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Gex 3: Deep Cover Gecko for Nintendo 64
Gex 3: Deep Cover Gecko for Nintendo 64 is a three-dimensional platform game whose worlds are shaped by television programmes. The talking gecko pursues Rez to rescue Agent Xtra. From the underground GexCave, you jump into televisions leading to separate missions. You collect remote controls to open more screens. The same world can contain different objectives, so a first visit does not immediately reveal everything. Looking around and remembering where an unreachable route begins are part of the adventure.
Gex attacks with his tail, while his jumps and sticky feet open other routes. Costumes match the television theme; certain outfits also let him glide. Bonus coins give access to short timed challenges. You can rotate the camera yourself or set it to return behind Gex when you stand still. That difference is particularly noticeable on narrow ledges, where you want to establish the direction of your next jump first.
You play alone with one controller. Saving your progress requires a separate Controller Pak, which is not supplied with the game as standard. The Nintendo 64 cartridge is not the same edition as the PlayStation version or the later GEX Trilogy. That collection’s modern extras are not included in this original version.
Region and language
Our Nintendo 64 games are PAL editions and come with a Dutch or English box, unless stated otherwise. By default, you receive the version for the European market. We note it in the product details if the region is different or the box is in another language. In almost all cases, the game is playable at least in English, and often in the other five common European languages too.
Manual
The manual is missing from this copy of Gex 3: Deep Cover Gecko for Nintendo 64. That is why the product title says “No Manual”. You receive the game in its box, without the instruction booklet. This makes the contents clear before you order.
The original printed manual usually contains at least English and often around six European languages. The languages vary by edition; Dutch is not always included. This information describes the original booklet and does not mean that it comes with this copy. A copy with a manual is offered separately when available.
The history of Gex 3: Deep Cover Gecko
Gex 3: Deep Cover Gecko appeared in 1999, after the series had moved from two-dimensional action to freer three-dimensional platform worlds. Crystal Dynamics created the original third adventure for PlayStation. Gratuitous Games handled the Nintendo 64 adaptation, with Crave Entertainment publishing the American cartridge. This is therefore not simply Gex 64 with new missions, but the Nintendo 64 edition of the third game. Its story continues the conflict with Rez and the television worlds.
The GexCave gives the sequel a recognisable starting point. Televisions, locked passages and rewards connect its separate missions. Remote controls are more than collectibles: they determine which worlds you can enter next. Bonus challenges also use their own coins. This gives you two reasons to search an environment carefully. The design alternates longer exploration with smaller missions that demand quicker action and provide a clearly defined objective.
Television satire remained the starting point, while costumes and extra moves brought more variety to that formula. On Nintendo 64, the analogue stick plays an important role in speed and direction, and the settings menu offers different camera behaviours. Those choices reflect a period when developers were still trying different approaches to three-dimensional jumping. The cartridge preserves that original structure: separate missions, collecting around the GexCave and a memory card for continuing later.
Similar games for Nintendo 64
Gex 64: Enter the Gecko already uses television parodies and remote controls to open new areas on Nintendo 64. Deep Cover Gecko develops that with the GexCave, different missions and more costume-related moves. You recognise the combination of exploring and collecting, but this is not an expansion of the same cartridge. The switch between main missions and short bonus challenges particularly gives the third game its own rhythm.
Super Mario 64 likewise lets you visit worlds with several objectives from a central location on the same platform. Stars open routes through its castle; Gex uses remotes for the televisions. Mario focuses more on his wide range of jumps and acrobatic moves. Gex places greater emphasis on television jokes, themed costumes and missions inside spoof programmes, making similar collecting structures feel very different.
Banjo-Kazooie also combines jumping, combat and finding rewards in themed worlds on Nintendo 64. Banjo and Kazooie form a permanent duo and learn moves together that you reuse. Gex adapts his appearance and certain abilities more to the television world. Both reward attention to the environment, but Banjo’s fairytale-like areas have a different coherence from Gex’s separate parodies of recognisable television genres.
Rayman 2: The Great Escape shares climbing, swimming and precise landings in three-dimensional environments on Nintendo 64. Rayman follows a continuous rescue story involving robot pirates, Lums and new powers. Gex divides his search between televisions with separate missions and rewards. The similarity lies mainly in reading a route and steering during a jump; how you reach the story and next challenge differs.
Toy Story 2: Buzz Lightyear to the Rescue! likewise has you search areas for several rewards on Nintendo 64. Buzz earns Pizza Planet tokens through battles, races and other tasks. Gex collects remotes in television worlds with individual parody themes. Both give you a reason to look towards a side route. Toy Story 2 uses recognisable places from its film world, whereas Gex keeps changing television genres.