There is no title screen-- the game starts with Gex spawning at the Lake Flaccid entrance.
The debug menu is already enabled, and can be accessed by pressing SELECT. Use UP and DOWN to select the menu options, and X or LEFT to confirm.
Just like in the final game, Gex cannot die when debug mode is on.
Holding START and pressing UP puts Gex into free-movement mode. The D-pad buttons control his x and z positions, while holding START and UP or DOWN controls his y position. Pressing START and DOWN at the same time exits free-movement mode, though Gex can still be moved on the y-axis even when not frozen in place.
If the debug menu is turned off, the game can be paused, albeit with some caveats:
Pausing doesn't work in certain levels. Where it does, it sometimes freezes the game. Choosing "exit" will drop Gex back off in Lake Flaccid.
There is no "quit" option in Mission Control or Slappy Valley (same as if Gex was moving). Choosing "quit" in Lake Flaccid will lead to Temple of Gloom's mission select; selecting any mission will hang the game.
Pressing SELECT does not access the Stats menu.
L2 and Triangle are switched: L2 goes into first-person mode, while triangle adjusts the camera zoom. Odd, because both the final game and Enter the Gecko have it the other way around.
Entry TVs use the same model as in EtG (the marquee is non-functioning in this game).
The remote system is also the same as in EtG-- red remotes for missions, silver ones for rewards and secrets, and gold ones for bosses.
They also share EtG's cartoony antenna design rather than the more realistic look of the final game.
The mission select is also in the same style as EtG.
Likewise for the fonts: a chunky yellow 3D font for main headings and a green 2D font for sub-options. The final game has a slimmer orange 3D font, and the 2D font is chrome.
The Bonus Coins look completely different-- they are star-shaped, with a gold border and red center.
The Paw Coin mesh is somewhat buggy-looking.
Alfred uses only one animation, where he spins out of his shell. Tail whacking him will make him disappear.
Gex is utterly silent. In fact, he doesn't even make sounds when moving (save for jumping or tailbouncing).
Many other things (such as enemies and objects) have no sound effects either.
The Fly Coin Remote requirement is 50 coins instead of 100, while more than 50 Fly Coins can be found in the level (much like EtG's Reward Remote, only without the multiple collectible tiers). The final game treats Fly Coins like Banjo-Kazooie's notes, in that 100 coins are the requirement and there are always exactly 100 to find.
Also like EtG's collectibles, spawned coins will disappear if left for too long.
Gex will turn his head towards any nearby Fly Coins; while helpful in theory, it messes with first-person view, which is probably why it was cut.
Flying Rezlings move straight up and down, and don't home in on the player.
Many "decal" textures (e.g. text on walls) are higher quality and/or more legible.
There are no particle effects when shrinking.
"large-fries-super-size" appears in the corner when unshrinking.
The tail whack doesn't work underwater.
Funky Town has not been implemented yet-- it is simply a blue void.
Mission objectives are completely mixed up and appear in the wrong levels. However, mission text for all levels up to Gangster TV can be found inside the game's EXE. The comparisons on this page use the intended text, rather than what appears in-game.
To do: There is also placeholder mission text (Mission 1/Mission 2/Mission 3), which may or may not be for Superhero Show. Verify where it actually belongs.
To do: There are many more differences in this area, too.
The area is quite dark and has no lighting to speak of.
The central control panel (and/or the map itself?) is much larger in scale.
The hubs are locked off by iron gates rather than modern steel doors.
The viewscreen is blank. In the final game, it alternates between two frames of Agent Xtra.
Alfred is among the control desk in the prototype.
One of the control tables is missing.
To the right of the image above in the prototype there is a model of a city (possible reference to mecharex?)
The walls in the prototype have a different shape and there are several numbers written from 1 to 4.
All cameras are static in the prototype. In the final version they gain movement and animation.
And also several of them are positioned in different locations.
In front of the display screen the closed gate is different just like all the others in the area are.
To the left of the prototype is a piano without legs floating.
A little behind there is a refrigerator, a soda machine with a poster of a fly and a speaker. In the final version we only have "Drink Gex" soft drink machines.
Wreck Room is not implemented and is not present in the prototype version. Only a black background is entered.
None of the rooms exist in the prototype.
Interestingly, in the final version this poster is of a lower quality than the prototype poster.
Dumbbells have size differences between versions.
A little further to the left we have a ferris wheel for hamsters. In the final version, one of the machines was removed and placed against the wall.
There is a kind of aquarium in the prototype in the place where the teleportation area that Gex springs from at the beginning of the game.
On the left, another gate with bars in place of the green paw door.
The "Itzyer Vault * is gray in the prototype and purple in the final version.
The ladder towards "The Pole" did not exist in the prototype. There are two "Keester Dioxide" machines that serve as a ladder.
There is a shelf with 6 broken glass televisions to the right of the machines.
The position of the entrance to "The Pole" is in a different location on the prototype. The entrance is unfinished and leads nowhere.
Entries for "Clueless" and "Funky Town" are also in different locations and do not lead anywhere. Both do not have grids.
The 4 glass walls with fly, paw, bonus coin and TV with extra life are absent in the prototype.
The picture of the woman who hides a secret passage exists in the prototype and the passage behind the wall exists but does not lead anywhere.
There are several visual differences on the wall that are missing from the prototype.
The area that is on TV for "Holyday Broadcast" in "The Pole" is present in the prototype, but is not accessible by normal methods. The outlet does not work and is a black wall.
As you can see in the image, the snowman was replaced with the Christmas tree between the two versions.
Alfred is present in the final version and absent in the prototype.
In the prototype, the area that has the bonus has an ice block with collision instead of the TV of the final version.
In Lake Flacid there is also that same room but in place of the ice block is the TV with the screen off.
Holiday Broadcasting (SNOW96)
Early Channel Name: Snow TV
create five ice sculptures
kill the snowboarding elves
whack the snowboarding elves
defeat the evil santa
defeat evil santa
This stage has no background music.
Some areas have different inputs and outputs in the final version.
The snowball-throwing elves wander in a straight line instead of a circle, and are capable of clipping through walls.
There is an extra seat in this initial room in the prototype that does not exist in the final version.
There is no gate at the initial entrance.
The elf near the starting point can hit Gex through walls and cutscenes.
In the prototype, there is a snowman that has no collision. In the final version this snowman was removed.
