Uploaded November 2025 | Updated September 2026, 2 weeks ago
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Hereโs one of the strangest quirks in retro gaming history โ the James Pond 2: Codename Robocod demo on the Amiga and Atari ST was actually bigger than the entire full retail game.
Yep โ the demo version somehow took up more disk space than the complete product that players paid for. Whether it was compression differences, leftover debug data, or just old-school inefficiency, this bizarre case remains one of the funniest examples of how weird 16-bit development could get.
Be sure to check out the full video here: youtu.be/Mjh0S8df0fo
You may also enjoy this related video too: youtu.be/YCr8iZycPzk
And yes, before you ask, I'm "That Guru Larry" that was on TV ๐
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๐SUBSCRIBE and hit that bell for more videos! bit.ly/2Y97VkS | ๐ Thanking you kindly ^_-
--------------------------------------------------------------------------------------------------------------------------------------------------------------
๐ FOLLOW/SUPPORT ME ๐
patreon.com/Larry
facebook.com/larry.bundy
twitter.com/larrybundyjr
Ko-fi: ko-fi.com/larry
BlueSky: https://bsky.app/profile/larrybundyjr.bsky.social
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Hereโs one of the strangest quirks in retro gaming history โ the James Pond 2: Codename Robocod demo on the Amiga and Atari ST was actually bigger than the entire full retail game.
Yep โ the demo version somehow took up more disk space than the complete product that players paid for. Whether it was compression differences, leftover debug data, or just old-school inefficiency, this bizarre case remains one of the funniest examples of how weird 16-bit development could get.
Be sure to check out the full video here: youtu.be/Mjh0S8df0fo
You may also enjoy this related video too: youtu.be/YCr8iZycPzk
And yes, before you ask, I'm "That Guru Larry" that was on TV ๐
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