Big Air Freestyle shipped with a demo of Godzilla: Destroy All Monsters Melee. According to TohoKingdom, this is actually the E3 demo. This is supported by the demo's files, which also indicate it's the E3 build.
Since I don't have a second player to play with, I can't actually play the demo. Well, I could set up a second controller but what fun is it if the other character is just sitting there? Therefore, we will instead watch the brain dead AI fight in the demo exclusive mode "Observe"! ??
See if you can spot any differences. Here are some I noticed:
- Godzilla 2000 has at least one different animations for one of his attacks. This probably isn't seen in the video, however.*
- No roars are played during the victory animations.
- The camera is a bit different. For example, notice how the camera transitions at 1:29 when a Rage powerup is collected compared to the final release.
- There's a "Work in Progress" watermark.
Now, here are some other things I found interesting while looking at the demo's files:
- ZIP files aren't used in this version of the game.
- There's two instances of "Pipeworks Bundle Control Files" in the demo One is "huddemo.bdc" and the other is "demo.bdc". As far as I recall, no BDC files are present in the final release of the game.
- There's a bunch of folders titled "CVS". Each of these folders contains three files, all without extensions. These are "Entries", which is a file list, "Repositories", which lists a repository, and "Root", which simply contains the text ":pserver:terry@scooby:/trees".
- Although their models are present, Hedorah and the Super X III do not have their AI set up yet.
- Mothership Day was not scrapped at this point in development, but a comment was made next to it's entry in "city_select.txt" which says "For now just use the night file."
- Entries in "city_select.txt" have a parameter called "PREVIEW", which is separate from the game's preview videos. This is left blank for every stage and the parameter is absent in the final game. Additionally, each stage had music assigned to it rather than having any of the six tracks play at random.
- The order in which characters would be fought in Adventure Mode was different at the time of this demo, along with the order of the stages (which have been set up to only take place at night).
- The micro-monsters code was not set up yet at this time.
- "Intro" and "Win" audio for kaijus Mothra and "Smog" (Hedorah) is mentioned in the executable file for both the demo and the final release. Roars are also specified.
As far as I can tell, the demo's build date is "Wed Jun 26 22:51:16 2002".
* I was gonna record it and put it in the video but then Dolphin suddenly decided it wanted to be an asshole and have the controls malfunction so I didn't bother. That's actually a constant irritant amongst most emulators, come to think of it. And across three different PCs. Weird but annoying as hell and I have no idea what's causing it. It doesn't seem to be a Dolphin specific issue but it's also not specific to my PC as it's been happening across three different ones at this point.
This video is brought to you by complete, utter boredom.