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On August 24, 2017, a video was uploaded by gaming news outlet VentureBeat where lead writer Dean Takahashi, who specializes in general industry articles, strategy games and first/third person shooters and normally does not cover platformers or sidescrolling action games because by the outlet's own admission he was extremely bad at them, recorded a gameplay demonstration of him playing the Gamescom 2017 demo for Cuphead due to him being the only one on staff at Gamescom. This footage is notorious for the first two and a half minutes where he struggles to complete the game's tutorial, before struggling to play for another 23 minutes under conditions that were made intentionally easier for the game's demo such as increased health and instant access to some stronger unlockable charms like Spread. VentureBeat knew the footage was bad, but uploaded it anyways and drew attention to Takahashi's poor gameplay in the video title, calling it "shameful". However, VentureBeat initially did not explain the full context of the footage in the video description, and due to Gamescom being held one month prior to Cuphead's release, the clip was passed around out of context leading people to believe he was doing a full review of the game and trying to make a point of it being too difficult. In reality, the video was posted alongside an article about the demo by Takahashi to VentureBeat that regularly acknowledges his poor skill at the game; he also called Cuphead a fun game that showed "why making hard games that depend on skill is like a lost art". Regardless, the footage still drew extreme negative backlash and harassment towards him and claims that he was unfit to be a game journalist. Takahashi's response to the controversy spurred more controversy after he accused people attacking the footage of being connected to the 2014 #Gamergate movement, when one week prior to responding, he published an article promoting the idea of a "leisure economy" that stems from game journalists among others being paid to play games, and promoting the fact that he had been reviewing games for 21 years up to that point.
Cuphead Dean Takahashi Gamescom 2017 footage:
https://www.youtube.com/watch?v=848Y1Uu5Htk
Earliest archived video page prior to description updates:
https://web.archive.org/web/20170902001715/https://www.youtube.com/watch?v=848Y1Uu5Htk
Earliest archive of Dean Takahashi Cuphead article:
https://web.archive.org/web/20170909095947/https://venturebeat.com/2017/08/24/cuphead-hands-on-my-26-minutes-of-shame-with-an-old-time-cartoon-game/
Earliest archive of Dean Takahashi leisure economy/experience article:
https://web.archive.org/web/20170901192804/https://venturebeat.com/2017/09/01/the-deanbeat-the-leisure-economy-where-we-all-get-paid-to-play-games
Earliest archive of Dean Takahashi Cuphead response article:
https://web.archive.org/web/20170908155049/https://venturebeat.com/2017/09/08/the-deanbeat-our-cuphead-runneth-over
https://www.youtube.com/watch?v=848Y1Uu5Htk
Earliest archived video page prior to description updates:
https://web.archive.org/web/20170902001715/https://www.youtube.com/watch?v=848Y1Uu5Htk
Earliest archive of Dean Takahashi Cuphead article:
https://web.archive.org/web/20170909095947/https://venturebeat.com/2017/08/24/cuphead-hands-on-my-26-minutes-of-shame-with-an-old-time-cartoon-game/
Earliest archive of Dean Takahashi leisure economy/experience article:
https://web.archive.org/web/20170901192804/https://venturebeat.com/2017/09/01/the-deanbeat-the-leisure-economy-where-we-all-get-paid-to-play-games
Earliest archive of Dean Takahashi Cuphead response article:
https://web.archive.org/web/20170908155049/https://venturebeat.com/2017/09/08/the-deanbeat-our-cuphead-runneth-over

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After this build, the Peter Griffin "arms resting" pose would appear in some builds as a taunt, albeit as an actual sprite and not an edit, and a video would be posted by developer McPig showcasing the taunt, accompanied by the first note of the Family Guy theme song, under the name "family", likely referencing a a meme video that plays the first note and ends. This taunt was removed for unknown reasons in the final game.
Peter Build gameplay:
https://www.youtube.com/watch?v=OBbNGSLQHKI
Scrapped Peter pose:
https://www.youtube.com/watch?v=fQDnfl1lNyI#t=143
"Family":
https://www.youtube.com/watch?v=xzjfPUp5f_8
https://www.youtube.com/watch?v=OBbNGSLQHKI
Scrapped Peter pose:
https://www.youtube.com/watch?v=fQDnfl1lNyI#t=143
"Family":
https://www.youtube.com/watch?v=xzjfPUp5f_8