There is a strange pink box in the prototype, which in the final version was replaced by the two penguins that are in the final version.
There is no bouncy present or Alfred by the nearby house.
The trees are a brighter green.
The "bundle of presents" object is not animated.
The house on the lowest level is made of a pale brick like the others. In the final game it is a log cabin.
The candy canes have vertical stripes and do collision damage.
The benches don't react to being hit.
Previously there was a Christmas tree where an elf is skating. It was replaced by a Santa Claus in the final version.
The floating platforms are made of snow instead of being mints. They do not tilt when Gex steps on them.
There are 5 fly coins sitting out-of-bounds behind the first ice sculpture.
The ice sculptures are pre-sculpted; whacking them destroys them. They give out 1 coin each.
The dresser inside the house has strange texture mapping.
The life fly is not sitting on anything.
A variety of out-of-bounds objects can be seen by going into free movement while inside the house. Among them are a number of strange flat panels, which were possibly placeholders for other houses that could be entered from the chimney. Some of the textures on these panels are not used anywhere else in the game.
The health fly on the ridge leading to Santa's exit TV is facing the wall.
The exit TV already has a Remote waiting.
Evil Santa is not programmed to throw gifts. In addition, the hole in the middle of the area is missing and the area is much larger in the final version.
Going near Santa causes him to do his "getting hit" animation (which can damage Gex).
The bottom loading zone (near Santa's area) leads straight to the water area, not the bridge area.
The geometry in the bridge area is missing/misplaced in a few spots.
There is a Paw Coin on the bridge; the life fly is floating on the ground.
There is a second campfire across from the one used to thaw Rex. The devs removed it in the final game, but forgot to remove the accompanying sign and yellow vertex tint.
The fire has a Bonus Coin next to it.
There are three soldiers lined up to one side of the far wall. The final game has two flanking the doorway.
They only give out 1 coin each, instead of 3.
The doorway to the water area is left of the bridge; the right side has no door. It leads to the west end of water area (with the candy canes & soldiers) instead of the south.
The sculpture exit TV has a ledge leading to it that is impossible to reach, as it is partially blocked by a stalagmite.
There is another stalagmite between Rex and the fire that isn't in the final game.
There are 6 Fly Coins underwater instead of 2 Paw Coins.
The ice floes are snowcapped rocks, using the same texture as the walls.
The last ice sculpture is next to Rez's Rink (which has no sign).
A large cube with a sky texture acts as a stepping stone to the rink; it can be whacked for 1 coin.
The snowboard is floating in midair.
There is a Paw Coin in the corner left of it, as well as another one to the right of the second lift pole.
There are no slalom gates.
There is one mistextured quad on the left wall near the bottom.
The snowboarding elves move on a strictly horizontal plane, which means they can clip through the hill and float in the air.
The lift poles are placed in a similar fashion, in that they float above the slope if it is too steep.
The snowboard whack doesn't have a cooldown timer, so the player can mash ◻ to repeatedly interrupt the animation and whack rapidly. This makes the elves much easier to defeat.
Gex never dismounts the snowboard once on it; by leaving the area, he can ride it through the rest of the level.
His snowboarding animation comes to a complete stop when he is not moving.
There is no tree to the left of the exit TV.
The TV is not located in an alcove. The "Polar Projects" sign from the beginning of the level can be seen behind it.
An oddly-textured ski lift can be spawned by falling from the top of the map to the location of the exit TV (see video at right). It will carry Gex back to the top if he jumps on it (very hard), though it will despawn as soon as it's off-camera (very easy).
Mystery TV (CLUE1)
Early Channel Name: Sherlock TV
survive the hedge maze
break the three blood coolers, again!
find the three maltese geckos
find and beat the three mini-games
The second objective is listed as "find the three maltese geckos", though this is probably a leftover from earlier in development, as the mission itself is the same as in the final.
The gecko statues on the coat of arms in the foyer could possibly be a reference to this (though that has four of them).
The screen art calls the level "Clue TV".
Background music is present, but does not start playing until after the hint cutscene.
There is no magnifying glass shown in the first person view on the prototype.
There are some small differences in the bear's head. There were collectable flies in the prototype that were removed. There is a green shading on the bear's head and on the left of the bear's nose, and a yellow shading on the ears and on the right part of the nose.
In the prototype when Gex is teleported to the bear's head, there is a console message below saying: "Kill-10-Fleas-In-35-Seconds !!". Probably explaining to the player what he should do. Only the stopwatch was in the final version.
On the pool table, the balls had no eyes and bounced a little more slowly than in the prototype. There are slight differences in the positions of the balls and also a change in the order of colors. All the balls in the prototype had 2 colors, the middle part of the color being different from the rest of the body. In the final version there are balls with only one color and others with 2 colors.
In the prototype when teleported, the message appears on the "Whack" console.
In the sink, when being teleported, the message "Collect" appears.
There are several shading colors around the sink that are not present in the prototype.
There is an unused enemy that is a fire-breathing stove. He cannot be killed.
There is a green TV missing from the kitchen in the prototype.
In the final version, there are shades in yellow throughout the kitchen.
The view of the maze in the prototype is a view from the top of the character. In the final game, the 3rd person view remained.
The enemies are in different positions. The bears in this area are absent and all enemies are hunters.
In the final version there are lights all over the maze and grass on the floor. In the prototype there is a lack of grass and the whole maze seems to be darker.
There are 2 pictures cut out lost in the middle of the map. These portraits are part of the portraits that are already used in the stages.
The palm trees incorrectly use the texture for the moon. They also have no collision.
The sandcastles have no collision or hitbox.
The satellites don't spin and have overly large collision boxes.
The Hotdog Hill entrance doesn't exist, nor is there any signage for it.
There is some strange shading on the lake bottom nearby.
The Mission Control exit leads to a beige room containing two TVs with polygonal labels above them. The TV on the right has Holiday Broadcasting's screen but is labeled "myth" and leads to Unsolved Mythstories. The one on the left, labeled "clue", leads to Mystery TV.
The exit between them, labelled "snow", leads to The Pole (which is normally part of Mission Control).
There is an extra sandcastle by the lower locker.
The locker itself can't be broken.
The WWGEX TV and the wrestling ring are not present.
There is no "sheep/goats" decal on the cliff face.
Road to Ruins
There is no sign.
