This is a sub-page of Gex: Enter the Gecko (PlayStation).
Gex: Enter the Gecko's music system, while based on the PlayStation MIDI standard of SEQuence and sound bank files, is heavily customized. Every level in the game has a correspondingly named SND file (where the MIDIs live) and an SMP file (where the sound samples live). For example, aztec16 (Aztec 2 Step in-game) has the files aztec16.snd and aztec16.smp, alongside the geometry/object layout file and texture data file (also named aztec16). As those are the only files that level can use, redundancy in these files is very high, presumably to cover any possible bases for whatever scenario could crop up in a level.
PLEASE NOTE: The recordings of the music files featured here were sourced from PSF format rips, which is known to not be very well suited for Gex: Enter the Gecko's music system. Inaccuracies may be present in some of the recordings featured here.
All levels#
Since we have just established that every area in the game gets its own exclusive music file, this means that there are 4 songs in (almost) every SND file for repeated use: the jingle when you collect an extra remote, an extra life via the collectables, or a clipboard, the "Gex dies" jingle, the game over song, and a 4th jingle that always goes unused and is never played as far as anyone can tell. In the N64 version, this is played on the end-of-level tally screen whenever a mission is completed. Presumably, it would have been used for the same purpose in the PS1 version, but whether through an oversight or a change in plans, this never happens.
This also does mean that these 4 songs are also in "levels" like The Media Dimension and the Main Menu/Credits area, places where one would think there would be no need at all for them. While this could suggest that these "levels" were intended to be used differently, there is simply no other evidence to suggest that, and more likely these were just added automatically to the SND & SMP files.
Toon TV#
As well as having those 4 songs in every file, in most cases, all levels with an matching theme also have an near-identical SND & SMP file that contains all songs used with that level theme. So technically, looney30 (Out of Toon) has unused MIDIs that are instead used in looney69 (Fine Tooning), and vice versa. These redundant files won't be gone over in detail.
Out of Toon & Fine Tooning (looney30/69)#
Hunter Bullet#
When the Hunter fires his bullet, this 10 second song plays for about 2 or 3 seconds before it is interrupted by the Hunter firing another bullet and thus restarting the song. It IS technically possible to hear this in-game however: in the second section of Out of Toon, you have to position yourself just right so that immediately after either Hunter shoots his bullet, he is not at all visible to the camera. If you do it right, this song will play indefinitely, unless you move to another area of Out of Toon or you're close enough to a Hunter that he's visible to the camera.
Curiously, this same technique does NOT apply to Fine Tooning's Hunters; if you position yourself the same way, the Bullet song will just stop and not loop.
Barrels#
In Fine Tooning, there are 4 sets of 4 wooden barrels on top of a hillside that, depending on their vertical position, play a specific one-note MIDI when destroyed, with the objective to create a path to the 1up on a floating platform. The notes lower the further down the barrel you destroy is. In the SND file, after all the used one-note MIDIs is a unused fifth one-note MIDI that is higher up than the MIDI for the top barrel, potentially indicating there were once 5 barrels per set instead of 4.
Song |
Used for: |
|---|---|
The 1st barrel, counting up from the bottom. |
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The 2nd barrel, counting up from the bottom. |
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The 3rd barrel, counting up from the bottom. |
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The 4th barrel, counting up from the bottom. |
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Unused, presumably for a 5th barrel, counting up from the bottom. |
Miscellaneous#
There are 2 sets of 5 unused MIDIs that are placed immediately after the one-note barrel MIDIs. Given their proximity and the number of them, it seems somewhat likely they were intended to be used for the barrels in some way.
There are also 2 unused jingles that immediately follows the last set of 5 unused MIDIs. Based on their sound and proximity, they may also have been meant to be used in relation with the barrels.