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There were 2 official demo versions released for the game. Suikoden 2 (JP) demo was given alongside Metal Gear Solid (JP) on September 3, 1998; Suikoden 2 (PAL) demo was given alongside Vandal Hearts 2 (PAL) on June 30, 2000.
In the game there are 2 modes: New Game and Battle Mode.
New Game essentially has the the gameplay it would at retail until the battle against the Mist Shade, and an additional skit as an ending. When translated to English, this reads:
In Battle mode, the player traverses North Swallow Pass, now called Trial Road, with a couple of different party members, battling against enemies and a different boss. This mode is also present in the normal game, but is inaccessible without hacking. Both modes also have their respective ending.
There is not much different from the retail version, but the PAL demo does contain the full base game (although it is translated into Spanish for some reason).
In the game there are 2 modes: New Game and Battle Mode.
New Game essentially has the the gameplay it would at retail until the battle against the Mist Shade, and an additional skit as an ending. When translated to English, this reads:
”Hey wait a minute! Why don‘t I get a turn!?”
”Seems natural to me.”
”...what does that mean?”
”Hey! Wait a minute!!!!”
”Seems natural to me.”
”...what does that mean?”
”Hey! Wait a minute!!!!”
In Battle mode, the player traverses North Swallow Pass, now called Trial Road, with a couple of different party members, battling against enemies and a different boss. This mode is also present in the normal game, but is inaccessible without hacking. Both modes also have their respective ending.
There is not much different from the retail version, but the PAL demo does contain the full base game (although it is translated into Spanish for some reason).
Suikoden II JP demo New Game ending:
https://www.youtube.com/watch?v=u9pRkyUhotY
Suikoden II JP demo Battle Mode ending:
https://www.youtube.com/watch?v=wWrRCRcmgvQ
Suikosource wiki page on Suikoden II demos:
https://www.suikosource.com/games/gs2/indepth/demo.php
https://www.youtube.com/watch?v=u9pRkyUhotY
Suikoden II JP demo Battle Mode ending:
https://www.youtube.com/watch?v=wWrRCRcmgvQ
Suikosource wiki page on Suikoden II demos:
https://www.suikosource.com/games/gs2/indepth/demo.php

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”I think that‘s a wise decision.”
”The normal ending is about to start.”
”The best ending is about to start.”
”You‘re wrong, brother Mukumuku. I heard that it‘s not done yet.”
”Erp.....”
”The normal ending is about to start.”
”The best ending is about to start.”
”You‘re wrong, brother Mukumuku. I heard that it‘s not done yet.”
”Erp.....”
It's worth noting that Mukumuku is silent in the demo while Mekumeku just doesn't load, but is present in memory. Whether it was scrapped or is still unlockable is unknown.
Also in the room, there are 4 maids surrounding Riou just out of bounds at the bottom of the screen. After some testing, it was found to be a developer trick, wherein the player is always in control of Riou, and when interreacting with any of the maids, the demo will end early.