The health fly at the back of the pyramid does not regenerate.
The pressure tiles are arranged diagonally around the torch, which is already lit; they do not react to being stepped on.
The door bars have no collision.
There is a scuttled rowboat on the shore that isn't in the final game.
The outhouse has no collision.
The wooden planks blocking the Braveheartless lobby cannot be broken but can easily be jumped through. There is no loading zone for it.
There is no lever on the ledge.
The Western Station TV (labeled as Holiday Broadcasting) leads to A Fist Full of Geckos and not The Organ Trail; however, this is probably not its intended location due to there being a "Disentary Gulch"-themed lobby in Slappy Valley (which matches the setting of that level).
The explosives blocking the Bonus TV have no collision.
The Bonus TV itself is apparently a placeholder, as it uses the exit TV model.
There is a removed rowboat on the sandbank shore nearby.
There is also a large mast and barrel in the water right outside the cove.
Instead of a chest by the lawnchair, there is the bottom half of a blood cooler.
There is no Paw Coin on top of the oil tower.
The parrot's idle animation loops improperly. It also flies up very high before divebombing.
There is no sign outside.
There are transparent holes in the floor, where the skybox can be seen below.
The barrels can be broken for Fly Coins. This makes it impossible to get out of the area without free movement.
There is no gate blocking the Bonus TV, nor is there a climbing wall or lever.
The area's exit is much larger than its entrance, and does not contain a loading zone.
Tut TV (EGYPTO1)
Early Channel Name: Egypt Channel
Description of missions used from Mythologies TV.
In the prototype the sand does not sink and there are no signs saying "Very Quick Sand" on the prototype. This event was later enabled.
In front of the stone that opens with the blue electric wave, in the prototype there are 2 extra walls blocking items and TV. In the prototype there is a leg on the left wall and on the right there is a TV that gives firepower. In the final version, on the left there is a fly and on the right a TV with a green fly.
There is an event in the game that stops the game when Gex approaches the waterfall. It is possible to cross using free mode.
The waterfall has a collision.
The location of the sarcophagi is different.
In the spider's room, the fire is different and it is possible to fall between the holes and die.
Fire does no harm.
The TV that gives firepower is 90 seconds long instead of 20.
The spider has no eyes and has a transparency in its body like a mirror.
The camel has a darker color in the prototype and the room is much larger than it was in the final version.
The next room is also different from the final version. Where the end of the stage is actually the pharaoh. After killing the pharaoh, a wall opens showing a new passage and in that passage is the final remote control. In the final version there is only one paw at the TV location.
There is an unused hidden floor with some textures on it. It would probably be another room that would be planned but was discarded. The ground has no collision and the player dies when stepping on it.
Army Channel (WAR01)
Early Channel Name: War Channel
The background music used is recycled and altered music by Gex Enter the Gecko.
Several enemies work differently than the final version.
When the mission is started, the mission objective message appears below. The messages are:
The cabin in the prototype is different in the final version. In the prototype there are several mines around the beds, while in the final version they were all removed. The life TV was replaced by an extra HP TV.
The underground tunnel is also different. There is a Checkpoint TV for some reason here, there would probably be a continuation of the tunnel and the stage would be bigger than it is.
Going straight there are boards that block the passage, which are impossible to break. Only by activating the bomb and exploding it is possible to break the boards.
On the left path and on the path at the end of the hall they are also blocked by boards.
On the first right there were several kinds of bombs that when attacked, they explode.
On the left is the star that would be replaced by the "B" coin in the final version.
At the end of the hall on the right there is the item referring to Gex's paw, a TV of extra extra life and the sign at the bottom that says "YOU ARE HERE". Both taken from the final version.
The tank area has no background.
Early Channel Name: Cowboy TV
A Fist Full of Geckos (GTOWN1)
This is the only level to share its channel name with another, which suggests that Gex 3 was originally going to be more like the first two games, which had multiple levels per theme (representing multiple shows being broadcast on a single channel). A marginally more complete version of this level can still be found in the final game's data, which includes the level's proper name (A Fist Full of Geckos).
shoot the seven targets
use the gatling gun, shoot 7 targets
break into the bank, blow the safe
collect the five sheriff badges
kill the 5 ghost cowboys
The Organ Trail (GTOWN2)
Gex wears a huge straw sombrero in this version (which can also be seen in prerelease footage). In the final game he wears a more modest flat-topped hat.
Buccaneer Program (PIRATE45)
Early Channel Name: Pirate Channel
The description of the missions is only listed as Mission 1, 2 and 3.
The background music of the stage is the music of the Media Dimension of EtG with some sound differences.
There is no brightness in certain parts of the map.
The cabin layout is different from the final version in several ways.
No windows with candles, windows with lights on, skulls with 2 bones and other differences.
Gex's starting position is slightly different between the two versions.
Alfred is absent from the prototype in several areas of the game where he is in the final version.
Gex in the prototype starts facing in front of where the bonus coin would be in the final version. In the final version, Gex starts facing the opposite side, as shown in the figure above.
In the prototype, there is a door in the room that contains the bonus coin. In the final version, the door was replaced by a barrel.
The lever that generates the gun is missing from the prototype. Instead, it is already generated when starting the stage
There is an extra mouse in the final version that is missing from the prototype.
There are 2 posts with a candle inside in the final version that does not have in the prototype.
The skull head has slight changes in appearance and color.
There are no sound effects when shooting with the cannon, the hit of the ball and the cry of the skull opening in the prototype.
Two console messages appear when hitting the skull eye with the cannon. "GOOD" for the left eye and "BAD" for the right eye.
The swordsman skeleton has different animations when jumping. When Gex jumps he jumps to defend himself. It does not appear to cause damage to Gex and cannot be killed.
A console message appears after going through all the boxes and going back to the skull head written "BOOHOOHOO". This also happens in the part where Gex needs to do karate kick.
Interestingly, this message appears in certain events that Gex needs to do, but sometimes it doesn't.
The layout of the wall throughout the room has undergone minor changes.
The bridge generates faster in the prototype and is shorter in length.
There are no sound effects from the lever.
The Gex poster demonstrating karate kick was added only in the final version.
Stairs made of rope when arriving at certain platforms are missing from the prototype.
The barrels attached to the rope are moving out of synchrony differently in the prototype.
There is no extra platform between the barrels attached to the rope.
