Rescue on Fractalus!
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|platforms=Amstrad CPC, Apple II, Atari 5200, Atari 8-bit, Commodore 64, Commodore 128, TRS-80 CoCo, ZX Spectrum | |platforms=Amstrad CPC, Apple II, Atari 5200, Atari 8-bit, Commodore 64, Commodore 128, TRS-80 CoCo, ZX Spectrum | ||
|genres=Flight simulator | |genres=Flight simulator | ||
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Revision as of 20:16, 24 July 2011
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This page is part of the History Of Game AI project curated by the AI Game Programmers Guild. |
| Rescue on Fractalus! | |
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| Developer: | Lucasfilm Games |
| Publisher: | Epyx, Atari, Activision |
| Year: | 1984 |
| Platforms: | Amstrad CPC, Apple II, Atari 5200, Atari 8-bit, Commodore 64, Commodore 128, TRS-80 CoCo, ZX Spectrum |
| Genre: | Flight simulator |
| AI Era: | Simple Hard-coded Rules |
Rescue on Fractalus! was a spaceship flight simulator in which the goal was rescue stranded pilots on an alien world.
Contents |
Description of AI Behavior
Rescue on Fractalus! featured procedural terrain generation using fractals, which visually set the game apart from others at the time.
Architectures
Procedural Terrain Generation
At the Lucasfilm Computer Division, Loren Carpenter was the primary creator of the fractal mountains in Star Trek 2's "Genesis effect" (video). Later he was asked by office mate David Fox if there might be a way to do similar fractal mountains on the Atari 800. Loren took home an Atari and within several weeks prototyped the fractal terrain for Rescue on Fractalus!.Post-Mortem
What Worked
The fractal procedural terrain set the game apart with a unique visual look.
What Didn't Work
Due to the limited number of colors and processing power, the terrain was one color with jagged outlines. This made it a little difficult to make sense of the terrain depth when trying to land near a pilot. To help with navigation, an indicator in the top center gave additional information as to how close the ship was to the left and right mountains.
Reception by Public
<ADD LATER>
References
Reminiscing: Rescue on Fractalus, June 1997
Wikipedia, 2011