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The first test room claims to be in Radat Town, despite seeming to be in Kyaro Town. The room contains various warping and unfinished textures, out-of-place objects like barrels, and two non-functioning Warp points. Of the warp points, one can be found down near a river and loads nothing, while the other can be found near a bridge with an Anita NPC and some invisible objects. While this test room seems to be empty, except for one small area featuring several invisible objects, a pushable tree that you can talk to, and a row of NPCs that can be pushed, but cannot be interacted with without crashing the game. There are also two Gabocha NPCs, one of which can warp you back to somewhere else in the test room, while the other has some dialogue and acts like a shopkeeper. Finishing the conversation with the shopkeeper Gabocha will cause the game to crash. Interacting with any Anita NPC will cause the game to crash.
The second test room contains several repeating groups of Anita, Gengen, and Old Man NPCs in a sort of army formation. The name of this second debug room is "神様の村" which means "Village of God"/"God's village". Talking to the Anita and Gengen NPC groups will have them say a single line of dialogue (the Anitas however will have no text), and once finished will cause the game to try and load something, which results in the game crashing. It's thought that they would try to warp you somewhere with a cutscene. Raww Le Klueze, global admin of the Suikosource forums, has translated this room's dialogue as such:
"The Gengens each say:
• "I am the sound change god"
• "I am the sound test god"
• "I am the window change god"
• "I am the unit change god" (for this phrase, he uses the same word as Apple does when you rearrange war units)
Some of what the Old Man says follows the same format "I am the god of !" in the middle row
Library, Suggestion box, Restaurant, Cooking Battles, Guardian Deity and Peeping...? (He also laughs after that one. Bath scenes maybe?)
Top says "The detective god is here!"
Bottom "Fishing god here!" "I'm the god of tablets" (same word as the plates found in the Sindar ruins, presumably tests that?)
Last one on the bottom I don't know, he just seems to be making noise cause it just says BABANBABANBANBAN - HAAPIBANONO."
• "I am the sound change god"
• "I am the sound test god"
• "I am the window change god"
• "I am the unit change god" (for this phrase, he uses the same word as Apple does when you rearrange war units)
Some of what the Old Man says follows the same format "I am the god of !" in the middle row
Library, Suggestion box, Restaurant, Cooking Battles, Guardian Deity and Peeping...? (He also laughs after that one. Bath scenes maybe?)
Top says "The detective god is here!"
Bottom "Fishing god here!" "I'm the god of tablets" (same word as the plates found in the Sindar ruins, presumably tests that?)
Last one on the bottom I don't know, he just seems to be making noise cause it just says BABANBABANBANBAN - HAAPIBANONO."
This latter piece of dialogue might be a reference to the song "Nice Hot Water", a 1966 song in the "Nihon no Uta" Japanese local song series that was famously covered by the Japanese comedy rock band The Drifters. The first line before the hyphen is the same as the song, and the second line after the hyphen is almost the same as the song.
Suikosource thread:
https://www.suikosource.com/phpBB3/viewtopic.php?t=14842
Second test room images:
https://imgur.com/CMtRBJw
https://imgur.com/YUxf3iF
Translated rows of dialogue in second test room (pertinent to Raww Le Klueze's translation):
https://imgur.com/P4ekv1T
First debug/testing room (the second debug/testing room covered in the above three Imgur links are in the attached image):
https://www.youtube.com/watch?v=l3sSmi2G2Y8
The Drifters - Nice Hot Water (Vivanon Rock):
https://www.youtube.com/watch?v=RzXnucKfHEE
https://ja.wikipedia.org/wiki/いい湯だな
https://www.suikosource.com/phpBB3/viewtopic.php?t=14842
Second test room images:
https://imgur.com/CMtRBJw
https://imgur.com/YUxf3iF
Translated rows of dialogue in second test room (pertinent to Raww Le Klueze's translation):
https://imgur.com/P4ekv1T
First debug/testing room (the second debug/testing room covered in the above three Imgur links are in the attached image):
https://www.youtube.com/watch?v=l3sSmi2G2Y8
The Drifters - Nice Hot Water (Vivanon Rock):
https://www.youtube.com/watch?v=RzXnucKfHEE
https://ja.wikipedia.org/wiki/いい湯だな

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• In the entrance between White Deer Inn and Sindar Ruin, there are 2 statues that are generic. In the demo, those statues are gendered with pronounced breasts, and appear snake-like, resembling the Greek mythical monster Lamia. The generic statues exist in the demo, so there is no reason the developers would go out their way to make a different pair.
• At the last puzzle where you put the plate in, the plaque that you would normally read is there instead of in the room next ahead.
• The two statues of the Double Head are absent.
• In the boss room of Sindar Ruin, there is a weird sprite that isn't seen anywhere else (it's a bit grainy so to see it you will need to zoom in). The position looks like it's supposed to be for an arch, but notably it has three heads. Double Head is the boss you would normally meet here only with two heads, suggesting there was originally a boss here with three heads.

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In the game's files, in a folder called "300_MOVI", there is an FMV file titled ROCK.STR. It is unknown what this video's intended purpose was, but the answer may lie in the Japanese demo version of the game, in the demo's "MOVIE" folder. A video can be found called M_EAT.STR, and based on its name and appearance, it seems most likely it was to be used with Magic Earth Rune - in a similar way to Unite Magic (since they all play their FMV). The last changed date for the file is 1997. The last modified date for the rest of the game's FMVs is 1998, meaning M_EAT.STR was changed quite early in development, being the earliest of them all.
In other later releases like the PSP version, the ROCK.STR file can still be found in the game's data, though they similar go entirely unused.
In other later releases like the PSP version, the ROCK.STR file can still be found in the game's data, though they similar go entirely unused.