There is a floating box hidden just above this area.
The extra life purple TV in the prototype was an extra HP green TV.
The area for the mission to destroy 4 boats in the prototype had doors for each entrance. They were removed in the final version.
The swordsman skeleton doesn't come to attack you in the prototype, only when you get close to it. In the final version it runs to you as soon as it lands in the area.
The Gex is on the side and facing away from the boat in the prototype. In the final version it sits on top of the cannon and follows the direction the cannon turns.
There are no sound effects from the shots or the pirate speaking. The animation of the cannon does not exist in the prototype.
There are 6 rooms in the prototype to destroy the ships. The number of rooms was reduced to 4 in the final version.
Different animation on the rope slide.
Area with the box with a photo of a baby and TV with infinite lives nonexistent in the prototype.
The images above show some differences between some rooms.
There is a treasure chest containing Skull Juice that has been removed from the final version.
There is a kind of green bottle dropping fire from the mouth that has been removed from the final version.
In one of the 2 doors that were removed in the final version, there is a room that contains 3 barrels grouped together.
This is the only room in the prototype that does not have a frame.
Interestingly all doors lead to the same location on the map. The door that Gex enters activates an event that creates the objects in the room. In the prototype there are 5 possible rooms generated while in the final version only 4 types of room are generated since the other two have been deleted.
The pre-generated room before activating the "teleport" effect for the cabin has no frame or barrel or cannon balls.
This can also be done in the final version using a flaw in the game.
Upon reaching pirate ships, a console message appears for each hit made.
In order being: "HIT-1", "HIT-2", "YOU-SUNK-MY-BATTLESHIP".
Compared to Lake Flaccid, this hub is less complete:
Like Mission Control, the area is unlit.
Gex is dropped off in the garden area (where all of the levels are). The bridge area (where the hub entrance is) does not exist.
The flowerbeds are solid; Gex walks on top of them.
There are no signs (or decals?) anywhere.
The level TVs exist but are inaccessible, as they are basically placeholders with no configuration (they have no entry button and rapidly cycle through all channels).
On the other side of the brick road next to Animenia is an area labeled "Disentary Gulch Phony Express" (which was likely meant to be the lobby for GTOWN1). This is just a facade, as the area has no loading zone.
The wall textures are all numbered from 1 to 4, presumably to aid in tiling them.
There is no statue of Gex on the central podium.
The Lizard of Oz TV is locked behind a gate.
The gates are closed and appear to lead nowhere. Clipping through them leads to a small room with Animenia's wiring texture. Behind it is the actual lobby, which is only partly modeled.
The tunnel has no torches, water, Rezlings or climbing wall.
It also lacks the alcove where The Abyssmal would be, but there is a very high ramp after it.
The beanstalk has no leaves, but its stem can be climbed, as it is not treated as a slippery slope the way it is in the final game.
The climbing wall inside the beanstalk can't be used.
The Bonus TV is a second level TV instead.
The interior walls of the beanstalk use the tile texture from Mythology Network.
The rug has odd texture mapping.
There are no warp pads.
The Bonus TV does not exist.
The level TV is positioned at the center of wall rather than the corner.
Mythology Network (MYTH2)
Early Channel Name: Myth TV
Fairytales TV (BEANE1)
Early Channel Name: Fairy Theather
The stage does not have background music.
The function of approaching or moving the camera curiously does not work at this stage.
No animations when planar in the air. It's just the half-open arms.
Gex's outfit has undergone major changes. The original outfit in the prototype was going to be a blue shirt with a green hat representing Jack from the story "The Story of Jack and The Beanstalk". The outfit was replaced by a red hoodie referencing the "Little Red Riding Hood".
There is no paw bonus at the beginning of the forest behind.
Above the Tree SNA forest has 2 items that would be the bonus currency in the final version.
There are 2 more ladybugs on the ground of this area. 1 In the part where the TV is and another next to the bridge.
The TV was changed from location in both versions.
Flowers on the ground in the prototype are much darker. By far they have no color and closely has a dark color, while in the final version all the flowers are very colorful independent of the distance.
Some flowers shifted position slightly.
There is a hidden message below the floor written "Plain 6C" in the prototype.
There is a strange square floor lost in the middle of the air. It has strange properties how to allow GEX crude in it until it can fall depending on where you step.
In the prototype he only had the house and the wolf. The trees, grams, empty with plants, trail on the floor and flowers on the floor are missing in the prototype.
The house is much darker in the prototype.
Coloring is slightly different.
The bad wolf in the prototype sometimes dies on 3 drum and sometimes in 4 drows.
It also has new attacks of attacks.
Attacking the house on the prototype makes the house and the mailbox moves to the opposite side of GEX.
The color of the piggy here are different. In the prototype it is white while in the final version is pink.
The color of the piggy shirt in the prototype is purple while in the final version is white.
Interestingly, the orange sheet was changed in the final version.
In the prototype, there was a purple leaf before the bridge but it was removed, which caused the bridge to be placed lower than it was in the prototype.
Alfred and the coin that activates the timer for the bonus coin missing from the prototype.
A purple leaf was added in the final version below the bridge, and there are far fewer leaves towards the top where the checkpoint is, as the leaves were placed a little higher than they were in the prototype.
Some figures and sketches were modified, added or removed for the final version. Some just changed location, like the hole with eyes looking out, or the addition of the message "AB+GE".
Anime Channel (ANIME1)
Early Channel Name: Anime Theater
The background music on the stage is EtG's Media Dimension song with some sound differences.
Gex animations on the stage absent in the prototype (Flight and dance animation when idle).
The stage itself is much darker in the entire prototype, while in the final version the stage is well lit.
The anti-gravity machines are of different colors between the prototype and the final version.
Symbol of the red cross missing in the final version on the walls of the stage in certain places.
The rooms of this stage both in the prototype and in the final version work through events.
This means that for the room to be rendered, it is necessary to complete the event in the previous room, such as eliminating all enemies or pressing a lever.
The chair in the initial area has a green glow in the final version and the prototype is gray without lighting.
This is also true for several other objects during the internship.
The robot dogs in the prototype were just purple rectangles. The shape of the robot dog was not created.
Each robot gives 9 flying flies, while in the final version there is only 1 fly in each robot.
Absence of children of the robot dog when attacked.
In this hall, there are no lasers in the prototype that go over the glass.
