Gex 3: Deep Cover Gecko (Feb 8, 1999 prototype)

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Title Screen
Gex 3: Deep Cover Gecko (Feb 8, 1999 prototype)
Build date Feb 8, 1999 03:10:00
Build name 2-8-99
Dump status Released, redump needed
Released by Hidden Palace
File release date April 17, 2021
Origin CD-R
Lot Project Deluge
Labels Gex 3 2-8-99
Dump method PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)
Game Gex 3: Deep Cover Gecko
System PlayStation
Genre Platformer
Final build JP Unreleased
EU Mar 4, 1999
US Mar 5, 1999
Release date JP Unreleased
EU Mar 4, 1999
US Mar 23, 1999
Download Gex 3: Deep Cover Gecko (Feb 8, 1999 prototype) (info)
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A prototype of Gex 3: Deep Cover Gecko for the PlayStation.

Notes

The Cutting Room Floor research

== GLOBAL CHANGES (see in every level) ==

  • Alfred is always inside his shell; upon tail-whacking him, the shell spins around, and then he slowly emerges from it; after talking to Gex, he instantly disappears again, leaving just the shell. In the final, Alfred is always standing in-place
  • Whenever a vending-machine is featured, they are red in this build, not purple, as they are in the final


== HUBS ==

Mission Control (GEXCAVE6)

  • Near the gym area, to the left of the weights, is a cracked wall: behind it is a TV with a blue logo called "Spacestation Rez", not seen in the final game. Entering the TV only takes you to the regular "Dial A for Arson" stage, however
  • In the room with the "Clue TV", there is no bust to open the bookcase to the Bonus TV (however, that TV still exists)

Training - Wreck Room (in GEXCAVE6)

  • Alfred does not greet you in the first room (with the Gex head); the head opens simply by standing on the platform
  • The order of the rooms is different: jump > tail-bounce > tail-whack > karate-kick. In the final, the order is: tail-whack > jump > tail-bounce > karate-kick
  • The tail-bounce room platforms don't work; and if you tail-whack Alfred, the camera pans back to the previous room
  • Alfred has no dialog in the "tail-whack those hideous dummies" room
  • None of the dummies in that room move, and "HANK IS FEEBLE MINDED!!!!!!!" is displayed six-times in the top-left
  • The karate-kick/long-jump room cannot be completed normally as Alfred does not exist, so the first platform never spawns
  • There is no remote or teleport at the end of the karate-kick/long-jump room to allow you to exit
  • The exit to each room is not covered by a rock (which explodes in the final, each time you complete that room's objective)

Lake Flaccid (GEXCAVE5)

  • The hole in the wall, leading back to the Mission Control hub, does not have the "Return to Mission Control" banner under it
  • The green locker (leading to the boss TV) has no door, whereas a door must be tail-whacked off it in the final
  • The bonus stage in the Pirate area is not behind a gate; and the switch to open the gate doesn't exist (though the platform where it would be does, though there is no sticky-wall leading to it)
  • In the War area, the Bonus TV is a below-ground area with a climbable-wall to return to the main area; in the final, this is still in an extra room, but the room is on the same level as the War is Heck stage TV
  • The small cave near the oil-drill, where you get a Bonus coin in the final game, has no back and Gex can fall out of the stage

Slappey Valley (GEXCAVE7)

  • The infamous Western town stage (A Fist Full of Geckos), deleted in the final, would have been entered here, as a themed entrance for it exists; however, entering the door simply causes Gex to fall-through the stage as no warp exists
  • The Secret TV in the water-area (on the path leading up to the Beanstalk level) does not exist
  • The warps to and from the anime-themed level have no effect when Gex stands on them; you just instantly warp
  • The enemies in the area where the anime TV is are untextured, purple objects
  • The Boss TV (Lizard of Oz) is locked behind a gate, and displays random screens in a loop

Funky Town (GEXCAVE8)

  • You begin the area wearing the orange superhero costume
  • None of the caged-off areas in the brick-tunnel at the start contain anything; in the final, they contain boxes that can only be smashed while wearing the blue superhero costume, and one Bonus coin per-area
  • No costume-change cubicles exist
  • The "lunch area", which in the final game contains the TV to the final boss, Rez, is locked behind a gate
  • Inside that area, the red-lights do not rotate; the rocket thrusts are not animated; and the TV is not present in the area


== REGULAR LEVELS ==

Totally Scrooged (SNOW96)

  • No major changes, though the moving ski-lift seen in the previous beta has been removed here (in the final room, where Gex whacks five elves while on a snowboard; the ski-lift is also not-present in the final)

Clueless In Seattle (CLUE1)

  • Alfred sometimes offers the opening line: "M'laud, search the maze for a secret bust" which I believe isn't said in the final
  • The walking-oven enemy in the kitchen, seen in the previous beta, isn't present (nor is it in the final)
  • Only the kill-the-fleas-on-the-bear-head mini-game works; the sink/bubbles and pool-table/pool-balls don't
  • Alfred does not appear in the swimming-pool room to explain the swimming-controls to the player
  • In the room with the pool-table, the bare-ass mounted on the wall (behind the Gex painting, which opens if you tail-whack the six TVs behind the mini-bar) has a tattoo titled "Bulldog", not "Rosebud" as in the final

Holy Moses! (EGYPT01)