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However, it would seem the Japanese localization for Star Fox Adventures would completely eschew this backstory, removing all mention of Cerinia and as well as Krystal's dead parents. The Japanese prologue was even heavily simplified to this:
"Her name is Krystal. Guided by an SOS that she sensed telepathically, she came to this "Dinosaur Planet"..."
The Japanese website even states that "it is not known what her purpose is", which flies directly in the face of Rare's original story for her, that explicitly states that she was searching for the truth of Cerinia's destruction. To add more insult to injury, there isn't even any Japanese subtitle presented when Krystal gets knocked into the crystal by Andross in Krazoa Palace.
Curiously, the Japanese localization of Star Fox Adventures also heavily emphasizes Krystal having telepathic abilities, much more so than in the English version. This is noteworthy because neither Star Fox Assault or Star Fox Command, the next two story follows up to Star Fox Adventures that were developed and written in Japan, made any sort of mention of Cerinia. Star Fox Assault however would hugely emphasize her telepathic abilities, and its manual even describe Krystal the same way the Japanese version of Star Fox Adventures does, just as "a mysterious telepathic woman". This also applies to her trophies in Super Smash Bros. Brawl and Super Smash Bros. for Nintendo 3DS and Wii U that once again make no reference to Cerinia. It's very clear that the developers and writers behind Assault, Command and Smash Bros. in Japan were using the Japanese version of Star Fox Adventures as a reference, as opposed to the English version.
All in all, it would seem Nintendo of Japan had their own differing vision of what Krystal's character was from Rare, that being mostly just as a telepathic woman with a mysterious background, as opposed to Rare's original backstory of her being the lone survivor of her kind.
Also Appears On: Star Fox Command (Game), Super Smash Bros. for Wii U (Game), Star Fox Adventures (Game), Star Fox: Assault (Game), Super Smash Bros. for Nintendo 3DS (Game), Star Fox (Franchise)
English Adventures prologue and manual:
https://www.gamesdatabase.org/Media/SYSTEM/Nintendo_GameCube/Manual/formated/Star_Fox_Adventures_-_Nintendo.pdf
https://youtu.be/DI3INorpo8w?t=2
Japanese Adventures prologue and manual:
https://youtu.be/rF0oUIu56kY?list=PLNQca9Z15B3Cwq7rwz2GeE0Bkvcu546e8&t=98
https://www.nintendo.co.jp/ngc/gsaj/chara/index.html
Star Fox Assault manual:
https://archive.org/details/StarFoxAssaultInstructionBooklet/page/n17/mode/2up
Trophies in Super Smash Bros.:
https://www.ssbwiki.com/Krystal#Trophy
https://www.ssbwiki.com/Krystal#Trophy_2
Entire Reddit thread that summarizes all of this:
https://www.reddit.com/r/starfox/comments/v384hs/heres_a_fun_fact_for_you_krystal_fans_her_parents/
https://www.gamesdatabase.org/Media/SYSTEM/Nintendo_GameCube/Manual/formated/Star_Fox_Adventures_-_Nintendo.pdf
https://youtu.be/DI3INorpo8w?t=2
Japanese Adventures prologue and manual:
https://youtu.be/rF0oUIu56kY?list=PLNQca9Z15B3Cwq7rwz2GeE0Bkvcu546e8&t=98
https://www.nintendo.co.jp/ngc/gsaj/chara/index.html
Star Fox Assault manual:
https://archive.org/details/StarFoxAssaultInstructionBooklet/page/n17/mode/2up
Trophies in Super Smash Bros.:
https://www.ssbwiki.com/Krystal#Trophy
https://www.ssbwiki.com/Krystal#Trophy_2
Entire Reddit thread that summarizes all of this:
https://www.reddit.com/r/starfox/comments/v384hs/heres_a_fun_fact_for_you_krystal_fans_her_parents/