Purple Room 1
This robot in the prototype does not damage Gex. It has animations in different ways between versions.
Absence of robot children in the prototype.
Robot dog does not move in the prototype.
No prototype, there is a type of invisible floor that serves as an elevator when restoring green particles that allows Gex to fly.
Position of the buttons to disable the anti-gravity field in different locations.
Purple Room 2
There is a kind of glass mirror with a black background on the wall of this room. There is no room behind it and it leads nowhere.
Absence of a green TV in the prototype that exists in the final version.
The high school girl is more defective in the prototype, being able to pass through walls and even fly to inaccessible places.
The door to hall 2 has no collision and Gex can pass even without eliminating enemies, however this causes future errors.
Purple Hall 2
Again there is a presence of the same black glass window, but it is cut in half by the door.
The door to the next area also has no collision and Gex can pass through it without eliminating enemies. However, going through the door without activating this event causes the creation of an unrendered black room.
This door does not open even if it eliminates all enemies, but it has no collision so after eliminating the enemies the next room is rendered when passing through the door.
Purple Room 3
The room is much darker in the prototype and there is no lighting.
Presence of an extra stretcher in the prototype that was removed from the final version.
Addition of extra green TV in the final version that does not have in the prototype.
Only 1 of the exercise dogs move in this room. The other 2 are immobile.
Again the presence of black glass in this room. You can see the outside of the map from the previous room. Withdrawn for obvious reasons.
The flying platform has no collision with walls or platforms in the prototype, it may be possible to make a platform anywhere as shown in the figure above.
Purple Hall 3
Without prototype, there are 6 bars of lasers that fly between this hall. Lasers have no collision or damage to inflict. It is possible to avoid them if Gex bends down. Completely removed from the final version.
Button on the wall is located further down in the prototype as it functions as an invisible elevator. In the final version it is a little higher due to Gex flotating in that part.
The room is much brighter in the final version.
There is the presence of transparent glass and a red cross on the wall in the prototype.
To the right there are 2 smaller transparent glass windows.
In the prototype there was a checkpoint TV, which was replaced by a TV with a green fly.
Which means that this part of the internship would be bigger.
As a result, in the final version there is no checkpoint TV anywhere on the stage.
A robot is generated after defeating the high school girls in the prototype. In the final version, 2 robots are generated.
The door is not opened after eliminating enemies and it has no collision.
Rogue Mech Room
This room has many differences between the prototype and the final version.
Protoculture tubes have a subtle difference between versions.
This room in the prototype is composed of 4 buttons that change color to red, blue, green, and white attacking the buttons. By placing 4 buttons of the same color, the door is then opened.
All 3 doors have no collision, so it is possible to enter all of them without activating the buttons. The front and right door is a poorly rendered black room, while the left room is the only room that does not have this flaw.
Opening the doors using the buttons allows access without the black room bug. The order of the doors can be chosen in the order that you want by the player.
The floor of the room has a different design from the final version. It is mostly composed of black iron floors.
There are few differences in the walls of this room between the versions.
The floor at the entrance of the room has its differences in colors.
The laser in front is red lines in the prototype while in the final version it was changed to a completely green screen.
There are flying flies inside the cabin.
Absence of the bonus paw and green TV in the prototype.
The room floor changes to a gray static. It works like a normal floor and does no damage.
There is no green fly TV in the prototype.
After breaking the glass, 4 high school girls leave the compartments instead of 2 in the final version.
Interestingly, the glass regenerates after the cutscene that activates the next event.
In the prototype, an electrical charge is made on each 1 of the floors that have the buttons. In the final version the lightning bolt happens in 4 points and the presence of the Mech Rogue is not in the prototype.
Electrical loads are different between versions.
There are no luminous effects on the walls in the prototypes.
The electric charge does not damage the prototype.
The extra life TV is missing from the prototype.
The bonus paw is missing from the prototype.
Breaking the last pipe will stop the game during the cutscene that shows the TV.
The coloring in this area in the final version is well lit with a variety of colors. In the prototype everything is very gray without color.
The fire coming out of the machines in this area is less in the prototype.
The flamethrower compartment is visually buggy.
There is a glass window that connects the corridor area in the final version that does not exist in the prototype as shown in the figure above. The prototype is just a window with a black background where there is no room behind it.
The generator in the prototype is already connected to electricity.
The image above shows several differences in this area.
The energy generator in the prototype is already activated with energy. In the final version it starts deactivated and only activates after giving a tail blow.
Change in the position of the energy generator.
Change in the position of the compartment with flamethrower. In the prototype it is located a little further down. It was placed slightly above the final version as shown in the image.
The wall in the prototype has a glass window that occupies the entire room and it is possible to see non-rendered rooms from it. It was modified in the final version to a normal wall with a red wire or square design.
Absent elevator sounds in the prototype.
The elevator transition going up in the final version has a black cut at the top and bottom of the screen that does not exist in the prototype.
Riding the elevator in the final version makes Gex go to the middle of the elevator and he goes up with a camera view over it. In the prototype it rises when stepping on any part of the elevator.
The design of the stage is different. In the prototype after going up the elevator, there are no enemy robot TVs upstairs, there are 2 doors with green lasers blocking the passage of the corridors and a power generator on site. In the final version there are only 1 runner and 4 enemies are waiting.
The next elevator is on the floor below instead of being up and down after climbing it.
Runners have the same traps in both versions.
There is no extra HP green TV or bonus foot in the prototype.
There is a green TV behind a green leisure glass that is removed after attacking the generator. This TV has the same format as the acid TVs that exist in "Superhero Show" and the final boss in "Spacestation Rez". Swallowing the fly makes a strange sound effect like swallowing a fire fly in EtG. Swallowing the fly does not seem to have any effect and it is not known what its usefulness would be. (Maybe eliminate the green laser barriers?).
Taking damage with the fly flying around Gex does not make the fly go away, but the damage is caused nonetheless.
As the image shows, there is a glass wall that makes it possible to see the initial area. The ends of the corridors of both versions are in different locations. The place where this glass wall would be would be the place where the generator is in the prototype and the green acid TV would be where the power generator is in the final version.
Upon returning to the first floor, a new energy generator appears allowing the passage to the next corridor. In the final version, just go back to the central elevator to go to the last area. In the prototype, it is a little more complicated and time consuming to get to the final area.
