Ludography
Duke Nukem: Zero Hour cover

1999 · Eurocom · Shooter · Third-person shooter

Duke Nukem: Zero Hour

Nintendo exclusive

He's all that stands between us and a Time-Spanning Alien invasion. He's Duke Nukem. Gaming's Greatest Action Hero. And this is his finest hour!

Released
1 August 1999
Platforms
Nintendo 64
Genres
ShooterThird-person shooter
Developers
Eurocom
Publishers
Atari, Inc.
Modes
MultiplayerSingle-player
Perspective
Third person
Themes
ActionScience fictionThrillerComedy
Country
United Kingdom
Age ratings
ESRB MCLASS_IND 18
Languages
English, French
Composers
Lee Jackson

About

Duke Nukem: Zero Hour is a 1999 third-person shooter game in the Duke Nukem series, developed by Eurocom and published by GT Interactive for the Nintendo 64. The game uses a relatively large 32 megabyte cartridge and can also use the Expansion Pak to improve graphics, though this slows down the frame rate. It features a 4-player split-screen multiplayer mode that uses a first-person view.

The plot revolves around time traveling aliens attempting to alter the course of history by eliminating Duke's ancestors. Locations, weapons, items, and clothing correspond to the time period Duke is in. Compared to the comically over-the-top tone used throughout most of the series, this game incorporates more mature plot elements, such as an encounter with Jack the Ripper near the still-fresh murder scene of Mary Jane Kelly in Victorian England and a serious depiction of a future New York devastated by atomic warfare.

Keywords

  • aliens
  • post-apocalyptic
  • bloody
  • time travel
  • run and gun
  • futuristic
  • hand-to-hand combat
  • backtracking
  • portals
  • artificial intelligence
  • tank
  • alien invasion

Media

The articlegameplay, story, development, reception

Story

Duke is called into action by the government as aliens have once again landed and are wreaking havoc. Duke battles the alien menace through the streets of New York with the help of some Marines and eventually gains access to the Statue of Liberty. There, Duke uncovers the aliens' true plan: to travel back in time and alter historical events, ensuring Earth becomes a world they can easily conquer. However, during the fight, Duke is teleported to the future, where the aliens have won, and humans are on the brink of extinction.

In this future, Duke battles new alien breeds and the zombified corpses of those who didn't survive the fallout. S. Army headquarters in New York. The resistance informs Duke that the aliens are tampering with history, creating alternate futures.

Reception

Zero Hour received moderate review scores when originally released. The review aggregation website GameRankings places its aggregate at 67%, indicating mixed reviews, however this score is based on an unrepresentative sample of reviews.

Nintendo Power, IGN, Game Informer, and Gamepro gave it favorable reviews, commending the game's control, environments and multiplayer features, with Nintendo Power also highlighting the game's imaginative weapons. while Jeff Lundrigan of Next Generation advised that the game should be avoided "like radioactive bat droppings." and EGM criticised the game for being unoriginal.

Releases by platformdates and regions as published

Releases by platform
PlatformReleasedRegions
Nintendo 641 August 1999North America · Europe 30 September 1999

Title IDsone per regional release, with its latest update

Title ids and disc serials by release
PlatformTitle IDRegionLatest update
Nintendo 64NUS-NDZP-EUREurope—
NUS-NDZE-USANorth America—

Box artone per regional release we hold art for

Decompilations and portscommunity projects that rebuild or port the game

Games like this

Collections2 collections

Platform libraries

Description adapted from its source, CC BY-SA 4.0.