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Oddly enough, earlier on, after the battle with Galdon (or "Galadon" as he's called in the December 2000 build) in DarkIce Mines, when Sabre/Fox and Tricky return to Garunda Te with the SpellStone, he tells them he forgot to inform them about the "CLANNAD-ack" and how he managed to freeze him in a waterfall a few years prior, obviously referring to Galdon/Galadon. While spelled differently, it's pronounced the same as "Klanadack", which makes it seems like it was meant to be Galdon or Galadon's name before it was repurposed for the RedEye King in this particular build.
Also Appears On: Dinosaur Planet (Game)
Garunda Te talking about "CLANNAD-ack":
https://youtu.be/OGlbpbIsmlI?t=102
Boss "Klanadack":
https://youtu.be/7zWsyG-Z_OM?t=84
https://youtu.be/OGlbpbIsmlI?t=102
Boss "Klanadack":
https://youtu.be/7zWsyG-Z_OM?t=84

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Also Appears On: Dinosaur Planet (Game)
DarkIce Mines beta maps:
https://twitter.com/storyofsauria/status/1354955448630259717
Star Fox Adventures kiosk demo - DarkIce Mines:
https://www.youtube.com/watch?v=ajFW8ikaoCk
Dinosaur Planet - DarkIce Mines:
https://www.youtube.com/watch?v=fAP3HDW8Khc&t=1570s
https://twitter.com/storyofsauria/status/1354955448630259717
Star Fox Adventures kiosk demo - DarkIce Mines:
https://www.youtube.com/watch?v=ajFW8ikaoCk
Dinosaur Planet - DarkIce Mines:
https://www.youtube.com/watch?v=fAP3HDW8Khc&t=1570s

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One of these transitional areas, within CloudRunner Fortress, was cut between the E3 2002 kiosk and the final game, presumably because of time constraints with the impending Microsoft buyout in September 2002. It was meant to bridge the top CloudRunner Fortress map with the area where Fox would have to race against the SharpClaws on the jetbikes to acquire the area's SpellStone. Fox would enter by climbing down a series of ladders and then run through a storage room of some kind with conveyor belts, and then from there he'd encounter General Scales and some SharpClaw who are trying to steal the SpellStone.
This was scrapped in the final game, where Fox instead falls down a long ladder through a cutscene and, then after cutting to black, is then rather awkwardly plopped right in the middle of the room prior to where he encounters General Scales and the SharpClaw.
The scrapped transitional area seen the E3 2002 kiosk: https://youtu.be/u8AR70WOTnY?t=1137
The final game where Fox instead enters cutscene hell: https://youtu.be/6MSye_MvghQ?t=1
The final game where Fox instead enters cutscene hell: https://youtu.be/6MSye_MvghQ?t=1

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In the final Star Fox Adventures game, this was cut down to only six Krazoa spirits and shrines for Fox to find, with only five of them even being proper tests, those being the Tests of Skill (renamed to Observation), Combat, Fear, Strength and Knowledge. The final "test" is a rather anti-climatic "boss fight" with General Scales, which is interrupted by Andross forcing Scales to hand over the last Krazoa spirit.
It turns out, looking at internal files for SFA (as well as its E3 2002 kiosk) Rare had intended on there being one final true test: the Test of Sacrifice, which fittingly enough was Sabre's final test in Dinosaur Planet and its overall final spirit in general. In both versions of the game, it would have involved Sabre or Fox having to "sacrifice" themselves in order to save an apparition of Tricky. Unused hint texts found within the E3 2002 kiosk heavily imply that Fox would have partaken in the Test of Sacrifice right where the General Scales encounter is today, before he freed Krystal from her prison at the top of Krazoa Palace and also before fighting Andross, who he unknowingly resurrected by releasing all of the Krazoa spirits. The music track that was (as revealed by the leak Dinosaur Planet N64 ROM) intended for the Test of Sacrifice even appears as an unused track found within SFA's sound test, and there's also unused voice clips of Tricky begging Fox for help that very likely pertain to this test. Both of these indicates that this was a very late cut.
Internally, the General Scales "boss fight" shrine is referred to as "nwshrine", which adds up considering that the Test of Sacrifice was meant to be found by Sabre at the Northern Wastes (now now as SnowHorn Wastes) in Dinosaur Planet.
Also Appears On: Dinosaur Planet (Game)
Dinosaur Planet - Final Krazoa test:
https://www.youtube.com/watch?v=VphKLeYw4_w&t=12s
Star Fox Adventures unused voice clips:
https://www.youtube.com/watch?v=lMe05NE8Ock?t=62
Unused Test of Sacrifice theme from SFA's juke box: https://www.youtube.com/watch?v=OCDRrbhbocE
RareThief Dinosaur Planet content archive:
https://rarethief.com/dinosaur-planet/
The Cutting Room Floor article:
https://tcrf.net/Proto:Star_Fox_Adventures/E3_2002_Demo#Unused_Text
https://www.youtube.com/watch?v=VphKLeYw4_w&t=12s
Star Fox Adventures unused voice clips:
https://www.youtube.com/watch?v=lMe05NE8Ock?t=62
Unused Test of Sacrifice theme from SFA's juke box: https://www.youtube.com/watch?v=OCDRrbhbocE
RareThief Dinosaur Planet content archive:
https://rarethief.com/dinosaur-planet/
The Cutting Room Floor article:
https://tcrf.net/Proto:Star_Fox_Adventures/E3_2002_Demo#Unused_Text

