This page details one or more prototype versions of Gex (3DO).
| To do:
- Document level, map, power-up and boss differences, or at least for ones that still have existing data.
- If sounds and/or FMVs somehow still exist in the ISO but remain unused, document them and maybe check to see if there's any differences between them and ones used in the final.
- Document the scrapped Dragonfly power-up.
- Unused error and development text.
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GEX Alpha is an early prototype of Gex for the 3DO.
The prototype seems to be similar to a build shown in footage from Crystal Dynamics' Sample This! demo disc, and slightly more different than another build seen in an attract reel from Star Control II. While there doesn't seem to be an exact build date, internal copyright text indicate it was developed some time in early 1994. It was originally included in a Russian compilation disc named 3DO Gamepack #1, made by MNEMO back in 2011. The ISO was then dumped and released 9 years later by GexGaming, with MNEMO's permission. The prototype is in a very buggy state for almost every levels.
Sub-page
General
- Music and sound is absent from this build.
- Title cards for both levels and maps haven't been implemented yet.
- Debug mode is enabled by default.
- Gex have slightly different animations compare to the final.
Level Select
| Alpha |
Final |
|---|
 |
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The game immediately boots to this screen upon loading instead of the Title Screen. The font is pink and doesn't have its purple gradient yet, and there's an option to exit the game that isn't present in the final. BONUS levels 1 through 5 and GLUE2 don't have their labels yet.
Title Screen and Options
| Alpha |
Final |
|---|
 |
 |
- The static in the background is the same static used for dying in both builds, and for title cards in the final.
- The game logo was shortened at the end to make room for its TM symbol and the Gex sprite in the final.
- Gex's original sprite was later redrawn to the one seen on the box art, and it also winks.
- Gex's tail when using the spray can moves slower and in a wave, and he bounces a few times once his sprite pops up.
- Menu options are absent and the game can't be started from here, neither is there a way to exit.
| Alpha
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Manual (3DO version)
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Final
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- The "OPTIONS" text used a unique bigger font, while the smaller font was the same one used for the HUD.
- The Sound Test option was omitted in favor of a Voice switch. Despite this, an early screenshot found in the manual still had it listed as an option, and it seemed to have more sounds available before it was removed.
- Both Sound Test and Music Test have only three listings. The Music Test from the manual build onward lists actual track names.
- "Spit" became "Hurl" and was later merged with the Tongue Lash.
Results Screen
| Alpha |
Final |
|---|
 |
 |
While also never actually used, an early Results screen can be viewed from the Level Select. In the alpha, Gex walks in from the right, and starts spitting out and licking any power-ups that were reserved in the Gex-Ray for bonus points. Once it's done, he walks off to the left. In the final, bonus points are scored depending on the remaining Hit Paws and how many power-ups were collected during a level. After this, Gex makes a quip, and runs off to the right.
Game Over
| Alpha |
Final |
|---|
 |
 |
The alpha version used the same static as the early title and options screens. Rez is absent, and the frame is placed slightly lower, causing part of the background to be viewable at the top of the screen. The screen doesn't fade out from here.
Graphical Differences
| Alpha |
Final |
|---|
 |
 |
- The positioning of various elements in the HUD were changed to make room for a coin counter, due to the Gex-Ray being removed. Hit Paws were moved more closer to each other, and power-ups are instead indicated by their icons located to the left of the Hit Paws.
- Graphics are slightly darker in the alpha.
- Background scrolling is absent.
Gameplay Differences
| Alpha |
Final |
|---|
 |
 |
- Gex is able to Tail Bounce off of floors like he would with enemies in the final, which are ironically things he can't bounce off of in the alpha (he simply goes through them, but they're still killed anyway if his tail touches them). He also uses different sprites for its animation compared to the final, and there's no impact effect when he does it on enemies. Oddly, these early Tail Bounce sprites ended up being used on the back of the box art and some promotional material.
- Gex's physics feel slightly slower than they do in the final.
- Tongue Lash and Spit/Hurl are mapped to different buttons (former is R, latter is A). This was simplified so Gex can use both when pressing A in the final.
| Alpha |
Final |
|---|
 |
 |
- Gex's inability to talk means he doesn't quip during the beginning of a level, and only has one idle animation, as opposed to using one of the 10+ idle animations in the final. Here, he uses sprites from an idle that would also be used for intros in the Kung Fuville levels, vocalizes something, and then cycles on two frames for a bit until the animation loops.
- Pressing start doesn't pause the game. It instead brings you to a "Gex-Ray" screen that doesn't seem to do anything, as selecting items here does nothing. For some reason, if Gex's sprite happens to be rotated (i.e. facing a certain angle on a wall, being upside down or facing downwards, etc.), some of the Gex-Ray's graphics (minus power-up icons and the highlighter) will also be rotated in the same direction as him. The palette also turns purple if Gex is using the Dragonfly power-up.
- Hitting a power-up ball causes the bug represented on it to fly around until Gex eats it, which then grants him the power-up. In the final, hitting one only grants an extra Hit Paw. Vice versa goes for just eating the power-up ball itself.