Placed immediately after the song that plays when riding the boat in Fine Tooning is this unused jingle. Its intended purpose is unknown.
looney67/70/88#
The SND and SMP files for these unused levels are all nearly identical. These SND files are the only ones in the game to not have the 4 gameplay fanfares inserted at the beginning. Apart from that, they are, at a glance, identical to the looney30/69 music files, but over half of the MIDI files (61% to be exact) have a minor difference to their used counterparts, usually in a difference of volume and velocity for the notes of some channels. It is usually such a minor difference that it comes across like the the last draft made before the final release version. It seems likely that these were all updated in step with the 30/69 SNDs but weren't for the final pass.
Purpose |
QESa # Used/Unused |
Used (30/69) Version |
Unused (67/70/88) Version |
Differences |
|---|---|---|---|---|
Main BGM |
5/1 |
All but 2 of the MIDI Channels (2 & 3) have different velocity levels; 3 have higher velocity in the used version, 3 are higher in the unused version. The unused version also has an unused Pitch Bend Event. |
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Hunting Season section BGM |
6/2 |
All the channels have a higher volume in the used version. Half of the channels have higher velocity for most of their notes in the used version, with the only exception being Channel 8, which has 3 notes where the unused version has higher velocity. |
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Carrot Garden Background Song (overlayed Main BGM) |
7/3 |
All 3 Channels have a higher volume in the used version. 2 of the channels have a higher velocity in the used version. |
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Construction Area Background Song (overlayed Main BGM) |
8/4 |
3 of the 5 Channels have a higher volume in the used version. The first note in Channel 10 & 11 happens 2 ticks sooner in the unused version. The horn in Channel 11 sounds different between the two versions. The unused version also has an unused Pitch Bend Event. |
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Wild West Area Background Song (overlayed Main BGM) |
9/5 |
All 3 Channels have a higher volume in the used version. The first note in Channel 10 happens 2 ticks sooner in the unused version. Channel 10's horn instrument sound different between the two versions. Channel 11 has slightly higher velocity in the used version. All 3 Channels also have an unused Pitch Bend Event in the unused version. |
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Water Background Song #1 (overlayed Main BGM) |
10/6 |
Every single note happens exactly 2 ticks sooner in the unused version. 2 channels have a higher volume in the used version. Channel 11 has a much higher velocity in the used version. The final note in Channel 11 is missing an Note Off event in the unused version, resulting in a prolonged sour note until the same note in Chapter 11 is played next loop (Note 79/G6). All 3 channels have an unused Pitch Bend Event in the unused version. |
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Hunter Background Song (overlayed Hunting Season section BGM) |
11/7 |
All 5 MIDI Channels have a higher volume in the used version. 2 Channels have a higher velocity in the used version. |
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Hunter Bullet Background Song (overlayed Hunting Season section BGM) |
12/8 |
2 Channels have unused Pitch Bend Events in the unused Version. 3 of the 4 channels have a slightly higher volume in the used version. 2 channels have higher velocity in the used version. Channel 11's notes have been shifted up an octave in the unused version (and possibly also had its instrument changed). The first note in Channel 12 is ever-so-slightly longer in the unused version. |
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Hunter Hit Background Song (overlayed Hunting Season section BGM) |
13/9 |
N/A |
N/A |
MIDI is identical to final. |
Hard Hat Object #1 (overlayed Main BGM) |
14/10 |
The tempo is 140 BPM in the unused version, while the used version is 135. All the notes are around 1/4 shorter in the unused version. All the Pitch Wheel Events happen sooner in the unused version. |
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Hard Hat Object #2 (overlayed Main BGM) |
15/11 |
The tempo is 140 BPM in the unused version, while the used version is 135. The third note in Channel 10 is much longer in the unused version. The used version has 6 more notes in Channel 10 than the unused version. |