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When the PlayStation 2 was revealed in Japan, a demo was shown off of a fountain of spark particles. When this demo was shown to Jon Burton, founder of Traveller's Tales, he coded an identical tech demo for the first PlayStation as a joke. This tech demo would ultimately end up in the files of Toy Story 2: Buzz Lightyear to the Rescue!, unused, by accident.

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The splash screen at the end of the Tokyo Game Show 2018 demo depicts various forms of Jibanyan, including Kuroi Jibanyan and Rudy. However, these two do not appear in the final game.

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At Spaceworld 2000, Shigeru Miyamoto showed off a tech demo for a project he had been working on for a number of years known as Mario 128. This project had a tumultuous development cycle with little to no details coming out over the years until finally in 2007 at a GDC Keynote he revealed what came of this laborious project. He explained that some parts of the project were used to make Pikmin and other parts of the project were utilized in Super Mario Galaxy.
Also Appears On: Pikmin (Game), Mario 128 (Game), Mario Bros. (Franchise), Mario (Franchise), Nintendo GameCube (Platform)

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The original version of StarCraft developed prior to 1996 was was considered to be inferior to other games shown at the time, most notably the real-time strategy (RTS) game Dominion: Storm Over Gift 3 being developed by Ion Storm Dallas, which was also shown at E3 and the Consumer Electronics Show that year. The game appeared to be miles ahead of what StarCraft was, with consumers responding to the latter game weakly as "Warcraft in space". Realizing that the version of StarCraft they had was worse than they had thought, following the release of Diablo at the end of that year, Blizzard began to "lick [their] wounds and plan for the future" by restarting development on StarCraft and completely overhauling their development process as a whole. StarCraft eventually released in March of 1998 to critical and commercial success, and was retrospectively dubbed as one of the defining games of the RTS genre.
However, after Ion Storm Dallas closed in 2001, a few of their former employees were scooped up by Blizzard and two of them later revealed to former Blizzard executive Patrick Wyatt that the demos Ion Storm presented of Dominion: Storm Over Gift 3 were actually pre-rendered trailers, and the players "presenting" the game's demos were actors pretending to play the game. This meant that the only reason why StarCraft was released in the form it was was because Blizzard got tricked into raising their standards to compete with a pre-rendered video, resulting in the creation of one of their most successful games.
However, after Ion Storm Dallas closed in 2001, a few of their former employees were scooped up by Blizzard and two of them later revealed to former Blizzard executive Patrick Wyatt that the demos Ion Storm presented of Dominion: Storm Over Gift 3 were actually pre-rendered trailers, and the players "presenting" the game's demos were actors pretending to play the game. This meant that the only reason why StarCraft was released in the form it was was because Blizzard got tricked into raising their standards to compete with a pre-rendered video, resulting in the creation of one of their most successful games.
Also Appears On: Dominion: Storm Over Gift 3 (Game)

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In Japan, McDonald's once sold demo discs of PaRappa the Rapper 2 and Ape Escape 2001 to promote the games in Japan. The PaRappa demo reskinned the Toasty Buns stage to take place in a McDonald's, while the Ape Escape demo included the first 2 and a half stages, added McDonald's buildings and blimps to the level backgrounds, and added McDonald's food as collectible items - it also included a bonus video of Japanese celebrity Papaya Suzuki exploring New York with a man in a Pipo Monkey mascot costume.

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One of the early tech demos for the Wii in 2005 was a re-tooled version of Metroid Prime 2: Echoes. It was the most advanced of the 8 available demos and was the only game to incorporate the Nunchuk. It took one developer two months to complete the demo for the Tokyo Game Show. The game would later be fully ported to the Wii in 2009.