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- Duke Nukem 3D Cheats, Codes, And Secrets For PC - GameFAQs
- Duke Nukem: Total Meltdown PS Cheats - GameRevolution
- Duke Nukem Cheat Codes Pc
- For Duke Nukem: Land of the Babes on the PlayStation, GameFAQs has 16 cheat codes and secrets.
- We currently don't have any Duke Nukem cheats or cheat codes for Game Boy. Get the best selection of Duke Nukem Cheats, Codes & Walkthrough/Guide/FAQ for Game Boy from Cheat Code Central The Genie has more Duke Nukem Cheats at CheatingDome.com.
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Duke Nukem 64 |
---|
Developers: 3D Realms, Eurocom This game has unused areas. |
Duke Nukem Forever Cheat Codes: - Submitted by: MaziD Email: MMazid07@gmail.com Successfully complete the game to unlock the following cheat options at the 'Extras' menu: Duke 3D Freeze Ray, Grayscale Mode, Head Scale, Infinite Ammo, Instagib, Invincibility, Mirror Mode.
This page sucks. If you could make it suck less, that would be awesome. Specifically: Pretty much all the screenshots in this article need to be retaken with a non-garbage emulator. The page formatting could also use some work. |
Damn! Those censoring scum are going to pay for censoring up my game!
There are a lot of leftover bits from the PC version lingering in the game. Some of it has been changed to protect the identity of those who have been changed. In other words, this edition has been altered in various ways from the PC version.
- 1Cheats
- 2Disabled Features / Debugging Tools
- 3Unused/Leftover Text
- 4Sounds
- 5Graphics
- 5.2Misc
- 7Early Level Design Remnants / Inaccessible Areas
- 8Regional and Version Differences
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 |
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 |
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 802A9C8F 0001 D11C8558 0410 802A9C8F 0000 |
USA | D12AD164 0810 802AAA6F 0001 D12AD164 0410 802AAA6F 0000 |
Europe | D11C9358 0810 802AAA9F 0001 D11C9358 0410 802AAA9F 0000 |
France | D11C9898 0810 802AAFEF 0001 D11C9898 0410 802AAFEF 0000 |
Third-Person View (R+Left to enable, R+Right to disable)
Version | GameShark code |
---|---|
Prototype | D11C8558 0210 802A4C73 0001 D11C8558 0110 802A4C73 0000 |
USA | D12AD164 0210 802A5A53 0001 D12AD164 0110 802A5A53 0000 |
Europe | D11C9358 0210 802A5A83 0001 D11C9358 0110 802A5A83 0000 |
France | D11C9898 0210 802A5FD3 0001 D11C9898 0110 802A5FD3 0000 |
Mighty Boot Engaged (A+Z)
Version | GameShark code |
---|---|
Prototype | D11C8558 A000 802A4C43 00FF D11C8558 A000 802A4C7B 000F |
USA | D12AD164 A000 802A5A23 00FF D12AD164 A000 802A5A5B 000F |
Europe | D11C9358 A000 802A5A53 00FF D11C9358 A000 802A5A8B 000F |
France | D11C9898 A000 802A5FA3 00FF D11C9898 A000 802A5FDB 000F |
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. https://diflimaslou1971.mystrikingly.com/blog/cheat-game-dragon-ball-shin-budokai-2-psp.
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
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 Forgotten Worlds on the TG16.
- 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.[1]
Sounds
Unused Sounds
There is one unused sound in the game (#269):
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 left-over 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 interrogation 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 PSX 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 use an eerie texture with visible skulls.
Noctis Labyrinthus use the lunar sky with a reddish palette, akin to the Mars scene in Total Recall which this level was inspired. 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 visible designed for the later, including the new exclusive areas.
Nintendo 64PC |
---|
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.
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.
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 had time for this approach, since it would require to manually edit the maps.
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Incubator
Switch sideMedkit 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.
Dark Side
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.
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 3D[3] The cheaters game. , 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
USAEurope |
---|
See All Results For This Question
- 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 #7A0000 | #758299 #FF0000 |
Stadium | #B2D3FF #330000 | #4C4CCC #330000 |
The Duke Nukem series | |
---|---|
DOS | Duke Nukem • Duke Nukem II • Duke Nukem 3D (Prototypes) |
Windows | Duke Nukem: Manhattan Project • Duke Nukem Forever • Duke Nukem 3D: 20th Anniversary World Tour |
Mac OS Classic | Duke Nukem 3D (Prototypes) |
Genesis | Duke Nukem 3D |
Nintendo 64 | Duke Nukem 64 • Duke Nukem: Zero Hour |
PlayStation | Duke Nukem: Total Meltdown (Prototypes) • Duke Nukem: Time to Kill • Duke Nukem: Land of the Babes |
Sega Saturn | Duke Nukem 3D |
Game Boy (Color) | Duke Nukem |
Game Boy Advance | Duke Nukem Advance |
- ↑ 1.01.1Interview with Nick Dry
- ↑Interview with Eurocom
- ↑Early material from Duke Nukem 3D is discussed at Duke4.net
- NEWS/ RSS~
- LINKS (new)
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