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Hard Hat Object #3 (overlayed Main BGM) |
16/12 |
The tempo is 140 BPM in the unused version, while the used version is 135. All 3 notes are shorter in the unused version. |
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Hard Hat Object #4 (overlayed Main BGM) |
17/13 |
The last 3 notes are shorter in the unused version. |
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Hard Hat Object #5 (overlayed Main BGM) |
18/14 |
The tempo in the used version is always 130 BPM. The tempo in the unused version starts at 133.33 BPM and then after a while (Tick 800) it switches to 160. In Channel 13, all 3 notes are considerably shorter in the unused version, and the Pitch Wheel events happen sooner. Channel 14 has a redundant Pitch Wheel Event in the used version. |
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Barrel Break #1 (overlayed Hunting Season section BGM) |
19/15 |
N/A |
N/A |
MIDI is identical to final. |
Barrel Break #2 (overlayed Hunting Season section BGM) |
20/16 |
N/A |
N/A |
MIDI is identical to final. |
Barrel Break #3 (overlayed Hunting Season section BGM) |
21/17 |
N/A |
N/A |
MIDI is identical to final. |
Barrel Break #4 (overlayed Hunting Season section BGM) |
22/18 |
N/A |
N/A |
MIDI is identical to final. |
Unused (assumed to be Barrel Break #5) |
23/19 |
N/A |
N/A |
MIDI is identical to final. |
Unused Barrel Jingle #1 |
24/20 |
N/A |
N/A |
MIDI is identical to final. |
Unused Barrel Jingle #2 |
25/21 |
N/A |
N/A |
MIDI is identical to final. |
Unused Barrel Jingle #3 |
26/22 |
N/A |
N/A |
MIDI is identical to final. |
Unused Barrel Jingle #4 |
27/23 |
N/A |
N/A |
MIDI is identical to final. |
Unused Barrel Jingle #5 |
28/24 |
N/A |
N/A |
MIDI is identical to final. |
Unused Barrel Jingle #6 |
29/25 |
All the notes have a higher velocity in the unused version. The unused version also has extra Pitch Bend Events. |
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Unused Barrel Jingle #7 |
30/26 |
All the notes have a higher velocity in the unused version. The unused version also has extra redundant Pitch Bend Events. |
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Unused Barrel Jingle #8 |
31/27 |
All the notes have a higher velocity in the unused version. |
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Unused Barrel Jingle #9 |
32/28 |
All the notes have a higher velocity in the unused version. The unused version also has extra redundant Pitch Wheel Events. |
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Unused Barrel Jingle #10 |
33/29 |
All the notes have a higher velocity in the unused version. The unused version also has an extra redundant Pitch Bend Event. |
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Unused Jingle #1 |
34/30 |
N/A |
N/A |
MIDI is identical to final. |
Unused Jingle #2 |
35/31 |
N/A |
N/A |
MIDI is identical to final. |
Boat Ride Song |
36/32 |
N/A |
N/A |
MIDI is identical to final. |
Unused Jingle #3 |
37/33 |
N/A |
N/A |
MIDI is identical to final. |
Bowling Ball Hill Background Song (overlayed Main BGM) |
38/34 |
All channels are slightly louder in the used version. The first Channel 13 note in the unused version is ever-so-slightly delayed compared to the used version. The final Channel 15 note in the unused version is ever-so-slightly longer and has ever-so-slightly more velocity compared to the used version. |
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Drawbridge Song |
39/35 |
All notes in all channels have a higher velocity in the unused version. |
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Lit Fuse Song |
40/36 |
All channels have a higher volume in the used version, while all the notes have a higher velocity in the unused version. All channels have unused Pitch Bend Events in the unused version. The first Channel 3 note plays ever-so-slightly sooner in the unused version. In every channel except 3 (which is the drums), the final notes (all starting at Tick 3771, used or unused) are longer in the used version, and their Note Off Events have an ever-so-slight amount of velocity in the unused version. This was possibly changed to counter the 3 channels producing a sour note after the first loop in the unused version; they only stop when the same exact note as the final note in their respective channels is called next loop. *Should I bring up how the last notes in 67 aren't shown in MidiEditor, but they are shown in 30?* |
