{"id":40937,"date":"2023-12-22T21:00:07","date_gmt":"2023-12-22T21:00:07","guid":{"rendered":"https:\/\/www.xtremeservers.com\/blog\/forgotten-gems-lucasfilms-rescue-on-fractalus\/"},"modified":"2023-12-22T21:00:07","modified_gmt":"2023-12-22T21:00:07","slug":"forgotten-gems-lucasfilms-rescue-on-fractalus","status":"publish","type":"post","link":"https:\/\/www.xtremeservers.com\/blog\/forgotten-gems-lucasfilms-rescue-on-fractalus\/","title":{"rendered":"Forgotten Gems: Lucasfilm&#8217;s Rescue on Fractalus!"},"content":{"rendered":"<div>\n<section class=\"article-page\">\n<p>We all have those memories of games \u2013 hopefully only figuratively \u2013 scaring the crap out of us. <\/p>\n<section data-transform=\"mobile-ad-break\"><\/section>\n<p>If you\u2019ve ever played a survival horror game, you no doubt vividly remember a specific moment that scared the crap out of you \u2013 hopefully only figuratively. Though given the millions of gamers who have walked the hallways of the Resident Evil mansion and experienced that window-shattering surprise encounter with the zombie dog, it\u2019s entirely possible that some have had to literally reach for a change of underpants. If that happened to you, please don\u2019t share it in the comments.<\/p>\n<section data-transform=\"poll\" data-id=\"0aa9b92f-a96b-4335-aa5a-0706d76adb8c\"><\/section>\n<p>Whether it was Man Bat so rudely introducing himself in Arkham Knight, the moving mannequins in Condemned, or coming face-to-face with Lisa in Kojima\u2019s P.T., every gamer has a different story of when and how a video game first got them \u2013 like, really got them \u2013 with a jump scare.<\/p>\n<p>Mine was in 1985. And I know exactly whom to thank: George Lucas. <\/p>\n<section data-transform=\"image-with-caption\" data-image-url=\"https:\/\/assets-prd.ignimgs.com\/2023\/12\/19\/rescue-boxshot-1703029680329.jpg\" data-image-title=\"The composite image that would become the Rescue on Fractalus box art. Credit: Lucasfilm\" data-image-class=\"article-image-full-size\" data-image-link=\"https:\/\/assets-prd.ignimgs.com\/2023\/12\/19\/rescue-boxshot-1703029680329.jpg\" data-caption=\"The%20composite%20image%20that%20would%20become%20the%20Rescue%20on%20Fractalus%20box%20art.%20Credit%3A%20Lucasfilm\"><\/section>\n<\/section>\n<p>If you\u2019re reading IGN, you know the name \u2013 but you might not know the game or the development team behind it that ran with his sage advice and ensured that my story is shared by many veteran gamers. Turns out, when people talk about 1985\u2019s Rescue on Fractalus, the jump scare is the first thing they mention.<\/p>\n<p>\u201cPeople usually tell me: \u2018I remember the first time a Jaggi popped up. I was playing in the dark with a bunch of college friends and we had a big speaker setup and a Jaggi popped up and I fell off my chair. And people came to my door asking if I was okay,\u2019\u201d project lead and former Lucasfilm Games designer David Fox told me. \u201cThere was someone who said their 5-year-old was playing it and the kid ran out of their house screaming \u2018Mommy, there\u2019s a monster in my computer! Help!\u2019\u201d<\/p>\n<p>\u201cI kinda feel bad for that part of it. But not too bad,\u201d he adds.<\/p>\n<section data-transform=\"image-with-caption\" data-image-url=\"https:\/\/assets-prd.ignimgs.com\/2023\/12\/20\/rescue-on-fractalus-03-1703038328614.gif\" data-image-title=\"Rescue on Fractalus! uses non-interactive intro sequences to make the player feel like they're seamlessly traveling from space to the rocky canyons. Credit: Ray Hardgrit, via &lt;a href=\" data-image-class=\"article-image-full-size\" data-image-link=\"https:\/\/assets-prd.ignimgs.com\/2023\/12\/20\/rescue-on-fractalus-03-1703038328614.gif\" data-caption=\"Rescue%20on%20Fractalus!