Gex 3: Deep Cover Gecko (Feb 8, 1999 prototype): Difference between revisions
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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. | ||
==Notes== | |||
{{Tcrf link|Proto:Gex 3: Deep Cover Gecko (PlayStation)/February 8, 1999 Prototype}} | |||
'''== 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== | ==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 107: | Line 216: | ||
</center> | </center> | ||
==Acknowledgments== | ==Acknowledgments== | ||
A huge thanks to Nex, SolidSnake11 for | 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}}}} |
Latest revision as of 19:06, March 30, 2023
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.
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 |
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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)