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Rocket Ride Song |
41/37 |
All notes in all channels have a ever-so-slightly higher velocity in the unused version. |
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Castle Song |
42/38 |
All channels have a higher volume in the used version. All notes in 3 Channels have a higher velocity in the used version. Channel 10 is not one of them, but does have an unused Pitch Wheel Event in the unused version. Channel 14 only has a higher velocity for around half of its notes. In addition, the first two notes happen exactly 1 tick sooner in the unused version. The horn in Channel 13 sounds different between the two versions (as per usual). |
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Water Background Song #2 (overlayed Hunting Season section BGM) |
43/39 |
The first note in Channel 10 starts at Tick 0 in the unused version, and Tick 3 in the used version. Channel 11 has a higher volume in the used version. All notes have a higher velocity in the used version. The used version has slightly more dead air at the end of the track. There's also an unused Pitch Bend Event in the unused version. |
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The Rocket Channel#
The Umpire Strikes Out (scifi10)#
The Umpire Strikes Out version (used) |
Trouble in Uranus version (unused) |
|---|---|
The Umpire Strikes Out (scifi10) and Trouble In Uranus (lost01) have the exact same MIDI songs with one exception: the song used for when you ride on the rocket. They are still mostly identical, but the notes for 3 MIDI Channels have a higher velocity in the used version, similar to the looney67 files. As with those, this minor change comes across as a final revision before the finished draft is released, and the lost01 version wasn't updated to reflect it.
Pain in the Asteroids (scifi14)#
These two unique fanfares are inside the level's files but are never used as far as anyone knows. They might have been used in a similar manner to the other two jingles in the level that are used (one for entering an air station (QESa #7), another for select rising platforms (QESa #8)).
The Pre-History Channel#
In-game |
MIDI Channel 3 unmuted |
|---|---|
The main in-game level theme has an extra drum track on MIDI Channel 3 that is completely unheard in-game. The game always mutes it, and no scenario has been discovered where the game would unmute it.
Interestingly, the PC port's CDDA version of this track (which combines the main song with the song that plays when you're approaching a summit) features these extra drums sporadically throughout the song, which implies it was meant to be unmuted by an equally-sporadically appearing level element.
QESa #7#
This completely unique song is present in all the Pre-History Channel files but is never played. It seems to be an early draft of the track "Discord" from Akuji the Heartless, a game Crystal Dynamics made after Gex: Enter the Gecko, with which it shares both an game & audio engine (abliet updated). Jim Hedges was credited under music for both games and Fred Mack was credited as an sound/audio programmer for both games as well.
Kung-Fu Theater#
In-game |
MIDI Channels 13 & 14 unmuted |
|---|---|
The main song for Samurai Night Fever (kungfu1) and Lizard in a China Shop (kungfu4), similarly to the Pre-History Channel, has muted channels containing extra instruments; on MIDI Channel 13, it's an extra bass track, and on 14, an extra drum track. They sound slightly rougher than the Pre-History Channel one, possibly indicating why the game never unmutes them. Further unlike the Pre-History song, these extra tracks are not featured in the PC version's CDDA song.
Rezopolis#
No Weddings and a Funeral (used) |
Bugged Out (unused) |
|---|---|
Similarly to The Rocket Channel, No Weddings and a Funeral (rezop3) and Bugged Out (rezop2) have the exact same MIDI songs with one exception: The song that plays in the last segment of No Weddings and a Funeral has a slightly different, unused version in Bugged Out. The (slightly) audible change is the 3 additional notes at the very start of the Bugged Out version, as well as one note being much longer. The inaudible changes are that all of the MIDI channels have been swapped around between the two versions, with Channel 4 being the only exception.
The first two additional notes are in Channel 7 (0 in rezop3), one of the organs. The last additional note and longer note are both in Channel 13 (7 in rezop3), which is used for the weird ambient sounds.