Gex 3: Deep Cover Gecko (Feb 8, 1999 prototype): Difference between revisions
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m (Text replacement - "for researching this prototype!" to "for doing the initial research on this prototype!") |
(Added differences I have noted through playing this build earlier today; may have more to add, but saving now to ensure what I've wrote doesn't get lost (as I can't see a "save draft" feature)) |
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{{Prototype | {{Prototype | ||
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A prototype of Gex 3: Deep Cover Gecko for the PlayStation. | A prototype of Gex 3: Deep Cover Gecko for the PlayStation. | ||
== Differences (compared to final version) == | |||
'''== 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 | |||
'''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 | |||
* 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 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 | |||
'''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 | |||
'''Funky Town (GEXCAVE8)''' | |||
* You begin the area wearing the orange superhero costume | |||
* 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 | |||
==Notes== | ==Notes== | ||
* Pressing Start+Up activates movement debug and Start+Down disables it | |||
* Pressing select during gameplay opens the debug menu | *Pressing Start+Up activates movement debug and Start+Down disables it | ||
* The debug menu lists the N64 levels but they're not present in the files | *Pressing select during gameplay opens the debug menu | ||
* The n64 level select menu also lists a level called "proto55" which is not listed in the december build, most likley another cut level | *The debug menu lists the N64 levels but they're not present in the files | ||
* Levels were supposed to play a cutscene when completing them however all videos in this build are placeholders | *The n64 level select menu also lists a level called "proto55" which is not listed in the december build, most likley another cut level | ||
* Gex has unique idle animations for some levels, a feature not present in the final version | *Levels were supposed to play a cutscene when completing them however all videos in this build are placeholders | ||
* The loading screen used in this build can also be seen in the released demo version | *Gex has unique idle animations for some levels, a feature not present in the final version | ||
* Options screen looks different | *The loading screen used in this build can also be seen in the released demo version | ||
* Level completition screens looks slightly different | *Options screen looks different | ||
* The debug menu still uses the Gex 2 font | *Level completition screens looks slightly different | ||
* Remotes from Gex 2 are still used | *The debug menu still uses the Gex 2 font | ||
* Many levels have no music or use placeholder music from Gex 2 | *Remotes from Gex 2 are still used | ||
* Starts with a somehwat early menu level that still uses Gex 2 placeholder music | *Many levels have no music or use placeholder music from Gex 2 | ||
* Before gameplay the game will start with a unfinished intro cutscene that will not play correctly due to a bug in the code | *Starts with a somehwat early menu level that still uses Gex 2 placeholder music | ||
* If extracted it will reveal to be the full cutscene without music or sound effects | *Before gameplay the game will start with a unfinished intro cutscene that will not play correctly due to a bug in the code | ||
* The hub uses the theme from City1 | *If extracted it will reveal to be the full cutscene without music or sound effects | ||
* Under the map of starting hub area the cage is still present from the december build and also on the outside is a platform | *The hub uses the theme from City1 | ||
* A cut transition room is present before entering Lake Flaccid | *Under the map of starting hub area the cage is still present from the december build and also on the outside is a platform | ||
* The tutorial rooms are incomplete | *A cut transition room is present before entering Lake Flaccid | ||
* Gtown1 was still part of the game and the mission objectives were actually fixed over the december build among other changes | *The tutorial rooms are incomplete | ||
* In the second hub the Gtown1 entrance has been worked on even further than seen in the december build | *Gtown1 was still part of the game and the mission objectives were actually fixed over the december build among other changes | ||
* Gtown2 still uses the old sombrero costume | *In the second hub the Gtown1 entrance has been worked on even further than seen in the december build | ||
* If one completes Gtown2 and goes to the tv exit, it will reveal to use actual concept art as the tv image | *Gtown2 still uses the old sombrero costume | ||
* The hub levels are all present in various stages of completition | *If one completes Gtown2 and goes to the tv exit, it will reveal to use actual concept art as the tv image | ||
* In Egypt1 the spider is a fully textured 3D object instead of a 2D image | *The hub levels are all present in various stages of completition | ||
* Spacestation REZ has a cut TV picture which is also seen in the french N64 version | *In Egypt1 the spider is a fully textured 3D object instead of a 2D image | ||