In the final corridor of the prototype, there are several explosive mine traps and 2 rezlings that do not move or have a collision.
Up there is an extra corridor with another green TV with acid spit, which also has no effect. At the end of the corridor there is a power generator to hit.
Returning to the initial elevator, 3 power generators appear as the photo above shows. Hit the generator shown in the photo as "green", opens a cutscene where this strange cabin appears on the bottom of the elevator.
The 3 generators change in color to red. Hit changes the generator for green. When the 3 generators change to the green color, it turns the elevator again now allowing the elevator to rise.
The room in the prototype compared to the final version is well full of objects. In the final version there are only 2 enemy TVs.
There are a total of 6 flame generators in the room in the prototype.
There is a checkpoint TV right the front of the elevator, which is strange because this room is the final stage step.
The drawings on the prototype walls is covered with wires and pipes, quite different from the final version.
There are 2 rectangles with flying strange formats without collision appearing to be a box in this area.
Red lamps on the roof absent in the prototype.
The planet destroying machine is a bit different in color and design. In addition, the white tube is not present in the prototype.
There is an extra platform as shown above in the image right right.
On the left platform there were flying leisure in the prototype. In the final version was replaced by enemies TVs. There is a green TV in the final version that does not have in the prototype.
At both platforms in the prototype has 2 green ports blocking the passage and 2 levers at the end of the corridors.
Both levers are interconnected, that is, what works for one also works for another. Hitting 1 time in the lever does not make any effect, but hit a second time opens the leisures doors. This works independent of the order of beat or even if you hit 2 times in the same lever. Probably why the second platform was removed.
Cutscene of leisure disappearing absent in prototype.
Inside the room with the last lever, there is no support where the paw bonus is in the final version.
The floor of this room is totally black in the prototype.
In the prototype, the cutscene after tightening the lever is different. He takes the camera to the wall of the room but nothing happens. (I probably had not been implementing the animation). After that, the camera shows the part where the TV should be with remote control but nothing happens. Back to the initial area shows the TV in a different location from where it should be but it is possible to complete the stage.
The floor of this area in the prototype is totally black.
Several boxes have no format with the Red Cross, instead there are more boxes with something written in Chinese, with yellow background and blue edges in place of these other boxes.
The robots are in the final version, in the prototype were robots with formats similar to tanks with cannons in hand. Both's behavior is the same.
The robots tanks do not fly the same as aircraft.
There is a red circle on the top of the anti-gravity machine that has been removed in the final version.
Destroy the 2 robots activate the anti-gravity system machine. In the prototype a "Start-Grav" console message appears. In the final version appears the cutscene of the calling machine.
There are no particles or visual effects on the prototype of the connected machine.
Aquarium water is less transparent in the prototype.
There is no cutscene after defeating the 3 wick. Instead a console message "Crash !!!!!" It appears demonstrating that glasses broke.
Touching the lever inside the water shows the "Superfan" console message.
The anti-gravity flight system in the prototype it flies standing, while in the final version GEX turns turning on the air.
It's just an area with a white background with nothing in it. Funky Town had not been implemented at this stage of the prototype.
Gangster TV (MOB01)
Early Channel Name: Mob TV
There is no background music in the prototype.
The prototype version has a reduced camera distance from the final version. While in the final version it is possible to see what is a long distance away, in the prototype you can see a short distance and a black background. Other stages may have this problem, but here at Gangster TV this problem is bigger.
This is best seen when trying to see the background objects of the stage, where the view is much smaller in the prototype.
This Gex stage has a lot of differences and a lot of content that was cut from the final version. The Internship was supposed to be a lot bigger and a lot more crafted than the final version was, but a lot of interesting stuff was taken out of the final version. In addition, many areas were redone and modified. As well as several mechanics throughout the stage were modified.
The red boxes that appear at this level in a more advanced version of a prototype become a lever. The same used in The Buccanner Program used to make way in the first room to go from one platform to another.
There are many signs with the message "This SPACE reserved for FUNNY JOKE" spread across the map at various locations in the prototype. Probably a way for developers to remember to put something local or a billboard with a joke. Most of the signs were replaced by buildings in the final version.
There are several posts with the light on scattered throughout the stage.
The statue's position at the bottom of the prototype is in a different location than the final version. The statue of the prototype is in the position of the headlight of the final version, while in the prototype it is towards the sun with the pink sky.
The design of the statues has a different quality and levels of subtle differences in colors and borders.
There are several buildings in the final version and everything is much more visible than in the prototype.
For example, the red box at the top of the building is not there in the prototype, but at the bottom it is possible to see a similar black image in the position hidden between the "FUNNY JOKE" signs.
Just like the lake (or river) of the final version in the prototype is all black.
The spawning point of the stage changed from the prototype to the final version. In the Gex prototype, it is stopped near the grid and Gex's clothing is generated from the beginning of the phase. In the final version Gex has its spawning point on top of the truck inside the box being pushed by the conveyor.
There are several elements that were added in the final version. In the prototype, there were only 2 red squares that would be replaced by barrels and 1 pigeon near the grid.
In the final version, 6 barrels were added, 5 standing and one dropped with a green fly.
There are 2 boxes stacked with a green TV on top.
The truck in the prototype does not have the track with it.
The position of the truck is a little more advanced in the final version than in the prototype.
Alfred is absent in the final version.
There is an extra pigeon on the prototype to the right of the truck that was replaced by a breakable box with a fly inside.
There are 4 Lenny Mobster near the building throwing boxes at the prototype, while in the final version there are only 2.
Lenny Mobsters are not programmed to play box, they just follow the gaze towards the Gex.
There are several boxes in the prototype version that break and make sparks. While the boxes that are indestructible in this version like the mini safe, in the final version it is destructible.
There is an enemy mouse in the final version that doesn't exist in the prototype.
The truck at the end of the aisle in the prototype is leaning against the wall, while in the final version it's a little farther away from the wall.
In the final version, the back is open with an extra life TV. In the prototype there is no such opening.
There are several extra pigeons in the prototype. In the final version there was only 1 in the position. In the prototype, the pigeons have a hitbox and push Gex when touching it.
There is a beer crate in the final version that doesn't exist in the prototype.
In the prototype there are 5 garbage cans, 1 containing a gangster, a fire hydrant and an extra flying explosive box. In the final version there are only 3 trash bins, 1 of which contains a gangster.
