Felines explore the final frontier in these new images from Catstronauts Series I and Series II.
Why do cats explore space? Will they still need humans in the future? How do they squeeze litter boxes into those space suits? What about litter boxes in zero G on their starships? Is it the USS Enterprise, or the USS Enterpurrize? If aliens are observing Earth from afar, will they correctly identify felines as the superior species on this planet?
These are all pressing questions. Little Buddy and Big Buddy invite you to ponder them as we reveal Catstronauts, a project we’ve been working on. Watch out for new series of Catstronauts in the future as kitties boldly go where no feline has gone before. Click images for full-size versions.
TMT: Too Much Turkey chronicles Chubby Buddy as he eats his way out of Turkopolis, the City of Delicious Turkey.
Buddy the Tiger: Meowscular Hunter follows a fully grown Buddy as he takes his rightful place as king of the jungle and doesn’t have to wait for stupid humans to feed him.
Meowstar 2177 centers on the exploits of Space Admiral Pâtéstalker and the fabled starship UCN Nap Enforcer.
Join Bud on his very first dangerous mission in Turkopolis, back when he was just a tiny kitten.
I created all the artwork in this post using a natural language processing AI and pixlr.
Lost In Space is a rare reboot with heart that updates the classic story with gorgeous visuals and a compelling narrative for kids and adults.
I wasn’t quite sure what to expect from Netflix’s reboot of Lost In Space.
Would it hew closely to the brightly-colored 1960s original in all its cheesy glory? Would it aim for a darker tone, as so many television series do these days? Would it be a low-effort nostalgia cash-in like so many ill-advised reboots of the past decade? And would the series, which was slated to keep things PG, have enough going on to appeal to adults as well as kids?
With Netflix delivering the third and final season last month, my verdict is in: Lost In Space is the rare worthy reboot, a visually spectacular retelling of the original that tweaks and modernizes the details in all the right places. There’s a generous amount of adventure, quiet character moments, and an overarching theme about the importance of family. Over the course of the story, the latter group that widens to include not only the Robinsons but also their closest friends who brave the cosmic dangers alongside them.
Speaking of danger, the original show’s most-used catchphrase — the robot’s “Danger, Will Robinson!” — will be familiar to almost anyone, even those of us who were born in the decades after the show went off the air. It’s become part of the pop cultural fabric.
In the original Lost In Space the Robot is a human-engineered tin can, a 1960s retrofuturistic vision of what sentient machines might look like that was dreamed up at a time when servers occupied entire rooms and a computer’s output came in the form of punch cards.
In the reboot, the Robot is an alien intelligence: a towering, six-limbed, digitigrade machine with an inscrutable face and serrated claws. Where the 1960s Robot was risible, the reboot Robot is terrifying in its default form — until a brave Will Robinson, who encounters it after crash landing on an unnamed planet, helps the dying machine repair itself.
He does so as a raging fire engulfs the forest around them, reasoning that he can’t escape, but perhaps the robot can.
The curious Robot, awash with gratitude, immediately rescues Will and, on safe ground, studies the boy for a moment before rearranging itself into an androform shape to mirror Will. From that point on, boy and Robot become inseparable.
The Robot and Will Robinson form a mysterious bond, with the machine becoming fiercely protective of the boy.
It’s Robot who gets the Robinson family out of trouble in the first episode and many times over subsequent installments, earning the trust and eventually the love of the Robinson family, their friend, mechanic Don West (Ignacio Serricchio), and the mercurial Dr. Smith (Parker Posey).
It’s a credit to the writers and visual effects team that the series appeals to kids as well as adults. I watched the first episode with my eight-year-old niece, who’s younger than the target audience. She was absorbed in the story, her attention beginning to wane only during moments of expository dialogue.
The series is probably better suited for kids at 11 or 12 years old, as there are some relatively heady science fiction concepts and subsequent episodes range from PG to PG-13ish.
