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Supercow (Windows)

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Title Screen

Supercow

Also known as: Супер Корова
Developers: Nevosoft[1] (Windows/Mac/Android/iOS), CTXM Ltd. (360)
Publishers: Nevosoft[1], Alawar Entertainment[2]
Platforms: Windows, Mac OS X, Xbox 360, Android, iOS
Released internationally: August 2007 (Windows), May 2008 (Mac), July 24, 2009 (360), July 2011 (Android/iOS)


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
ObjectIcon.png This game has unused objects.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


Supercow is a simple, generic platformer game about a cow, named Supercow, who needs to save Sunny Valley from a devious Professor Duriarty, the antagonist of the game. While the game is not very well-known, it has a certain charm and its own community.

Hmmm...
To do:
  • Add unused text page, animation videos, some other graphics, 10-6 level
  • Figure out which graphics in levelbacks are unused

Early screenshots

Around March 2007, Nevosoft posted a synopsis of their upcoming game on the Russian gaming site dtf.ru. Along with the synopsis, 4 screenshots of the beta version of the Cow with significant differences were posted.

Early Version Final Version
Loadscreen cow beta.jpg Loadscreen final.jpg

The logo has a slightly different colour palette, with a darker outline and less saturated text, there aren't any foreground leaves on the top half of the image, and the background is less blurred compared to the final version.

Early Version Final Version
6-1 early supercow.jpg 6-1 final.png

An early hud with debug text can be seen. There's a lack of several foreground objects, the background is using a different preset, the layout of the level underwent some changes (judging from the added staircase and coins), the waterfall doesn't have any particles, and the light texture is also different.

Early Version Final Version
6-2 early supercow.jpg 6-2 final.png

Collectibles were added in the final version, as well as some background objects (the tree and the pointing hand). Besides hud and debug text, there's placeholder graphic for the enemy counter, which count only 27 enemies, instead of final 37.

Early Version Final Version
6-3 early supercow.jpg 6-3 final.png

The background is vastly different, with some assets that went unused later, apple tree sprites are using another texture too, being more simplistic. Once again, a lack of several background and foreground objects and beta hud with debug text are still here.

Unused Animations

Surpisingly there's plenty cut animations in files. Some of them are broken, but for the most part they're finished. Unused Cow animations:

  • cow_attack (unfinished attack animation)
  • cow_banjo2 (Сow plays the banjo like on the menu, but turns her head strangely)
  • cow_dance1, cow_dance2, cow_dance3 (unused dance animations. Similar to cow_hop when the cow enters the exit. Perhaps they should have been used there.)
  • cow_jump (unfinished unused jump animation)
  • cow_start (unfinished animation of Cow doing flip. Similar to cow_victory when Cow enters a level.)
  • cow_turn1, cow_turn2 (unused animations of Cow looking around. Similar to loiter animations.)
  • cow_void1 (very broken, the first animation ever made)
  • cow_walk (unfinished animation of Cow walking)
  • cow_zevok (unfinished animation of Cow yawning. Similar to loiter animations.)

Other unused animations:

  • goat_dance (goat dance. Looks like the third Cow dance animation. Sometimes used by the editor as the default animation.)
  • frog_turn (the frog turns. The game uses frog_ik instead)

Unused gamemodes

Collect the gems task

The game has one more mission task, in which you have to collect every gemstone on the level. It can be activated through editing level task value, after which an arrow appears pointing to the nearest jewel. Despite the fact that the game provides all the assets for this mode, as well as a special counter on the results screen and an achievable trophy, it task still ends up unused.

In-game view:

Gem collecting task.png
Gem collecting task2.png

Unused objects

Pear tree

A tree object from which pears fall. Not used in the game, can only be seen on one of the test levels.

In-game view:

Supercow peartreeingame.png

Cyberbridge

Platform. Not used in the game, but can be created through the level editor. It can be pulled out of the wall and back, most likely it should have been used as a ladder. Uses dynplatform3 texture.

Unused Sprites

Treasure Box

Collectible treasure object. Not used in game at all, animation is broken.

Scepter

Collectible treasure object. Not used in the game, but can be created through the level editor.

Unused Graphics

Treasure Box

Stage mark for gamemap. Probably a placeholder, reused from another game "Treasure Island".

SC-mapboxmark.png

Backgrounds

Backgrounds with third type of night mountains and blue cave with stones goes usuned.

mount_night3
cave2

Trunk

Unused part of the background. The texture is called _a_trunk.jpg and is located in the folder with the rest of the backgrounds. Used in backgrounds in screenshots of early versions of the game, but is not used in any backgrounds in the release version.

Trunk.jpg

Test Stages

The game has 8 test levels for basic game features like ropes, trees, treasures, etc. Notable that one of the levels has unused pear tree.

Development Leftovers

Level Editor

According to one of the programmers, Alexander Vasiliev:

Original quote

Да в общем стандартный простенький редактор. Можно было выбирать обьекты и расставлять на сцене. Поддерживал copy/paste, undo/redu(!). По идее в pc версии он почти полностью должен быть в бинарнике.

Translated from Russian

In general, it was a simple generic editor. You could select objects and place them around the scene. It supported copy/paste, undo/redu(!). In theory, the PC version should have it all in the binary.
(Source: Двуединый (conversation), Alexander Vasiliev (quote))

And he's correct, this is a very simple editor and it's easy to open from a binary. Some features of the editor:

  • move, select, rotate, scale, invert, clone and delete objects
  • choose task, music and background of the level
  • create objects and ground on different layers
  • select stage and level
  • clear, open, save and test the level
  • specify extraparameters to an object
SuperCow-Editor.png

Unused Sounds

backdanger.ogg

Unused disturbing ambient sound. Located in the voices folder along with backfarm.ogg. Judging by the name, it was supposed to be used in dialogues (presumably with Donkey or Duriarty).

magic.ogg

It's not clear how this sound could be used. Located in sounds folder.

goat.ogg

Probably a voice file for the second boss Goat.

pigvoice.ogg

A voice file for the first boss Pig.

platformstop1.ogg, platformstop3.ogg

Sounds for platforms stopping working.

profretortflight.ogg

Professor Duriarty's mumbling noises. Goes unused due mispelling in the code(it reads profretortfilght)

References