is destroyed. Once the space station is vulnerable, Calrissian and Antilles fly into the Death Star and destroy its power generator, destroying the entire structure. Development Developer Factor 5 decided to create a direct sequel to their most successful game to date—Star Wars: Rogue Squadron—when Nintendo approached them about its upcoming new video game console, the GameCube, in the summer of 2000. When they received the early prototype hardware, Factor 5's development team was working on Star Wars Episode I: Battle for Naboo. With LucasArts' approval, the team immediately began developing a tech demo to exhibit at Space World, a Nintendo-hosted trade show. In 19 days, Factor 5 produced an introductory cutscene that emulated a scene from A New Hope and a playable demo to premier alongside Nintendo's GameCube hardware at the show. According to GameSpot, the cutscene "wowed audiences", and IGN described the demo as "drop-dead gorgeous". After the Space World demo, an artist continued working on the 3D models for the player craft in anticipation of the full game's production while the rest of the development team continued to work on Battle for Naboo and Indiana Jones and the Infernal Machine until late 2000. According to the game's director, Julian Eggebrecht, Rogue Leaders development was in jeopardy after the Space World trailer was unveiled. A LucasArts development team working on Star Wars: Starfighter, unaware of Rogue Leader before the reveal, attempted to stop its development to prevent it from possibly overshadowing Starfighter and Microsoft offered LucasArts incentives to move the game to their new console, Xbox. In late December, 2000, the core development team met with Eggebrecht and producer Brett Tosti to start planning the game engine. According to Eggebrect, when Factor 5 was developing Rogue Leader, they had access to an early prototype of the GameCube controller that incorporated motion controls. He believed that motion controls worked well for the game's style of gameplay in terms of flight, but when Nintendo decided not to incorporate motion controls into the system, the idea was abandoned. Full-time development of Rogue Leader began in January 2001. The game was scheduled to release simultaneously alongside the GameCube hardware as a launch title in September 2001. The planned nine-month development cycle was extremely short by industry standards, and it has been estimated that a game such as Rogue Leader could typically take 15 to 24 months to produce. Because of this abbreviated