There’s no sex, the relatively little violence happens off camera, and the narrative regularly stresses the importance of family. Will, his sisters Penny and Judy, and the Robinson parents all rely on each other to meet challenges. There are, however, adult themes like divorce and near-death experiences, and occasional bad language which never gets more profane than Dr. Smith derisively calling Don West out on his “bullshit” in one episode.
Judy (Taylor Russell) and Penny (Mina Sundwall) play important parts in the narrative and bring different skills to the table.
The show takes off right away and delivers excitement and mystery, but it takes a little while to find its rhythm, with early episodes following a “crisis of the hour” format more suited to episodic television. The writers were clearly trying to convey the power of the united Robinson family, and how each member brings different skills and ways of thinking to the table, but the show is at its best when storylines work in service to the overarching narrative.
Mom Maureen is a brilliant engineer who designed the colony starship Resolute and its Jupiter landers. Dad John Robinson is a former Navy SEAL, a man of action who encourages his children to make bold choices. Eldest daughter Judy Robinson is a young medical doctor who, despite her obvious talent, often feels she has something to prove. Her younger sister, Penny, is the least scientifically-minded member of the family. Penny’s better with people, serving as a peacemaker and scribe who documents the Robinson family’s adventures.
Last but not least, young Will Robinson is a dreamer who marvels at alien worlds and distant stars, and takes after his mom in scientific aptitude. He becomes something of a legend among the colonists for his inexplicable bond with Robot, who is extremely protective of the boy.
The Resolute is attacked en route to Alpha Centauri, forcing its passengers to flee to their Jupiter “lifeboats” and make emergency landings on a nearby planet.
Of course there wouldn’t be much of a story to tell if the Robinsons and the other colonists simply made it to the idyllic colony at Alpha Centauri without incident. It turns out the colonists fled the Resolute — and crash landed on an inhospitable planet — because Robot’s brethren attacked the ship.
Although the viewers are shown the act of kindness that sparks the bond between Will and Robot, the other colonists aren’t as trusting once they realize Will’s seven-foot-tall protector came from the same place as the murderous machines that attacked the Resolute. Dr. Smith also has her own designs on the mysterious Robot, and the Resolute’s crew has been hiding a secret from its passengers that will come back to haunt them.
Can the colonists survive on a dangerous world without the resources they need? Will they ever reach Alpha Centauri?
Why did the robots attack the colony ship? What do they want from humans? And who made them?
Those are the questions at the heart of the mystery, but the characters can’t hope to answer them if they’re stranded on a hostile alien world.
Netflix spared no expense with Lost In Space and the writers clearly had a complete vision for the story, wrapping it up in just three seasons over the course of 28 roughly hour-long episodes. (The first two seasons had 10 episodes each, while the final season had only eight.)
In a sea of Netflix content, Lost In Space stands out as one of the streaming giant’s best original shows, especially for fans of science fiction and parents looking for a show they can watch with their kids.
Buddy’s Verdict: Four Paws out of Five
Big Buddy’s Verdict: Recommended
Will Robinson, front, with Dr. Smith, Judy, Robot, Penny and Maureen Robinson.
Join us in reading stories of cats in space and big cats in the jungles of India.
Welcome to the inaugural post of Buddy’s Book Club, where we’ll read stories about cats and stories involving cats!
We’re going to start things off easy with a classic short story of the cat canon, which is available for free online via Project Gutenberg, and a seminal book about big cats from a man whose name is indelibly linked with them.
The Game of Rat and Dragon (1954) by Cordwainer Smith
Read it here for free from Project Gutenberg, a collaborative effort to create a digital archive of important cultural literary works that have fallen into the public domain. For those unfamiliar with Project Gutenberg, it’s completely above-board, legal and safe for your devices, and the story opens in plain HTML with illustrations included as image files. You can read the story in a browser or download it onto a reading device, tablet or phone.
The Game of Rat and Dragon first appeared, as so much short fiction of the era did, in a digest. Although Smith had penned it the year before, the story was published in Galaxy Science Fiction’s October 1955 issue and became an instant classic among cat-lovers and science fiction aficionados. (There is considerable overlap between the two, not surprisingly: Introverts whose imaginations run wild when they look to the stars tend to have many of the same personality traits as people who prefer the more sublime antics of cats.)