%20uses%20non-interactive%20intro%20sequences%20to%20make%20the%20player%20feel%20like%20they%26%2339%3Bre%20seamlessly%20traveling%20from%20space%20to%20the%20rocky%20canyons.%20Credit%3A%20Ray%20Hardgrit%2C%20via%20%3Ca%20href%3D%22https%3A%2F%2Felectriceggplant.com%2Frescue.html%22%3EElectric%20Eggplant%3C%2Fa%3E.\"><\/section>\n<p>But before we get to that memorable moment \u2013 most likely the very first jump scare in gaming history \u2013  you should know that Rescue on Fractalus is so much more than that unexpected wake-up call. And just to be clear: nobody got scared by pixelated graphics. Though named after the jagged stair-step edges seen in lower-resolution game graphics, the Jaggis in question are green, bug-eyed aliens intent on your destruction.<\/p>\n<p>Rescue on Fractalus! is a first-person cockpit shooter that has you fly your Valkyrie spacecraft over a fractal landscape (hence the name) in search of downed pilots. The game made quite an impression on me when I played it as a teenager \u2013 seeing what I thought were smooth 3D landscape graphics on my Atari 8-bit computer was a bit of an epiphany. \u201cIs this where games are going?\u201d<\/p>\n<p>Originally codenamed \u201cRescue Mission\u201d and &#8220;Behind Jaggi Lines&#8221;, Fractalus was one of two initial games pioneered by the games group at Lucasfilm, which would become Lucasfilm Games and later LucasArts. The other, Ballblazer, was an equally exciting demonstration of how advanced in technology could have a lasting impact on game design. I can\u2019t tell you how many hours my friends and I sank into this super-speedy split-screen vehicular sci-fi soccer game. But suffice it to say, the first two Lucasfilm games made quite the splash with technology-obsessed computer gaming fans and that streak continued with later releases, like The Eidolon and Koronis Rift. <\/p>\n<h2><strong>All Roads Lead to Star Wars<\/strong><\/h2>\n<p>Rescue Project leader <a href=\"https:\/\/www.ign.com\/articles\/2015\/01\/22\/an-adventure-through-the-early-days-of-lucasarts-with-david-fox\">David Fox<\/a> and his wife Annie were running a public-access computer center non-profit in Marin County, north of San Francisco when he first crossed paths with Lucasfilm while researching computer-generated special effects for a book on computer animation he was writing at the time. Fox got the inside track on Star Trek II: Wrath of Khan\u2019s famous fractal-based planet-transforming sequence, known as the Genesis Effect, and made friends with its creator and later Pixar co-founder Loren Carpenter. <\/p>\n<p>The first half of Fox\u2019s book, <a href=\"https:\/\/zdcs.link\/kkrgg\">Computer Animation Primer<\/a> (free <a href=\"https:\/\/mitchwaite.com\/wp-content\/uploads\/2023\/02\/1983-Computer-Animation-Primer.pdf\">PDF also available<\/a>), focuses on the history and tools of computer animation, but the second half dives even deeper and looks at the Atari 800 and the possibilities of doing computer animation at home using BASIC and assembler language. The book, delivered to the publisher but still awaiting publication, turned out to be the perfect door opener at the Lucasfilm Computer Division&#8217;s newly founded Games Group. Supported by a million-dollar deal with Atari that offered the computer maker right of first refusal on new game projects, the company took a chance on David and he joined in 1982.