The gate does not have a lock on the prototype and cannot be opened. The only way was to activate the explosive barrel from the gangster's gun and jump through the grate. Removed for obvious reasons such as not being able to return to this starting area and only having 1 chance to traverse using this method.
Alfred's absence in the prototype.
The door of the building where Lenny Mobsters are throwing boxes have their differences between versions. In the prototype it's just a closed black door. In the final version, they added planks, a sign written "KEEP OUT, dismeans you".
This change exists because in the prototype, there is a room inside this building that was removed from the final version.
No firefly TV in the prototype version
Slight difference in the position of the mini safe.
The platform where the Lenny Mobsters are as shown in the prototype is bigger and reaches the part of the grid and continues down the street after the gate. In the final version she ends up before reaching the gate.
There are several cracks and boards containing jokes and references that don't exist in the prototype and were added in the final version.
Interestingly this is one of the posters that exist in the prototype, but there is a difference in image quality between versions.
In the prototype there are 3 cars on this street, while in the final version there is only 1 car.
The car in the prototype is black, while in the final version it is red.
There are the same enemies in both versions, but in the prototype they don't have animation and don't work properly.
As you can see from the images, there is an extra car in the prototype, a building containing chimneys behind the walls that was removed from the final version and the statue in the background in a different position from the final version. There is also a platform below Gex that doesn't exist in this position in the final version.
In the prototype there is an extra car and several explosiveis barrels nearby where in the final version there would be the garbage cans and the 'rootbeer barrel'.
The prototype does not have the wanted poster on the wall.
There is a hallway with a door at the end of the wall in the prototype. This door does not open and on the other side there is an unused room removed from the final version.
Cars with different colors.
Presence of barrels in different positions.
A gangster armed above the car in the final version that doesn't exist in the prototype.
An untextured red square present in the prototype.
Alfred's absence in the prototype.
There are no paws or bonus coin to collect above the barrels.
Difference of posters on the wall between versions.
Difference in police car position between versions. In the prototype the car is close to the gate, while in the final version it's a bit further away.
Tires on the ground also changed position.
There is no extra HP green TV over the wall.
But there is a TV that firepowers the prototype over the wall a little further away.
Tires do not give Gex the boost to jump higher on the prototype.
Warehouse Ground 01
There is a kind of broken pipe on the floor to the left and a pipe above floating (since there is nothing to support it) spilling oil with a reddish color. The part of the pipe that is not red Gex can climb, like the pipe that is on the ground.
There is a red TV that gives firepower to Gex above the wall instead of inside the warehouse. The timer is quite defective and the effect continues even after the timer reaches 0.
The "KEEP OUT" sign was moved from the grid to the gate on the side (Since in the prototype there is a room inside that was excluded from the final version).
There are 3 piles of tires in the prototype while there are only 2 in the final version.
Absence of a pigeon in the prototype.
Absence of counterfeit money and some boxes that have flies inside.
There is a red cube that works as a lever. Attacking the cube causes the door not used in the final version to slowly rise. A few seconds later the door falls closing the passage.
Unused Warehouse Room 01
This is a room that only exists in the prototype and was removed from the final version. It contains 2 treadmills that are linked by themselves. From the moment Gex gets close to the bottom view of the mat, several boxes are thrown over them and are taken until they are knocked over at the end. The purpose of this is for Gex to jump from box to box to the platform above. The platform above has bars but there is a part that allows Gex to pass through. There's nothing useful up there.
There is counterfeit money at the end of the room and several barrels in front of one of the room's gates.
The gate that has the red box next to it is opened when the Gex is hitting the cube. It's the only way for Gex to leave the room with normal methods. The exit takes Gex to Warehouse Ground 02.
Warehouse Ground 02
This area has several pipes similar to another area. There are 2 floating around spilling oil and 1 nailed to the ground.
There is a red cube that acts as a lever to another unused room.
Several other objects and enemies were placed in the location in the final version, including the large TV is in this location.
Unused Warehouse Room 02
This second unused room removed from the final version is very similar to the previous one. There are 2 chandeliers hanging from the ceiling with 2 lamps lit, several barrels near the door (they would probably be used to destroy the door), a packet of funny money in the middle and behind the barrels some small packets of funny money.
There are moving walkways in the middle of the room. Approaching the wall starts the event of the crates being spawned on the mat and being dropped.
There is a chest near where the crates are destroyed used to jump between crates to the platform above.
There is an elevator at the back of the room with a grill. There is also a red square that serves as a lever to open the door. The elevator takes you to the roof and is the only way to get there, as the tires that make Gex float on the wall do not exist in the prototype.
This area in the prototype is quite incomplete.
The locked door with a padlock is the prototype elevator that the player must use to get to the roof. In the final version there is only one leg bonus there.
Above is a machine gun. In the final version there is a purple extra life TV.
The machine gun is slightly different between versions.
There are boxes that help Gex climb this part in the final version. In the prototype the boxes are non-existent.
Alfred is missing from the roof.
There is one more pigeon in the prototype.
There are 5 Tommy Gunners in this area that have no animation and are just static characters. They can be destroyed.
And cause the famous console phrase "HANK IS FEEBLE MINDED!!!!!!"
Neither the machine gun nor the boxes are present in the middle of the stage, as well as the box in the part of draining by the rope.
There is no tile block in the left part of the image above in the prototype.
There is no bonus leg on the rope part and Gex cannot return to the other side of the roof after slipping once.
The box and rope to go to harbor are not present. Also missing are the green TV and the paw bonus.
The part of the roof where you can break right in the middle on the prototype has no floor and leads to the unused area.
There is a Lenny Mobster in the final version in this part who is also just a static character and causes the error message.
The machine gun in this area travels a shorter distance than in the final version. In the prototype it is only possible to destroy 2 windows.
Using the machine gun causes Gex to fall from the building.
There is a destructible box in this area that gives off colored sparks on the prototype.
There is neither the box nor the rope to slide to the building in front.
Building Inside 01
There are no ways to get to this building with normal methods.
This building has 2 walls in the middle of them and a small entrance in the middle.
There is a pile of funny money in the corner of the room. The funny money is where the prototype wall is.
There is a row of money on the prototype. In the final version there is a table in place.
Absence of safes and a TV that gives off firepower.
