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.
Unused Animations#
Surpisingly there's plenty cut animations in files. Most of them have Supercow's legs broken.
Cow_attack#

Has only one frame, unfinished
Cow_banjo2#
Сow plays the banjo like on the menu, but turns her head strangely.
Cow_dance#
Has three unused dance animations. Similar to cow_hop when the cow enters the exit. Perhaps they should have been used there. They are referenced in the code.
Cow_death#
It is used in the game, but cannot be viewed in full.
Cow_jump#
Possible early jump animation.
Cow_jump_top#

Continuation of the previous animation. Like the "cow dance", this animation is referenced in the code.
Cow_sit#
It is used in the game, but cannot be viewed in full.
Cow_start#
Unfinished animation of Cow doing flip. Similar to cow_victory when Cow enters a level.
Cow_turn#
Unused animations of Cow looking around. Similar to original idle animations.
Cow_walk#
Probably early finish level animation.
Cow_zevok#
Animation of Cow yawning. Possibly one of early idle animations.
Cow_void1#
Very broken, the first ever animation that was made, probably just a test.
Other unused animations#
Goat dancing. Similar to the third Cow dance animation. Sometimes used by the editor as the default animation.
The frog turning. 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:

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: 
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, originated from another game "Treasure Island".
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".
Backgrounds#
Backgrounds with third type of night mountains and blue cave with stones goes usuned.

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. 
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
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 misspelling in the code (it reads profretortfilght)