* While the rest of the endboss level is present, it skips straight to the final part | *Spacestation REZ has a cut TV picture which is also seen in the french N64 version | ||
* Going out of map reveals that the airship from the menu level is present | *While the rest of the endboss level is present, it skips straight to the final part | ||
* In the Oz boss level the canon still uses a laser | *Going out of map reveals that the airship from the menu level is present | ||
* The TV object looks different | *In the Oz boss level the canon still uses a laser | ||
* You play as Cuz in the level "Cheesy Rider" | *The TV object looks different | ||
* Music in the winter level is slightly different | *You play as Cuz in the level "Cheesy Rider" | ||
* The themes of the Myth level are slightly different | *Music in the winter level is slightly different | ||
* The boss theme uses a few different instruments | *The themes of the Myth level are slightly different | ||
* Miscellaneous Notes: | *The boss theme uses a few different instruments | ||
** Game is emulatable: Yes (as of April 17, 2021). | *Miscellaneous Notes: | ||
** Game contains dongle protection: No. | **Game is emulatable: Yes (as of April 17, 2021). | ||
** Game contains debugging symbols: No | **Game contains dongle protection: No. | ||
** Dump was originally scrambled: No | **Game contains debugging symbols: No | ||
**Dump was originally scrambled: No | |||
==Screenshots== | ==Screenshots== | ||
<center><gallery heights="256" widths="224"> | <center><gallery heights="256" widths="224"> | ||
PSX - Gex 3 2-8-99-0000.png | File:PSX - Gex 3 2-8-99-0000.png | ||
PSX - Gex 3 2-8-99-0001.png | File:PSX - Gex 3 2-8-99-0001.png | ||
PSX - Gex 3 2-8-99-0002.png | File:PSX - Gex 3 2-8-99-0002.png | ||
PSX - Gex 3 2-8-99-0003.png | File:PSX - Gex 3 2-8-99-0003.png | ||
PSX - Gex 3 2-8-99-0004.png | File:PSX - Gex 3 2-8-99-0004.png | ||
PSX - Gex 3 2-8-99-0005.png | File:PSX - Gex 3 2-8-99-0005.png | ||
PSX - Gex 3 2-8-99-0006.png | File:PSX - Gex 3 2-8-99-0006.png | ||
PSX - Gex 3 2-8-99-0007.png | File:PSX - Gex 3 2-8-99-0007.png | ||
PSX - Gex 3 2-8-99-0008.png | File:PSX - Gex 3 2-8-99-0008.png | ||
PSX - Gex 3 2-8-99-0009.png | File:PSX - Gex 3 2-8-99-0009.png | ||
PSX - Gex 3 2-8-99-0010.png | File:PSX - Gex 3 2-8-99-0010.png | ||
PSX - Gex 3 2-8-99-0011.png | File:PSX - Gex 3 2-8-99-0011.png | ||
PSX - Gex 3 2-8-99-0012.png | File:PSX - Gex 3 2-8-99-0012.png | ||
PSX - Gex 3 2-8-99-0013.png | File:PSX - Gex 3 2-8-99-0013.png | ||
PSX - Gex 3 2-8-99-0014.png | File:PSX - Gex 3 2-8-99-0014.png | ||
PSX - Gex 3 2-8-99-0015.png | File:PSX - Gex 3 2-8-99-0015.png | ||
PSX - Gex 3 2-8-99-0016.png | File:PSX - Gex 3 2-8-99-0016.png | ||
PSX - Gex 3 2-8-99-0017.png | File:PSX - Gex 3 2-8-99-0017.png | ||
PSX - Gex 3 2-8-99-0018.png | File:PSX - Gex 3 2-8-99-0018.png | ||
PSX - Gex 3 2-8-99-0020.png | File:PSX - Gex 3 2-8-99-0020.png | ||
PSX - Gex 3 2-8-99-0021.png | File:PSX - Gex 3 2-8-99-0021.png | ||
PSX - Gex 3 2-8-99-0022.png | File:PSX - Gex 3 2-8-99-0022.png | ||
PSX - Gex 3 2-8-99-0023.png | File:PSX - Gex 3 2-8-99-0023.png | ||
PSX - Gex 3 2-8-99-0024.png | File:PSX - Gex 3 2-8-99-0024.png | ||
</gallery></center> | </gallery></center> | ||
==Origin== | ==Origin== | ||
<center><gallery mode="packed"> | <center><gallery mode="packed"> | ||
PSX - Gex 3 2-8-99.jpeg|Disc front. | File:PSX - Gex 3 2-8-99.jpeg|Disc front. | ||
</gallery></center> | </gallery></center> | ||
==Files== | ==Files== | ||
Line 109: | Line 148: | ||
A huge thanks to Nex, SolidSnake11 for doing the initial research on this prototype! | A huge thanks to Nex, SolidSnake11 for doing the initial research on this prototype! | ||
==See also== | ==See also== | ||
* [[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]] | |||
* [https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)] | *[[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]] | ||
* [https://archive.org Internet Archive (IA)] | *[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)] | ||
*[https://archive.org Internet Archive (IA)] | |||
{{Prototype Footer|{{Navbox prototype|Gex 3: Deep Cover Gecko}}}} | {{Prototype Footer|{{Navbox prototype|Gex 3: Deep Cover Gecko}}}} |
Revision as of 16:15, April 23, 2021
Gex 3: Deep Cover Gecko (Feb 8, 1999 prototype) | ||||||||||||||||||||||||||||
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Download Gex 3: Deep Cover Gecko (Feb 8, 1999 prototype) (info) |
Download Gex 3: Deep Cover Gecko (Feb 8, 1999 prototype) from external mirror |
A prototype of Gex 3: Deep Cover Gecko for the PlayStation.
Differences (compared to final version)
== 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
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
- 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 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
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
Funky Town (GEXCAVE8)
- You begin the area wearing the orange superhero costume
- 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
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
- Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)
- Cutting Room Floor (TCRF)
- Internet Archive (IA)