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Rescue on Fractalus
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Name:
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Rescue on Fractalus |
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| Company: |
Atari |
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Model #:
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CX-7816 |
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Programmer:
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Lars Jensen & David Krall
(GCC) |
| Year: |
1984 |
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Released?
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No
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Notes:
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Discovered in 2004 |
Long rumored to exist somewhere, the 7800 version of Rescue on
Fractalus was finally discovered in 2004, still in the hands of
the original programmers. Although the 7800 version of
Rescue on Fractalus was never completed, it proves how amazing
the 7800 could be if properly programmed (why didn't all 7800
games look this good?). The improvements over the 5200
version are staggering, and shows how powerful Atari's little
new system was.
On this page I'll concentrate solely on the 7800 version of
the game, for a complete review of how the finished game would
have appeared look over at the 5200
Rescue on Fractalus page.

The first thing you'll notice upon starting up this prototype is
that the there is no title screen or mother ship launch.
Instead, this prototype starts with a static view of the
cockpit and a black screen. To start the game, press the
reset button and you'll be treated to a cool psychedelic launch
sequence. Once you've recovered from the trippy colors, you
will see the plant surface come into view.

The second thing you'll notice in this prototype is how
incredibly smooth the fractal scaling is. The 5200 version
of RoF had very little memory to work with, so the fractal
algorithm didn't run as fast and wasn't nearly as refined.
Since the 7800 was a much more powerful system, it was able
to render the fractal generated mountains at an amazing speed of
almost 6 FPS. While this might not sound like alot, keep in
mind that this was 3-D in 1984! However once you've
recovered from the amazing smoothness of the visuals, you'll begin
to see how incomplete this prototype really is...

After a few moments you'll undoubtedly notice that the gauges
and displays on your ship aren't moving or are displaying random
data. It appears that only some of the gauges on your ship
are functional this version, and most have not been implemented
yet. Of special note is the fact that the three counters
(Range, Enemy, and Pilot) slide out from the right as the game
starts. This little bit of eye candy doesn't go unnoticed.
Also take note of some of the humorous secret messages that
are displayed in the upper left hand corner...
Functional:
Altimeter, Wing Balance Indicator, Targeting Scope, Pilot Range
Counter, and Compass
Non-Functional:
Thrust Level Meter, Dangerous Altitude Meter, Artificial
Horizon, Enemy Lock-On Indicator, Energy Indicator, Long Range
Radar, Enemy Counter, Pilot Counter, Indicator Lights, Message
Display, Timer, and Score

Once you've flown around the planet and crashed
into a few gun encampments or stranded pilots, you've pretty much
done all you can in this version. While the visuals are all
there, the actual gameplay has yet to be implemented. There
is no way to to shoot, land, or rescue stranded pilots. It
appears that this version was nothing more than a movement demo.

So why was Rescue on Fractalus never finished?
Well it appears that Rescue on Fractalus was a victim of its
own technology. To create and display all the amazing
visuals at a decent frame rate, the 7800 version of RoF used a
special 2K RAM chip. When the Tramiels relaunched the 7800
in 1987 they were trying to do everything for as little money as
possible, and extra RAM chips were right out of the question.
Therefore RoF was not one of the games chosen to be
completed and released (although Ballblazer was).
| Version |
Cart Text |
Description |
| ?/??/84 |
Rescue |
Approx. 50% Complete |
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to 7800 Software
|