  • All sand in this level hurts Gex, and causes him to repeatedly be thrown upwards off it (similar to when you run into fire or lava); in the final, sand causes no damage, but severley slows you down while in it
  • In the second main area (after you go-over the blue warp-bridge), the fire-traps that come out of each pit feature four flames: two pairs, each of which overlap as they rotate. In the final, each pit simply contains a single flame that rotates in a circle
  • The bug that Gex has to spit fire at, to reveal some platforms, has a shiny, reflective shell
  • At the top of the tallest-room with the climbable sections, the alcoves behind Gex each contain one coinfly, as does the furthest side; in the final, each alcove contains a single purple TV (a new life), and the furthest-side contains nothing
  • For the challenge where you have to recover the three staffs, the final tornado-mummy is located on the main path, near the green portaloo; in the final, you have to enter the nearby crack in the wall to a secret room to find it. In this build, that secret room just contains four coinfly and one pawprint-token

The Organ Trail (GTOWN2)

  • The donkey cannot perform the headbutt move while moving, only when stationary
  • It's possible to get stuck clipped-inside Alfred's shell while riding the donkey

Cutcheese Island (PIRATE45)

  • No major differences observed

War is Heck (WAR01)

  • All of the searchlights must be destroyed before any of the doors to new areas will open: the gates to the tank-area; the door to Hut 1; and the door to the Combat Maze. In the final, all open whenever Gex approaches
  • The crates in the tank-area cannot be ran-over while in the tank; Gex must exit the tank and tail-whack or tail-bounce each one
  • In the hut at the end of the Combat Maze, the briefcase on the table with Rez's head, rotates; it is static in the final
  • In the tank-area, three buildings have logos on them: "Ristorante", "Patton's General Store" and "DMZ Cafe". No building features a logo in the final

Unsolved Mythstories (MYTH2)

  • No major differences observed

When Sushi Goes Bad (ANIME1)

  • All of the TVs start with a transparent screen (you can see the walls of the stage through the screen area)

Red Riding in the Hood (BEANE1)

  • No major differences observed


== N64 Levels ==

  • None of the levels in the "N64 Levels" menu (MTYH3; FVILLA1; WATER15; JAWS1; SPIDER01; PUSH44; PROTO55; PIRATE88) do anything in this build; if accessing them is attempted from within a level, a loading-screen with "TOTALLY SCROOGED" at the bottom will appear, but never completes; if attempted from one of the Hub areas, a blank-screen may instead be seen, which again, never completes loading

Notes

  • Pressing Start+Up activates movement debug and Start+Down disables it
  • Pressing select during gameplay opens the debug menu
  • The debug menu lists the N64 levels but they're not present in the files
  • The n64 level select menu also lists a level called "proto55" which is not listed in the december build, most likley another cut level
  • Levels were supposed to play a cutscene when completing them however all videos in this build are placeholders
  • Gex has unique idle animations for some levels, a feature not present in the final version
  • The loading screen used in this build can also be seen in the released demo version
  • Options screen looks different
  • Level completition screens looks slightly different
  • The debug menu still uses the Gex 2 font
  • Remotes from Gex 2 are still used
  • Many levels have no music or use placeholder music from Gex 2
  • Starts with a somehwat early menu level that still uses Gex 2 placeholder music
  • Before gameplay the game will start with a unfinished intro cutscene that will not play correctly due to a bug in the code
  • If extracted it will reveal to be the full cutscene without music or sound effects
  • The hub uses the theme from City1
  • Under the map of starting hub area the cage is still present from the december build and also on the outside is a platform
  • A cut transition room is present before entering Lake Flaccid
  • The tutorial rooms are incomplete
  • Gtown1 was still part of the game and the mission objectives were actually fixed over the december build among other changes
  • In the second hub the Gtown1 entrance has been worked on even further than seen in the december build
  • Gtown2 still uses the old sombrero costume
  • If one completes Gtown2 and goes to the tv exit, it will reveal to use actual concept art as the tv image
  • The hub levels are all present in various stages of completition
  • In Egypt1 the spider is a fully textured 3D object instead of a 2D image
  • Spacestation REZ has a cut TV picture which is also seen in the french N64 version
  • While the rest of the endboss level is present, it skips straight to the final part
  • Going out of map reveals that the airship from the menu level is present
  • In the Oz boss level the canon still uses a laser
  • The TV object looks different
  • You play as Cuz in the level "Cheesy Rider"
  • Music in the winter level is slightly different
  • The themes of the Myth level are slightly different
  • The boss theme uses a few different instruments
  • Miscellaneous Notes:
    • Game is emulatable: Yes (as of April 17, 2021).
    • Game contains dongle protection: No.
    • Game contains debugging symbols: No
    • Dump was originally scrambled: No

Screenshots

Origin

Files

File Type Date Size SHA-1
PSX - Gex 3 2-8-99.img File 2020-12-13 04:55:11 245.75 MB 521c6d29c23b1b0f5ae4085a1606c1ab82bc130d
PSX - Gex 3 2-8-99.cue File 2020-12-13 04:52:32 82 bytes c60cf95ea6b57c25c69c0b6e0c0eab8c530da7b9
PSX - Gex 3 2-8-99.ccd File 2020-12-13 04:52:32 773 bytes 71612e59fe99757b3d54c77a64df5ad85e56fa60
PSX - Gex 3 2-8-99.sub File 2020-12-13 04:55:27 10.03 MB 2552ecbf9933d0973d548f6937d4529ab03ed7aa
PSX - Gex 3 2-8-99.jpeg File 2021-03-14 12:14:27 743.6 KB a4d396e124a2d96416b10bf2d49fb6e3755cd955

Acknowledgments

A huge thanks to Nex, SolidSnake11 for doing the initial research on this prototype!

See also