<\/p>\n<section data-transform=\"image-with-caption\" data-image-url=\"https:\/\/assets-prd.ignimgs.com\/2023\/12\/20\/lfgamesteam-1703037241164.jpeg\" data-image-title=\"The Lucasfilm Computer Division Games Group, from left to right: Charlie Kellner, David Levine, Peter Langston, David Fox, Loren Carpenter (Lucasfilm Computer Graphics Project), and Gary Winnick. Credit: Epyx\/Lucasfilm\" data-image-class=\"article-image-full-size\" data-image-link=\"https:\/\/assets-prd.ignimgs.com\/2023\/12\/20\/lfgamesteam-1703037241164.jpeg\" data-caption=\"The%20Lucasfilm%20Computer%20Division%20Games%20Group%2C%20from%20left%20to%20right%3A%20Charlie%20Kellner%2C%20David%20Levine%2C%20Peter%20Langston%2C%20David%20Fox%2C%20Loren%20Carpenter%20(Lucasfilm%20Computer%20Graphics%20Project)%2C%20and%20Gary%20Winnick.%20Credit%3A%20Epyx%2FLucasfilm\"><\/section>\n<p>David saw it as a path to be part of the Star Wars creative universe &#8212; he never imagined there&#8217;d be a place in the company for him given he lacked the skillset for film production or special effects work. \u201cI saw Star Wars four years earlier and loved it. I was a huge fan and I just wanted to get into those movies somehow and this seemed like the best way to get a job at Lucasfilm.\u201d<\/p>\n<p>He didn\u2019t waste any time. Even before the studio was properly set up and he was still sharing an office with Carpenter, he pitched what he calls a \u201cRescue-type Star Wars game \u2013 something with the impact of Star Raiders on the Atari 800 but with great sound and spectacle.\u201d<\/p>\n<p>But Lucasfilm had already licensed Star Wars to other companies, with Atari and Kenner\/Parker bros. splitting the rights for arcade and home games, respectively. <\/p>\n<p>\u201cI said okay, I still want to do this game \u2013 I just won\u2019t call it Star Wars,\u201d recalls Fox. \u201cSo I asked Loren if he thought it\u2019d be possible to take his fractal landscape technology and make it work on an Atari 800. He laughed and said \u2018no, no way.\u2019\u201d<\/p>\n<p>But Carpenter came back the next day and the \u201cno\u201d had already turned into a \u201cmaybe.\u201d Fox provided him with an Atari 800 computer, manuals, and instructions on how to program in 6502 assembly language and three days later Carpenter came back with an Atari 800 prototype that showcased flying through a landscape with randomly-generated fractal mountains.<\/p>\n<section data-transform=\"quoteBox\">\u201cThe framerate was six or eight frames per second\u2026 This was, like, wow \u2013 this is amazing!\u201d &#8211; David Fox<\/section>\n<p>\u201cThe framerate was six or eight frames per second\u2026 Which was amazing at the time. Microsoft Flight Simulator was two or three frames per second. This was, like, wow \u2013 this is amazing!\u201d<\/p>\n<p>Fox got to work on creating a design document that outlined both the use of fractal technology and many of the gameplay details that would make it into the final game. \u201cAny similarities between this game and the rescue scene on the ice planet Hoth are purely coincidental,\u201d he wrote in the 1983 doc. He also got out the graph paper and sketched some early designs, including the Valkyrie spaceship&#8217;s cockpit, which took heavy inspiration from Luke Skywalker\u2019s ship of choice, the X-Wing. <\/p>\n<section data-transform=\"slideshow\" data-slug=\"rescue-on-fractalus-development-history\" data-value=\"rescue-on-fractalus-development-history\" data-type=\"slug\" data-caption=\"\"><\/section>\n<p>While Fox was set to bring the excitement of Star Wars to computer gaming, he also wrestled with what he calls his \u201chippie pacifistic tendencies.\u201d His original design outlines a non-violent flight action game \u2013 one without a fire button or any shooting at all. His idea was that you could get enemy saucers to chase you and you could lure them into dangerous terrain and cause them to crash into canyon walls.<\/p>\n<h2><strong>The Emperor is Coming Here?