In the middle of the game's strenuous development, a number of "Gex"s developers - among whom were programmer Danny Chan and Evan Wells, as well as various people from outside of development - joined together to secretly program several features into the game. The unused sci-fi art from the game was used to make a series of secret levels. A small 2D shooting game programmed by Wells as his Senior project at Stanford University was added into the game, as was a small minigame made by scriptor Susan Michelle. These additions were kept in unbeknownst to the company until they were discovered through playtesting. The additions were kept in the game. The "secret team" also programmed a hidden extended end credits sequence which featured photos of the staff, as well as a wide array of concept art, sketches and storyboards, which came to last a total of 18 minutes after being completed. This sequence could be accessed by completing all of the sci-fi levels as well as the shooter level. At one point in development, one of the stages designed by Knorr was edited without his permission. The level had several parts with bugs that Knorr requested to be fixed. Since the game was eight to nine months late of its initial completion deadline, rather than working around the bugs, the company removed these parts in order to ship the game sooner. Knorr was infuriated by this, and in response, left a hidden message in one of the levels teaching the player a cheat code to get to the game's stage select (which contained over 80 level slots despite only 28 levels being in the game) and telling them to pick a specific stage, which contained the original version of this level. There, he hid three more messages, including one which disclosed the personal phone number of head of product development Madeline Canepa and telling the players to call her and "give her a piece of your mind and my mind too". This addition was ultimately found by playtesters, leading to the immediate firing of Knorr.