It seems from the NA forums that everyone who had an account created on january 2010 received Corki with its U.F.O. skin for free.
Those who already had it received an IP boost.
And here is the official quote :
As we promised, because you won the Gamer's Choice awards for Multiplayer, Strategy, and PC Game of the Year, we are giving away the UFO Corki skin as well as the Corki Champion to everyone who registered by January 14, 2010. We listened to your opinions: We are giving away Corki for free to anyone who doesn't yet own him, and for those of you who already do: We're giving you 3 free days of IP boost! These prizes will be awarded by the end of February; our agents are still trying to track him down after his most recent sighting. An updated artist’s rendition is enclosed below.
From another topic on the forum
I have no hard numbers but I will explain the reasoning for the choices.
My recommendation: Flat attack speed runes in every slot.
The reasoning. His passive scales perfectly with AS and most Warwick builds are based around on hit effects. (Wits end, his passive, Bloodrazor). AS helps him clear camps faster, gives him more sustain and scales extremely well late game.
Armour pen runes - These are a no go in my opinion. 10 Armour pen is enough for jungle creeps to have 0 armour, however Warwick doesn't scale very well with these runes. They may be good for optimal jungle clearing time, however I wouldn't recommend them due to their usefulness falling off pretty hard late game.
Attack damage runes - Warwick doesn't scale so well with AD, so as above, I would not recommend them.
Flat armour seals - I would recommend these on every jungler, except for Warwick. He has build in sustain. You will want to build a wiggles anyway, so the cloth armour will be more than enough for you.
Magic pen runes - These are very strong for lanewick and scale well late game. However, they are not optimal for faster jungle clearing times.
Magic resistance glyphs - These are an option instead of attack speed glyphs. This decision makes your clear time slower. Warwick tend to end up with a fair amount of magic resist through most builds anyway, so I'd say AS runes are preferable unless you are against an extremely AP heavy team.
Movement speed Quints - These are another option for WW. He will be able to travel between camps faster as well as help his ganks. His bloodscent makes these a bit redundant later on in the game as you will probably be moving faster than everyone else already anyway. Attack speed quints are probably still preferable due to sustain they give.
Best Answer
The last soft cap for movement speed is at 490 u/s as @VanBuzzKill mentioned in his comment.
This means while the movement speed gained from spell is heavily reduced, it is still possible to achieve insanely high speed numbers.
In your video Rammus got a Righteous Glory, a Dead Man's plate, a Yomuu's, Boots of Swiftness and a Runic Echoes enchantment. In addition to that he got help from Zilean (99% MS) and Homeguard (150% MS).
The most important thing about reaching this much MS without much effort is Rammus's Q which grants him an additional 275% MS increase that works multiplicatively (most percentage increases for movement speed work additively, this one doesn't). This is the main reason why it's so easy to reach high speeds with Rammus in a normal game.