<\/strong><\/h2>\n<p>When the Rescue and Ballblazer projects reached beta, Star Wars director and head of Lucasfilm himself, George Lucas, wanted to try the games.<\/p>\n<p>Fox recalls that George picked up the joystick and immediately said \u201cHow come the fire button doesn\u2019t work? Where\u2019s the fire button?\u201d<\/p>\n<section data-transform=\"quoteBox\">\u201cHow come the fire button doesn\u2019t work? Where\u2019s the fire button?\u201d &#8211; George Lucas<\/section>\n<p>Fox told him about his idea of not having direct combat and Lucas asked if it was a gameplay decision or a philosophical decision: \u201cDid you do this to make a better game or due to your beliefs?\u201d<\/p>\n<p>\u201cAnd I said,  \u2018well, more the latter, I guess.\u2019 George said: \u2018I want a fire button.\u2019 And he was right. The other thing he said was: \u2018What if, if everyone once in a while, the pilot you rescued turns out to be an alien. And maybe he jumps up, or something like that.\u2019\u201d <\/p>\n<p>Fox says the suggestion threw the team for a loop. They asked themselves if it could be done, technically. \u201cThere were issues with framerate, there were issues with storage,  with trying to get more animation into the game,\u201d Fox said.<\/p>\n<section data-transform=\"image-with-caption\" data-image-url=\"https:\/\/assets-prd.ignimgs.com\/2023\/12\/19\/rescue-jaggi-conceptart-1703029342496.jpg\" data-image-title=\"Credit: Gary Winnick \/ Lucasfilm\" data-image-class=\"article-image-full-size\" data-image-link=\"https:\/\/assets-prd.ignimgs.com\/2023\/12\/19\/rescue-jaggi-conceptart-1703029342496.jpg\" data-caption=\"Credit%3A%20Gary%20Winnick%20%2F%20Lucasfilm\"><\/section>\n<p>The project grew in scope, and with it the team. Gary Winnick joined to help design and create animations for the Jaggi alien character. Charlie Kellner, who worked on flight dynamics, music, and sound, and Peter Langston, Games Group Leader, then added the finishing touches and brought my childhood nemesis to life by coming up with the Jaggi pop-up sound on a MIDI keyboard. The creature looks harmless today, but trust me, when you\u2019re not expecting a visit from a Jaggi, it\u2019s quite the shock.<\/p>\n<h2><strong>When Jaggis Attack<\/strong><\/h2>\n<p>Rescue on Fractalus! has you rescuing crashed pilots while fending off enemy attacks for quite a while until \u201cthat moment.\u201d You use your radar to track one down and then carefully land \u2013 all handled seamlessly and in real time \u2013 turn off your engines and wait for the pilot to approach. You then hear a knock at the ship\u2019s door as the now invisible pilott is asking you to open the hatch and let them in. If you wait too long, the knocks fade and get slower \u2013 and eventually the pilot dies. But open the airlock too early, and you may have inadvertently opened your safe space to a murderous alien. <\/p>\n<p>The trick is that the game lulls you into a sense of security. For a full seven levels, Rescue on Fractalus! is all about rescuing your fellow pilots. The loop becomes routine. Land. Turn off engines. Open hatch. Successful rescue. The marketing kept the jump scare secret \u2013 there\u2019s no mention of it in the manual other than a cryptic transmission from a pilot on the back that something went wrong during the mission. That&#8217;s it.