The Game of Rat and Dragon imagines a far future in which humanity has become a star-faring culture, meaning we’ve conquered interstellar flight and have begun to colonize planets in star systems other than our own.
There is, of course, a problem. The dark, lonely void between stars isn’t as empty as we thought it was, and is inhabited by invisible (to the human eye), inscrutable, inexorable entities eventually dubbed “dragons.”
When dragons attack they leave only death and insanity in their wake, putting the entire idea of interstellar travel at risk. Imagine if there was a not-insignificant chance of your passenger jet being attacked by impervious creatures every time you hopped on a plane. It wouldn’t be long before the entire air industry collapsed and the world suddenly became a much bigger place, with other continents unreachable by air.
Who can help humans with this problem? Cats, of course! To say more would be to spoil the fun. Meow!
Man-Eaters of Kumaon (1944) by Jim Corbett
Available as an ebook for 99 cents from Barnes and Noble.
Jim Corbett was a sportsman, the son of a government official in the British Raj who was raised in India’s jungles and came to know them intimately. He’s best remembered as the fearless hunter who finally brought down the infamous Champawat tigress, who officially claimed 436 lives over a years-long rampage as a man-eater, and likely many more that went unrecorded.
To understand the gravity of Corbett’s accomplishments, it’s necessary to understand the effect of a man-eater on rural India. The people living in India’s tiny villages are subsistence farmers. If they don’t farm, they don’t eat.
But when a man-eater as dangerous as the Champawat tigress claims an area as its hunting grounds, everything grinds to a halt: Farmers refuse to tend their fields, villagers disappear behind locked doors, and a simple walk to a neighboring village becomes an impossibility unless escorted by a group of two dozen or more armed men. Even then it’s a risk, for as Corbett notes, when tigers become man-eaters they have no fear of humans and will kill people in broad daylight, even when they’re in groups.
And yet for all their power and predatory instincts, tigers are never deliberately cruel and don’t harm humans willingly. Tigers become man-eaters by unfortunate circumstance, usually due to negligence or stupidity on the part of humans.
The Champawat tigress, for example, was like any other big cat until a human hunter took aim and shot her in the mouth, destroying one lower canine completely and shattering another. The tiger could no longer take down her usual prey, or at least not without serious difficulty. At some point — perhaps after encountering the body of a person it did not kill — the tigress realized she could survive on human flesh.
If that hadn’t happened, those 436-plus souls wouldn’t have been lost, an entire region wouldn’t have been brought to its knees, and the tigress would have continued life as normal.
The vast majority of the time, tigers are content to let humans be.
“I think of the tens of thousands of men, women and children who, while working in the forests or cutting grass or collecting dry sticks, pass day after day close to where tigers are lying up and who, when they return safely to their homes, do not even know that they have been under the observation of this so called ‘cruel’ and ‘bloodthirsty’ animal,” Corbett writes.
Despite his reputation as the man to enlist when a man-eater terrorized a region, Corbett saw the way things were trending a century ago, and begged people to let the big cats live undisturbed.
“A tiger is a large-hearted gentleman with boundless courage,” he wrote, “and that when he is exterminated — as exterminated he will be unless public opinion rallies to his support — India will be the poorer by having lost the finest of her fauna.”
Corbett would undoubtedly be deeply disturbed by the situation today, with only some 4,000 wild tigers remaining in the entire world, and the glorious species mostly reduced to spending life in captivity, constantly sedated so that idiots can pay to take selfies with them.
The Man-Eaters of Kumaon follows Corbett on 10 hunts of man-eating tigers and leopards. It’s also a story of life in the British Raj, rural life in India, Corbett’s jungle adventures, his love for his loyal hunting dog and his turn toward conservation.
Schedule:
We can do the short story in a week, yeah? Let’s shoot for one week for The Game of Rat and Dragon, and two weeks for The Man-Eaters of Kumaon. We’ll adjourn and discuss in follow-up posts. Happy reading!
