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Gex: Enter the Gecko

A 3D platformer starring a TV-obsessed gecko.

Gex: Enter the Gecko is a 1998 platform game developed and published by Crystal Dynamics for the PlayStation. It is the second installment in the Gex series and the first to feature 3D graphics. The game follows Gex, a wisecracking gecko who collects remotes to unlock TVs in an overworld while battling his arch-nemesis, Rez.

Quick Facts

Director
Glen Schofield
Producer
Jeffrey Zwelling
Designer
Evan Wells
Programmer
Adrian Longland; Daniel Chan
Artist
  • Scott Anderson
  • Amy Bond
  • Bruce Straley
  • Chris Thompson
Writer
  • Robert Cohen
  • Ken Daly
  • Dana Gould
  • Scott Steinberg
Composer
  • Ted Allen
  • John Baker
  • Kurt Harland
  • Jim Hedges
  • Mark Miller
Series
Gex

Facts from the source article.

Did You Know?

Gameplay

The player controls Gex, an anthropomorphic gecko who runs, jumps, and attacks through television-themed levels. Gex can perform a tail whip, a tail bounce, and a flying karate kick, and can climb certain walls and ceilings. His attacks damage enemies, activate icons in the hub world that provide hints, and break small TV sets containing colored flies. Consuming these flies can add health, grant extra lives, unlock temporary upgrades, add oxygen in space levels, or mark a checkpoint. Some stages require collecting power-ups to progress, such as cyber energy in futuristic levels to activate jump pads and bridges. Most enemies can be defeated with Gex's moves, but others require manipulating objects or machinery. TV sets serve as level entrances in the hub world, which expands as the player collects remotes and defeats bosses. Completing level objectives yields red and silver remotes in normal stages and gold remotes in bonus stages. Red remotes are obtained by standing on a green button after meeting level-specific objectives. Each normal stage has two silver remotes: one hidden and one for collecting 120 collectibles. Gold remotes come from bonus levels unlocked with silver remotes. Collecting all remotes unlocks a special ending with concept art. The Nintendo 64 port, Gex 64, was heavily edited due to hardware limitations, with limited audio, reduced voice lines, no main menu, altered background gags, and all cutscenes omitted. It lacks one mainline level, three secret levels, and two bonus levels, but includes an exclusive underwater level called Gecques Cousteau.

Plot

After defeating Rez in the Media Dimension, Gex has retired to a quiet life. Two years later, his television goes blank and Rez's image appears. Two government agents explain that Rez has returned and need Gex's help. Gex refuses, but the agents abduct him to their headquarters for interrogation. When they offer a large sum of cash and gadgets, Gex accepts the mission. He leaves and is greeted by Agent Xtra, who wishes him luck. After navigating numerous television channels in the Media Dimension, Gex confronts Rez and drops a huge television set on him, severely weakening him. In desperation, Rez claims through a television that he is Gex's father. Gex turns the television off, leaving it unclear whether he believes Rez. In the final scene, Gex shares a hotel room with Nikki from the Pandemonium series.

Development

In early 1997, Crystal Dynamics announced a 3D sequel to Gex in the style of Super Mario 64. Lead programmer Adrian Longland recalled that the game started as a 2D prototype with a hover mechanic, but after E3, the team combined elements of Crash Bandicoot and Mario 64 for the 3D approach. Gex was built with a full skeletal system, with more bones than a real gecko, and a skin stretched over the skeleton to eliminate pop and tearing, allowing his mouth to move with dialogue. The humor was inspired by The Simpsons, and writer Rob Cohen, a Simpsons veteran, worked on Gex's one-liners. Dana Gould recorded over 700 voice-overs for Gex, with different costumes to suit level moods. For the Nintendo 64 port, over 500 voice-overs were cut due to cartridge storage limits, leaving roughly 100 samples. The MIDI soundtrack required no compromises for the port. Gould noted that Gex's natural abilities lent themselves well to 3D gameplay. The designers emphasized level variety to give each world a distinct feel and help players navigate. In mid-1997, Crystal Dynamics signed an agreement for Midway to publish the game on PlayStation and Nintendo 64.

Reception

The PlayStation version received favorable reviews, while the Nintendo 64 versions received mixed reviews, according to GameRankings. Critics praised the levels as well-designed, varied, and expansive. Dan Hsu of Electronic Gaming Monthly said ninety percent of the fun came from the imaginative level design. IGN noted that the variety of objectives set the game above most platformers. Graphics were uniformly praised; Jeff Gerstmann of GameSpot described the look and frame rate as close to Mario 64 on PlayStation, and John Ricciardi commented on the beautiful textures, seamless animation, and lighting effects. Famitsu gave it a score of 23 out of 40. The virtual camera received mixed responses: IGN and GamePro hailed it as a major step forward, while EGM reviewers found it annoying at times. Next Generation felt the camera problems made it impossible to wholeheartedly recommend the game. Humor was divisive: Gerstmann found the jokes lame and dragging the game down, while IGN praised the off-beat humor, large levels, and great replay value.

Frequently Asked Questions

What platforms is Gex: Enter the Gecko available on?

Gex: Enter the Gecko was released for PlayStation, Nintendo 64 and Microsoft Windows.

Who directed Gex: Enter the Gecko?

Gex: Enter the Gecko was directed by Glen Schofield.

Who designed Gex: Enter the Gecko?

Gex: Enter the Gecko was designed by Evan Wells.

Who composed the music for Gex: Enter the Gecko?

The music for Gex: Enter the Gecko was composed by Ted Allen, John Baker, Kurt Harland, Jim Hedges and Mark Miller.

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