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SOJ Gex · The History
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The History of Gex

The mascot who would not stop talking.

Gex (3DO, 1995) introduced a television obsessed gecko voiced by comedian Dana Gould, who never stops wisecracking as he crosses the Media Dimension to escape the overlord Rez. Crystal Dynamics built him to rival Mario and Sonic, and on the 3DO he came close enough to matter: the game sold past a million copies on a dying console, became a pack-in title, and carried the character to the PlayStation and Saturn. Three years later Gex: Enter the Gecko (1998) rebuilt him in 3D, and it is that second game this shelf pairs with the PlayStation 2 heroes in the gallery.

THE MAKING

Gecko X becomes Gex, 1993 to 1995

Creator Lyle Hall began the project shortly after joining the newly formed Crystal Dynamics in 1993, aiming at a 2D platform game starring the coolest character he could come up with, built to show off the 3DO's graphics and CD audio. The first concept was a Hollywood stunt performer named Gecko X, saving his film studio from bankruptcy across genre themed stages introduced by stock footage. Lead programmer Gregg Tavares argued the realistic settings would break the level design, and the concept was rebuilt into something more fantastical: a villain, first named Rezull and then Rez, drags the gecko into a television world he must escape by collecting magic remotes.

The team was tiny, at first four people, and the expanded memory and storage of 32-bit CD hardware made art production far slower than the 16-bit years had trained anyone to expect: a single level's art could take two months. Panasonic, expecting platformer art to be cheap, resisted adding artists. The game missed a June 1994 deadline, then a September one, lost its science fiction world and its extra art sets, and shipped after 21 months of development.

Inside that pressured production sits the series' best story. A group of developers, Evan Wells among them, secretly programmed extra features into the game on their own initiative: secret levels built from the scrapped science fiction art, a small shooting game Wells had written as a Stanford senior project, and an extended end credits sequence, 18 minutes of staff photos, concept art, and storyboards, hidden behind full completion. Playtesting discovered the additions, and management kept them in the game.

THE VOICE AND THE 3D TURN

Gould, then Mario 64 changes everything

Gex talks because CD storage let him. Dana Gould voiced the character and wrote all of his dialogue in the first game, a comedian's one liners fired constantly as the gecko climbs walls and ceilings on his suction cup feet, whips his tail, and eats power-up flies with his tongue. Contemporary reviewers singled the voice out as the first time a game character had been given a voice and personality that actually worked. The same voice is why a hero on a neighboring shelf in this gallery has none: Naughty Dog's Jason Rubin kept Jak silent and cited Gex as his prime example of the risk.

The sequel began, in early 1997, as another 2D game. Lead programmer Adrian Longland recalled that three months in, E3 reset the brief: Crash Bandicoot showed 3D could work on the PlayStation and Mario 64 showed the open world, so the two ideas were put together for Gex. The character was rebuilt on a full skeletal system, with more bones than a real gecko and skin stretched over them, so his mouth could move with the dialogue. Simpsons writer Robert Cohen worked on the script, Gould recorded over 700 voice lines, and the Nintendo 64 port, squeezed onto a cartridge, cut more than 500 of them. Enter the Gecko reached the PlayStation on February 24, 1998.

THE EDITIONS

3DO first, then everywhere
3DO Original · 1995
North America April 7, 1995 and Japan on April 21, 1995, published by BMG Interactive there. Later a pack-in game with Panasonic 3DO models.
PlayStation and Saturn · 1995
Ports by Beam Software reached North America on December 18, 1995, Japan on March 29, 1996, and Europe on April 5, 1996, followed by a Windows version in November 1996.
Enter the Gecko · 1998
The 3D sequel: PlayStation February 24, 1998, Nintendo 64 and Windows the same year. In Japan, Bandai published it as Spin Tail, a story told on this shelf's voices page.
Gex Trilogy · 2025
All three console games returned on June 16, 2025 in the Gex Trilogy from Limited Run Games, emulated through its Carbon Engine, for modern consoles and Windows.

THE RECEPTION

Praise, and an honest sales dispute
GamePro
Gex sets high standards for all future 3DO platform games, said GamePro, predicting popularity on the level of Sonic and Mario, and praising a voice that never turned obnoxious.
Electronic Gaming Monthly
Game of the Month, and Best 3DO Game of 1995, with the ports praised for cleaned up audio and cinemas.
The Dissent
Maximum scored the PlayStation version 2 of 5 for dull level design, Sega Saturn Magazine found the game predictable, and IGN's PlayStation review settled at 6.0.
The Sales Record
The sources disagree and the Library prints both: GamePro and EGM reported over one million 3DO copies by mid 1995, while Next Generation put the worldwide figure at 750,000 that November. The PlayStation version separately passed one million.

Whichever contemporary count is closer, Gex was one of the best selling games on the 3DO and Crystal Dynamics' mascot for a time, headlining three games in four years. The studio's later fame belongs to other heroes, but the gecko's 2025 return in the Gex Trilogy suggests the wisecracks aged better than the console that launched them.

THE GAME ON THE SHELF

Gex: Enter the Gecko · PlayStation
Gex Enter the Gecko American box
American box art · 1998
The 3D sequel's American box, Gex in a tuxedo with his remote. The first game's box belongs to the 3DO; this is the Gex who shares the gallery's 3D shelf.
The GalleryWhy does Gex have a different voice in every region?
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THE FIRST WORD

New pages and new pieces, first.