Stray follows the adventures of a feline protagonist as he navigates a strange city on a journey to get back to his family.
Determined to get inside an apartment, the ginger tabby leaps onto the ledge of an air conditioner unit, then onto the roof, where he drags a piece of debris to the edge, swipes it off and watches it shatter a skylight.
Boom. Kitty door created!
The scene isn’t part of a Youtube video or a documentary about smart cats, it’s a gameplay sequence from the upcoming Stray, a game in which the protagonist is a lost cat who’s been separated from his family and dropped into an eerie, near-future Hong Kong.
The overlap (or Reuleaux triangle) in a Venn diagram of gamers and cat-lovers is pretty sizable, and for that enthusiastic cross-section, there’s no game more highly anticipated than Stray.
Our hero gets his sustenance from bowls, needs to pause for a scratch every once in a while, and likes to rub against the legs of friendly characters he meets.
Previously we’d seen a short trailer and still screenshots, and now a video from the developers shows off more than four minutes of glorious game footage following the feline protagonist as he explores Hong Kong’s streets, back alleys and noodle shops.
The developers are clearly cat lovers: The kitty hero of Stray moves with the grace, energy and caution of a real domestic feline, and the game forces players to tackle obstacles and challenges the way a cat would. The protagonist cat gains access to a vent shaft, for example, by swiping a coffee mug into fan blades to get them to stop spinning. In another scene, the cat is startled, jumps a full pace back and lands on all fours in a way only cats can.
Everything from gait to reactions is perfectly cat-like. In the opening moments, our kitty hero is clearly injured, nursing one of his back legs as he hobbles down an alley. In a later scene he bats curiously at a drone the way a house cat would with a new toy.
There are no magic abilities or impossible inventories here: As the player, you can only do things a cat can do in real life, although you’re given a boost later on when a friendly character equips you with a harness on which B12, the above-mentioned drone, can dock. B12 can interact with man-made inventions, understand your cat’s intentions and facilitate rudimentary communication.
If, for example, your kitty character is dehydrated and stops to paw at a vending machine, B12 can send a signal to the machine, order it to dispense a beverage, then open it for the adventurous cat. B12 also helps your catagonist fight off enemies. By flashing a purple light at hostile machines, for example, the little drone can render them harmless and deactivate them.
Ultimately, though, the game designers want you to think in cat terms to make your way through the game world, and that means considering feline physiology when encountering obstacles, and feline psychology when trying to solve puzzles.
“A new toy?!” Stray’s hero cat is curious as he meets B-12 for the first time.
The project’s lead designers are both industry veterans who decided to strike out on their own by forming an independent studio after years of working for UbiSoft, the game industry giant known for game franchises like Assassin’s Creed and Watch_Dogs. Like those games, Stray gives players the opportunity to explore a highly detailed open world.
“Our goal is to create a unique experience playing as a cat. We are inspired everyday by Murtaugh and Riggs, our two cats,” creative director Viv said. “Most of the team are cat owners as well, giving us all a lot of helpful first-hand references. Cats are always so playful, cute and lovingly annoying that it’s an endless stream of gameplay ideas for us.”
For the game’s atmosphere, the creators were inspired by Hong Kong’s Kowloon Walled City, a former military fortress that became a slum in the days of British-ruled Hong Kong, with Chinese triad gangs serving as de facto authorities in the lawless zone. Today, the former Kowloon Walled City is a park.
“It is also a very unique point of view for an adventure game. Exploring the strange world we are building feels really fresh when you’re sneaking under a car, or walking the rooftops with the inhabitants below unaware of your presence. Or if you want them to be aware, you can just meow endlessly to annoy them.”
Stray was originally slated for a late 2021 release, but it’s looking more likely that we won’t see it until the first quarter of 2022. Given the recent history of highly anticipated and rushed projects like Cyberpunk 2077, few gamers would begrudge a development team taking its time and getting things right rather than going into a months-long crunch period to meet a holiday deadline. Good things come to those who wait, especially in the complex world of game development.