There are 2 Lenny Mobster in the prototype instead of just 1 in the final version.
No lamps in the room.
Building Inside 02
Tommy Gunner is on top of a pile of money. In the final version, this was replaced by a pool table.
Tommy Gunner strangely works correctly like the final version in this area of the game.
There are two columns in the middle of the room.
No funny money in this area on the prototype.
No lamps in the room.
There is no Lenny Mobster in this area in the prototype.
Crate-thrower is not properly programmed to throw boxes, only to follow Gex's direction.
There is only 1 Crate-thrower on this total street.
No mouse in this alley.
There is an extra trash can in the prototype.
There is no TV that gives fire spit power.
There were 2 cars in the prototype, a police car black and a gangster red one, both with their headlights on and shining on the ground. In the final version it was changed to the completely destroyed red car.
There are no locks on the gate and no ways to exit this area after entering it.
There is no Garbage-Can Assassin in this area nor the trash cans on site.
Here in Harbor, it is possible to do the 2nd mission of the "Rootbeer Barrels". In the prototype you need to destroy 10 of them, while in the final version only 5.
The Cuz rescue mission also has its differences.
This is a warehouse that was taken from the final version. He is right behind the gate towards Harbor.
There are 2 Garbage-Can Assassin in this storage.
There is a set of crates in this room, some of different sizes.
One "Rootbeer Barrels" is floating in this room and another on the floor.
One of the barrels contains water that can be submerged with i have inside.
There is a TV above one of the barrels. Entering it will complete the 2nd mission.
There are 2 paths blocked by a door that is opened by hitting the red squares. One leads outside and another leads to the Harbor area.
Another path is accessible and leads to another area of the warehouse.
There is a set of crates in the corner, along with an explosive barrel.
There are 2 "Rootbeer Barrels" in the area.
There is a Garbage-Can Assassin in the area.
There is a red square at the beginning of the room. Hitting it makes the camera area equal to the Gif above.
There are 3 mats that drop boxes making their way to the TV in the stacked boxes. This TV gives Gex firepower.
There is a Lenny Mobster in this area that doesn't move but can be defeated and has a death animation.
There are several Rootbeer Barrels throughout the area.
A set of stacked boxes preventing passage to the other area of the Harbor.
There is a bridge with a red square that works like the lever in "The Buccaneer Program", which gets bigger with each beat.
There is a strange sound possibly not used in the final game (A possible unused sound?).
There are many seagulls flying in this area. They would possibly be used to hinder the player during jumps. It's the only way to go to the other area.
Several stacked crates are in this part of the Harbor.
Rootbeer Barrels, Explosive Barrels and Tires are at this location. Tires are the only way to get back onto the hanging platforms and crates.
There is a set of boxes on the bridge that don't exist in the final version.
There are 3 more tire piles than in the final version.
There was a motorboat in the prototype that would be used for Gex to get around on water. It was removed from the final version for some reason.
There are a lot of extra pillars in the prototype, this was greatly reduced in the final version.
There is no dead Lenny Mobster floating on water in the prototype. But those in the water are there but without animation and don't move.
This ladder does not exist in the prototype and there is no way to get back to the top after falling into the lake (With normal game methods).
Fire quality is different between versions.
The hole where there is a "Bonus" item has a camera opposite of the final version when entering the hole. The camera in the prototype is from the inside out, while in the final version the angle is from the outside in.
There is a crate hanging in this area of the ship that was removed from the final version.
There is a Seagull and a Garbage-Can Assassin in the prototype that are not in the final version.
There are many boxes in the final version that don't exist in the prototype.
There is a pipe with a black hole in the prototype back there near the TV in the final version.
Cuz is not trapped in the cage here in the final version (In the prototype he is elsewhere).
Interestingly, when you try to look into the hole using aerial vision, the Gex automatically stops looking and the camera is automatically stopped. In the same way if you have the power to breathe fire this also happens. It only happens if the Gex is very close to the pipe and it also works regardless of the angle it is looking at, but if it's far away, the camera doesn't interrupt Gex and shooting fire in there doesn't happen. We would probably have an event that would need to breathe fire into the hole but it hadn't been implemented.
Cuz is in this room, floating and with a running animation. The room is flooded with water and there are no entrances or exits to this area. There's the texture of a door on one of the walls but the door doesn't lead anywhere.
There are 2 untextured red squares and a pink square on top of one of the red squares. Hitting the pink square completes the ship's mission. Hitting the red square again makes the water level up making it possible to reach higher.
Superhero Show (CITY1)
Early Channel Name: City TV
To do: texture rips and/or screens of the elevator indicators.
There are animated floor indicators above the elevators at the starting point, which are absent in the final game.
The stray cats are gigantic, gray, and stationary.
The following two differences were probably changed for legal reasons:
Gex's regular outfit is completely different, looking something like Spider-Man but with Deadpool's color scheme. Additionally, his strongman costume is literally just him cosplaying as the Hulk, which is even reflected in the filename (gexhulk). This was changed to the more generic "ElectroGEX" (internally gexvolt) in the final game.
The sign on the changing booth directly evokes the Superman logo.
The door is less open (making the booth less easily accessible).
After using them once, the booths cannot be used again until Gex dies or exits the level.
Channel Z (ENDBOSS1)
Hidden just outside the usual play area, sits the Blimp from the finished game's intro.
The textures for the blimp have not been finished yet.
Alfred and Cuz are sitting in the cockpit of the shuttle where Gex starts.
The generator levers are missing.
The boss arena is part of the space station model and sits inside a dome at the very top, with a garden-type area below. The final boss arena, while still implied to be inside the dome, is stored separately/off-screen and modeled after the Bespin air shaft from The Empire Strikes Back (possibly as a reference to the joke at the end of Enter the Gecko).
Rez is not present, as his battle has not been implemented.
Nintendo 64 Levels
Interestingly, this build also contains early versions of the N64-exclusive levels. This implies they were created by Crystal Dynamics and not Gratuitous Games (who handled the N64 port).
Fish Frequency (WATER15)
Early Channel Name: Water TV
Note that the (final) channel name is assumed; the screen art to the right can be found in VRAM, but as WATER15 cannot be accessed from the overworld, it's a guesstimate as to whether it corresponded to this level.
The only other level to share its theme with another (that being the Secret level "The Abyssmal"), this stage seems to be based on Sealab 2020.