<\/p>\n<aside>\n<h2><strong>The Hint<\/strong><\/h2>\n<p>The manual for Rescue on Fractalus! contains a number of pilot transmissions, written in the first-person perspective. Discerning manual readers could&#8217;ve noticed that one such transmission hints at the Jaggi encounter &#8212; but most no doubt read it as background story material rather than a hint at a surprise game mechanic. The transmission even highlights another clever innovation: the initial Jaggi pilot imposters have green helmets. The player, of course, figures this out, too. But then the Jaggis learn and replicate the standard helmets of the human pilots. <\/p>\n<p><strong>Transmission:<\/strong><\/p>\n<p>&#8220;&#8216;Hey, what&#8217;s that! I think I see a pilot running towards me! I knew you guys wouldn&#8217;t let me down! Wait. There&#8217;s something weird here. He doesn&#8217;t look quite right &#8212; his helmet&#8217;s green? Commander! We don&#8217;t have any&#8230;MY GOD! What the&#8230; it&#8217;s a&#8230; it&#8217;s going to&#8230;. [scream].&#8217;<\/p>\n<p>There was nothing more except Etherwave static. And we haven&#8217;t been able to raise her on the Emergency Frequency. Get those spacers off that hellhole and fast!&#8221;<\/p>\n<\/aside>\n<p>Then, randomly, a Jaggi \u2013 nearly indistinguishable from a benign human pilot \u2013 approaches your ship. If you wait for the knock, the Jaggi jumps up in front of your screen, perfectly timed with a horrific sound and starts pounding on the cockpit. Here\u2019s <a href=\"https:\/\/www.youtube.com\/watch?v=M8opv5u9nf0\">a brief clip of the moment<\/a> on YouTube. Turn up the volume and watch. The only way to get out of this situation is to quickly turn on your ship\u2019s engines and obliterate the intruder \u2013 something that\u2019s incredibly difficult to do when you\u2019re trying to pick yourself up from the floor after falling off your chair. <\/p>\n<div style=\"text-align: center;\">\n<section data-transform=\"image-with-caption\" data-image-url=\"https:\/\/assets-prd.ignimgs.com\/2023\/12\/19\/jaggi-rescue-1703029463779.gif\" data-image-title=\"Credit: David Fox \/ Lucasfilm\" data-image-class=\"article-image-full-size\" data-image-link=\"https:\/\/assets-prd.ignimgs.com\/2023\/12\/19\/jaggi-rescue-1703029463779.gif\" data-caption=\"Credit%3A%20David%20Fox%20%2F%20Lucasfilm\"><\/section>\n<\/div>\n<p>Worse, if you carelessly open the hatch early and let the Jaggi in, it\u2019ll tear apart your ship \u2013 audible, but unseen by you since he\u2019s in the cargo hold \u2013 and can only be killed by flying into space and venting the airlock. <\/p>\n<p>The only thing that shook \u201cadolescent me\u201d awake as effectively as Rescue\u2019s Jaggi-in-the-Box moment was Brian DePalma\u2019s \u201chand from the grave\u201d ending to Carrie \u2013 it\u2019s that well done. Thanks for the nightmares, George. The commitment to keeping the game&#8217;s most memorable moment completely secret is beyond admirable. Even the 1984 Lucasfilm Games press conference, <a href=\"https:\/\/www.youtube.com\/watch?v=PUUlo_vA1u8\">thankfully preserved here in video form<\/a> (it&#8217;s awesome, watch it), makes no mention of the alien encounter. <\/p>\n<aside>\n<h2>Light, Magic, Cameos<\/h2>\n<p>Being part of Lucasfilm didn\u2019t just mean occasional visits from George Lucas. In what must\u2019ve been the ultimate wish fulfillment for the game designers, ILM built ship miniatures and even a full-sized physical cockpit of their Valkyrie fighter for box cover photos.<\/p>\n<section data-transform=\"image-with-caption\" data-image-url=\"https:\/\/assets-prd.ignimgs.com\/2023\/12\/19\/ilm-cockpit-1703028837460.jpg\" data-image-title=\"Credit: Lucasfilm\" data-image-class=\"article-image-full-size\" data-image-link=\"https:\/\/assets-prd.ignimgs.com\/2023\/12\/19\/ilm-cockpit-1703028837460.jpg\" data-caption=\"Credit%3A%20Lucasfilm\"><\/section>\n<p>David Fox himself sat in the cockpit dressed as the pilot for the box art and back cover, and Fox, Kellner, Winnick, Carpenter, and Noah Falstein appeared as pilots in the manual. <\/p>\n<section data-transform=\"image-with-caption\" data-image-url=\"https:\/\/assets-prd.ignimgs.com\/2023\/12\/19\/rescue-fox-cockpit-1703029055715.jpg\" data-image-title=\"David Fox sitting in the ILM-built cockpit of Rescue's Valkyrie ship. Credit: Lucasfilm\" data-image-class=\"article-image-full-size\" data-image-link=\"https:\/\/assets-prd.ignimgs.com\/2023\/12\/19\/rescue-fox-cockpit-1703029055715.jpg\" data-caption=\"David%20Fox%20sitting%20in%20the%20ILM-built%20cockpit%20of%20Rescue%26%2339%3Bs%20Valkyrie%20ship.