Gex (Alpha prototype): Difference between revisions

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|Page name=Gex (Alpha prototype)
|Page name=Gex (Alpha prototype)
|titlescreen=GEX3DOAlpha Title.png
|titlescreen=GEX3DOAlpha Title.png
|status=Released, redump needed
|status=Released
|dumper=GexGaming
|dumper=GexGaming
|releasedby=GexGaming
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|system=3DO
|system=3DO
|genre=Platformer
|genre=Platformer
|final_builddate={{RegionDate|JP|Nov 20, 1995}} {{RegionDate| US| Oct 25, 1995}} {{RegionDate|EU| Jan 18, 1996}}
|release_date={{RegionDate|JP|Jul 14, 1995}} {{RegionDate|US| April 1995}} {{RegionDate|EU|1995}}
|release_date={{RegionDate|JP|Mar 8, 1996}} {{RegionDate|US| Dec 13, 1995}} {{RegionDate|EU| Apr 1996}}
|unreleased=No
|unreleased=No
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|file=Gex (Alpha prototype).rar
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This is an early prototype of the alpha version of the Gex for the 3DO. It was originally included in a Russian compilation disc named 3DO Gamepack #1, made by MNEMO back in 2011. That prototype simply named '''GEX ALPHA'''. While, it lacks a build date, copyright strings in the game's file indicate it was developed around some time in 1994. It's unknown if it was an simply a demo or how it was distributed in the first place. However, GexGaming would later release and dump the ISO, 9 years later with permission of original owner, MNEMO.
This is an early alpha prototype of Gex for the 3DO. It was originally included in a Russian compilation disc named 3DO Gamepack #1, made by MNEMO back in 2011. That prototype simply named '''GEX ALPHA'''. While, it lacks a build date, copyright strings in the game's file indicate it was developed around some time in 1994. It's unknown if it was an simply a demo or how it was distributed in the first place. However, GexGaming would later release and dump the ISO, 9 years later with permission of original owner, MNEMO.
 
==Notes==
==Notes==
{{Tcrf link|Proto:Gex_(3DO)}}
{{Tcrf link|Proto:Gex_(3DO)}}
* Music and sound is absent from this build.
 
* Title cards for both levels and maps haven't been implemented yet.
*Music and sound is absent from this build.
* Debug mode is enabled by default, and it works almost the same as in the final.
*Title cards for both levels and maps haven't been implemented yet.
* There's a cut Dragonfly power-up which is absent in the final
*Debug mode is enabled by default, and it works almost the same as in the final.
* The Results Screen, Options Screen and Title Screen is completely different from the final build.
*There's a cut Dragonfly power-up which is absent in the final
* The Options menu shares the same text as the HUD display which is different in the final
*The Results Screen, Options Screen and Title Screen is completely different from the final build.
* The Pause screen doesn't pause the game, but opens an menu called the '''Gex-Ray'''. While, they are selectable, they don't do anything. This is ultimately cut from all versions of the games after this build.  
*The Options menu shares the same text as the HUD display which is different in the final
* The most of the boss battles are incomplete and lack most of their functionality.
*The Pause screen doesn't pause the game, but opens an menu called the '''Gex-Ray'''. While, they are selectable, they don't do anything. This is ultimately cut from all versions of the games after this build.
* The Cemetery remote sprite is the only remote present in this build.
*The most of the boss battles are incomplete and lack most of their functionality.
* Planet X levels and the Bonus levels haven't been implemented into this build.
*The Cemetery remote sprite is the only remote present in this build.
* Upon breaking the Power-UPs ball, a bug will appear and Gex would have to eat them to attain a powerup in a similar fashion to its sequels. This concept was cut from all versions of the game.
*Planet X levels and the Bonus levels haven't been implemented into this build.
*Upon breaking the Power-UPs ball, a bug will appear and Gex would have to eat them to attain a powerup in a similar fashion to its sequels. This concept was cut from all versions of the game.
 
==Screenshots==
<gallery>
Dragonfly-Powerup.jpg|Cut Dragonfly Power-up
Dragonfly Power 1.png|Dragonfly power up in action
GEX_3DO_Alpha_Rez1.png|Alpha version of Rez Night Fever
GEX_3DO_Alpha_Game_Over.png|Alpha Game Over Screen
GEX 3DO Alpha Options.png|Alpha Options Menu
GEX_3DO_Alpha_Results.png|Alpha Results screen
GEX_3DO_Alpha_Gex-Ray.png|Cut Menu UI, Gex-Ray
</gallery>


==Videos==
==Videos==
<youtube width="480" height="340">AK-fvRRG554</youtube>
<youtube width="480" height="340">AK-fvRRG554</youtube>
<youtube width="480" height="340">10XQBD_kJMo</youtube>
<youtube width="480" height="340">10XQBD_kJMo</youtube>


==Acknowledgments==
==Acknowledgments==
Thank you, GexGaming for releasing and dumping this alpha build. Also, thanks for MNEMO for being able to distribute the demo for perservation purposes.
Thank you, GexGaming for releasing and dumping this alpha build. Also, thanks for MNEMO for being able to distribute the build for perservation purposes.


==See also==
==See also==

Latest revision as of 23:49, February 26, 2021

Title Screen
Gex (Alpha prototype)
Dump status Released
Dumped by GexGaming
Released by GexGaming
File release date December 22, 2020
Origin CD-ROM
Ownership MNEMO (2011), GexGaming (2020)
Game Gex
System 3DO
Genre Platformer
Release date JP Jul 14, 1995
US April 1995
EU 1995
Download Gex (Alpha prototype) (info)
Error: The download file provided does not exist, please upload it or fix the file name if it's incorrect.

This is an early alpha prototype of Gex for the 3DO. It was originally included in a Russian compilation disc named 3DO Gamepack #1, made by MNEMO back in 2011. That prototype simply named GEX ALPHA. While, it lacks a build date, copyright strings in the game's file indicate it was developed around some time in 1994. It's unknown if it was an simply a demo or how it was distributed in the first place. However, GexGaming would later release and dump the ISO, 9 years later with permission of original owner, MNEMO.

Notes

The Cutting Room Floor research
  • 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, and it works almost the same as in the final.
  • There's a cut Dragonfly power-up which is absent in the final
  • The Results Screen, Options Screen and Title Screen is completely different from the final build.
  • The Options menu shares the same text as the HUD display which is different in the final
  • The Pause screen doesn't pause the game, but opens an menu called the Gex-Ray. While, they are selectable, they don't do anything. This is ultimately cut from all versions of the games after this build.
  • The most of the boss battles are incomplete and lack most of their functionality.
  • The Cemetery remote sprite is the only remote present in this build.
  • Planet X levels and the Bonus levels haven't been implemented into this build.
  • Upon breaking the Power-UPs ball, a bug will appear and Gex would have to eat them to attain a powerup in a similar fashion to its sequels. This concept was cut from all versions of the game.

Screenshots

Videos

Acknowledgments

Thank you, GexGaming for releasing and dumping this alpha build. Also, thanks for MNEMO for being able to distribute the build for perservation purposes.

See also

The Cutting Room Floor Article