It was originally intended that Sphinx transform into a mythical sphinx—a winged lion with human features. Flying sequences were to comprise around 30% of Sphinx (the character)'s gameplay. These sections were triggered by reaching specific points in the game, one such area involving "flying through [...] tubes trying to get to a fortress, with many different obstacles on the way". A pre-production concept animation showcased the sphinx idea, and character designer Juan Solís produced models for the character's sphinx form, which ultimately went unused. Early media about the game also indicated that several further regions of Egypt would be included. IGN described the game's "seven worlds", including "the jungles, swamps and lakes of Sakkara" and "the underwater city of Akaria," neither of which featured in the final game. In pre-release interviews, THQ's Rob Loftus stated that Eurocom would be taking "full advantage" of the GameCube hardware, which would be evident in that version's improved lighting features.