the cutting room mirror

Super cat planet

super cat planet

This article is about a fan-made game project.
Articles about fan games require explicit permission from administrators.

A fangame of cat planet, super cat planet is an exploration platformer about an angel with slippery, bouncy controls collecting cats in a variety of places. In this one, there's a new world layout, new areas, new gimmicks, and horrors beyond your comprehension.

Cut Features#

Cats as checkpoints#

To do:
I don't think the ripped checkpoint flag is accurately centered.

In the earliest versions of super cat planet, the player could set a cat as their checkpoint. The cat would then wave this flag above its head.

This can be seen in action in this devlog gif, in the first post on the super cat planet forum thread (see the collapsed "Original post" section).

In the Create code for ob_portalcat (the king cat in the crow area), and a script named sc_checktest, there are vestiges of the cat dialogue written for this feature.

width | cat dialogue

checkpoint!

checkpointed!

check this point out!

alright, checkpoint!

sweet checkpoint!

thanks for
the checkpoint!

i'm a checkpoint now!

checkpoint flaaaag!

checkpoint reached!

everybody checkpoint!

checkpointinator!

flag! flag!
checkpoint flag!

(Source: User:Firepal)

Obscure Features#

Debug Mode#

This needs some investigation.
Discuss ideas and findings on the talk page.

Debug mode can be activated at any time by typing "DDEBUUG" in all-caps. Don't click on the title screen in this state, as this will crash the game.

  • Pressing the 1 key increments your Cats by one. Pressing the 2 key increments your Strange Cats by one.
  • Backspace key toggles the world tickrate between 2 and 60.
  • Hold Left Shift for noclip. Momentum is no longer applied, the player is invulnerable and can phase through everything.
  • Hold Left Shift and press the bound "Jump" input to teleport to the next "room" (whole areas being represented as large rooms), preserving the player's current offset from the room origin.

(Source: Cat Planet Speedrunners discord, User:Firepal)

Level Editor#

As long as debug mode is active, a rudimentary level editor (ob_editor) is available.

Entities can be placed using the mouse, one at a time.
An entity list shows near the mouse, which can be scrolled with the scroll wheel to change the selected entity.
By default, entity placement is snapped to the grid. Holding Left Shift disables this.

Left Click locks the position of the entity, and disables the entity list. (Cancelling the placement of the entity is not possible.)
Hold Right Click to rotate the entity. Rotations snap at 45° increments, holding Left Shift disables this.
Arrow keys scale the entity in a given direction.
Pressing Enter places the entity into the world, and re-enables the entity list.

Undo is implemented; Ctrl-Z will remove entities that were placed using the editor. Redo is not implemented.

(Source: User:Firepal)

Keybind reactions#

During the keybind sequence with the siren cat, using "unconventional" keys yields special messages.

These have been extracted from the sc_keyname script.

width | Key

Message

Printscreen

You just took a screenshot (Printscreen)

Caps Lock

Caps lock? Sure

Left Super

Left windows (???)

Right Super

Right windows (???)

Menu

Menu??? I guess??? What is it? That key is weird

Num Lock

Num lock? Nobody even uses that key but okay

Scroll Lock

Scroll lock...okay

Mute

Mute?!?

Fast Forward

Fast forward, probably

Rewind

Rewind? Maybe? I dunno

Stop

...Stop? I'm just going off my keyboard at home

Play/Pause

Play/Pause? You're being silly

Back Slash

BACKSLASH!!

(Source: User:Firepal)

Glitches#

Default cat dialogue on post-game cat#

Start a new game then finish the game (head to the bed). Now don't close the game. Immediately press "continue" and collect the strange cat below the Warp Zone.
It will speak the default cat dialogue:

default text!
second line!

This resets to the intended dialogue when you reload the game, either by pressing F5 to reset, or closing and reopening the game.

(Source: Mabeloid, User:Firepal)

Unused Graphics#

Unused Tilesets#

ti_crystals is an amethyst(?) tileset.

it's scary down here!

ti_oldfinal is identical to the "crow area" tileset from the original cat planet, but this version is darker.

ti_oldmountain is unused.

it's scary up here!

ti_mountain is a dark, fancier version of ti_oldmountain. It's used by the scrapped roommountain, and the pre-v1.3 post-game boss area.

Moth girl#

Unknown purpose.

(Source: User:Firepal)

Unused Areas#

To do:
Create full maps of these places from in-game captures to show tilesets correctly.

roommountain#

Watch on YouTuberoommountain is a scrapped area by its own admission. There are two siren cats placed on cliffs on either side, both speaking the same message:

width | siren cat sprite

this area's empty! no cats or hazards, sorry!
still trying to decide if this area is worth keeping!
let me know what you think!

roomfinal#

roomfinal is an early version of the final area. It uses the same tileset as roomlast, and has no defined music. It's longer to complete, and uses saws and pistons from the factory area where the final version does not.

The strange cat at the end has a message for dataminers:

width | spinning strange cat sprite

Well aren't you clever?
This used to be the final area,
but I scrapped it in favor of the other one.
This one was too...janky.
There's a bunch of intentionally glitched clothes to the left
if you want to try them out.

And indeed, going through an intangible wall to the left, there's a room with unusual "clothes" that use miscellaneous sprites.

oldroomlast#

This appears to be roomlast as it was before v1.1. The red/blue spike room in the bottom-left is most different.
That room was criticized for being too hard on raocow's forum; Giik made it easier in v1.1.

oh! i think i've seen this one!

roomHsurface#

A copy of room0 (the first area) with new spikes and loud unfriendly cats.
Likely related to a proposed "hardcore mode" Giik mentioned in a forum post.

width | cat dialogue

WELCOME BACK TO DIE A LOT!

LOTS OF NEW TRAPS!

HELLO!

YOU'RE IN NEW TRAP VILLAGE!

SPIKES EVERYWHERE!

RAWR!

NOPE!!!

THIS ISN'T MY HOUSE!

HARDCORE!

NEITHER WAY IS BETTER!

ONWARDS!!

EXTREME!

RRRGH!

THIS HANGOUT IS LAME!

NO NO!

AAAAAAAAAA!

SOLD OUT!

(Source: User:Firepal)

Unused Music#

Early Canyon theme#

mu_desert

An early version of the Canyon theme. It's faster than the final version (mu_swingdesert), and doesn't have the swing rhythm.

Early jungle intro#

mu_jungleintro

The first 4 beats of the jungle theme from the original cat planet.

birdintro#

mu_birdintro

The mu_bird track this is intended to lead into is used when you enter the "deep jungle" area. But this intro is unused.

(Source: User:Firepal)

Unused Sounds#

so_hatget, sound13, sound25, mu_win

Several unused sounds are the Windows 7 "ding" noise.

(Source: User:Firepal)

Version Differences#

To do:
Properly write all the versions in chronological order using the official patch notes on the forum and extant versions. (Extant versions are v1.2 and v1.3. Couldn't find older versions.)

Before v1.3, the post-game boss area was very different:

Instead of a gauntlet of difficult rooms, the player spawns in a pit that they can harmlessly fly out of. This area uses the ti_mountain tileset.

The player can immediately initiate the boss the same way as v1.3; flying into the sky and reaching a checkpoint. In v1.3, the player would already have the pastry basket by this point. Here, not so.

The boss itself is a large crow which performs bullet hell attacks, albeit in a sparser pattern than "strangel". After three attack patterns from the boss, a cat pauses the fight to deliver the pastry basket, allowing the player to attack the boss.