AMBIENCE20 blank.voc 0 0 0 0 0 // replaced by the Duke quote "Hmm... looks like I have the con." con03.voc 0 0 0 4 0
definesound GENERIC_AMBIENCE21 blank.voc 0 0 0 0 0 // replaced by the alien talk "Hahaha... too late Nukem, we're in control now." !prison.voc 0 0 255 4 0
definesound FEM1_SPEECH blank.voc 0 0 255 0 0 // the strippers were apparently supposed to speak and the use of such sounds remains a mystery.
definesound FEM2_SPEECH blank.voc 0 0 255 0 0
definesound FEM3_SPEECH blank.voc 0 0 255 0 0

Double Definitions Sounds

definesound DOOR_OPERATE3 tekdoor.voc 0 0 0 0 0
definesound DOOR_OPERATE5 tekdoor.voc 0 0 0 0 0

Exactly the same sound file used and with exactly the same properties. "DOOR_OPERATE3" has been replaced by the sound edoor10.voc -256 0 0 0 0, while the definition "DOOR_OPERATE5" has been completely removed from the final version.

Levels

Hmmm...
To do:
Document the map changes. This weblink is very useful in uncovering the version differences: http://lerppu.net/d3d_99/

Red Light District/Mean Streets

The switches that destroy a building are out in the open.

Toxic Dump/Toxic Beach Head

You start off in a completely different area from the final.

Launch Facility/Bonus Level: Spaceport 2000

There is an extra path around the slime pool at the start of the level, that leads to the same forcefield as the original path.