on the screen. Two government agents also appear and abduct Gex to their headquarters, in which Gex is interrogated. The agents explain that Rez has returned and they need his help in taking him down again. Gex refuses, saying that he has already saved the world once and that they should try to find someone else. When the agents make a fair negotiation for a huge sum of cash and gadgets, Gex tells them everything. He accepts the mission, to which he leaves the building and is then accosted by a female agent who introduces herself as Agent Xtra and wishes him good luck. After navigating numerous television channels in the Media Dimension, Gex finally confronts Rez and the two battle once again until Gex drops a huge television set on Rez severely weakening him. In desperation, Rez tells Gex through a television that he is his father. Gex merely turns the television off. Whether or not he believes Rez is unknown. In the final scene, Gex shares a hotel room with Nikki from the Pandemonium series. Development In early 1997, Crystal Dynamics announced that they were working on a 3D sequel to Gex in the style of Super Mario 64. Crystal Dynamics originally wanted to relaunch the character with the technology available at the time. Rather than a grouping of polygons, Gex was built with a full skeletal system, with more bones than a real gecko, and a 'skin' stretched over-top to eliminate pop and tearing. This also allowed him to move his mouth along with the voiced dialogue. The Simpsons, a series the developers were fond of, made for a noteworthy inspiration for the comedy set-ups based upon the show's style of humor. Rob Cohen, a writer from The Simpsons, worked on the script for Gex: Enter the Gecko, particularly Gex's one-liners. The end result of the idea gave Dana Gould over 700 voice-overs for Gex, while giving the character different costumes in order to suit the mood of the levels. When the game was released for the Nintendo 64, over 500 voice-overs from the PC and PlayStation versions were cut out from the original version, giving the Nintendo 64 version roughly over 100 samples to work with for the purpose of the hardware's limitations at the time of development. When Gould was being interviewed for the game, he explained how Gex in the third dimension differed from