%20Credit%3A%20Lucasfilm\"><\/section>\n<p>But the design team didn\u2019t just cameo in the photos. The alien symbols on the Jaggis\u2019 space suit are actually the team\u2019s initials, turned sideways. <\/p>\n<section data-transform=\"image-with-caption\" data-image-url=\"https:\/\/assets-prd.ignimgs.com\/2023\/12\/19\/rescue-easteregg-1703028829974.png\" data-image-title=\"Credit: Lucasfilm\" data-image-class=\"article-image-full-size\" data-image-link=\"https:\/\/assets-prd.ignimgs.com\/2023\/12\/19\/rescue-easteregg-1703028829974.png\" data-caption=\"Credit%3A%20Lucasfilm\"><\/section>\n<\/aside>\n<h2><strong>The Other Big Scare<\/strong><\/h2>\n<p>I\u2019d be remiss if I didn\u2019t point out the \u201cother scary\u201d part of the Rescue on Fractalus! story. I remember the controversy very well, because even in the pre-internet days it was apparent hat something had gone terribly wrong with Rescue\u2019s release. According to Fox, when the game was complete, Atari planned to show it at Summer CES in 1984. In case you\u2019re not keeping record, that\u2019s a year after the great, the oft-cited \u2013 the infamous \u2013 video game crash of 1983. After a year of dropping sales and major flops, Warner, Atari\u2019s parent company, put the publisher and developer up for sale \u2013 and Jack Tramiel, of Commodore Computers fame, snatched up the consumer division and created the Atari Corporation. The other half of the company became the development studio, Atari Games. And like that, Rescue\u2019s future was up in the air.<\/p>\n<p>Gaming history can be a little hazy and it&#8217;s not entirely clear what happened next and when &#8212; the exact release date for Rescue on Fractalus! is also lost to time. But Fox believes that the 5200 cartridge version was initially released in 1984 by Atari, but then pulled from distributation after Tramiel bought Atari. With Atari Corporation changing focus, Lucasfilm managed to find another interested party, Epyx, who signed up to publish both Rescue on Fractalus! and Ballblazer on disk \u2013 but not on cartridge. And while the game was being reworked for disk \u2013 which included adding the load screen animation and copy protection \u2013 Lucasfilm shared near-final game code with potential Atari 5200 version publisher Atari as well. Code designed for a cartridge version \u2013 on easily replicated disks \u2013 that didn\u2019t include any copy protection whatsoever. <\/p>\n<p>Within a week, both games were widely available across all the BBS Atari User Groups. It\u2019s unknown who leaked the game, but it no doubt had a meaningful impact on both demand and sales for years to come. Before gamers ever had a chance to buy Ballblazer and Rescue on Fractalus!, they were downloading and trading the games for free under their development names, Ballblaster and Rescue Mission\/Behind Jaggi Lines.<\/p>\n<p>\u201cIt was devastating,\u201d David Fox told me. \u201cAll of us who lived through that were always adamant about copy protection and the importance to combat piracy since we got burned by it.\u201d<\/p>\n<p>Perhaps there&#8217;s a little bit of poetic justice in the fact that the people who pirated Rescue on Fractalus didn&#8217;t even receive the hint about the green helmet because they didn&#8217;t have an instruction manual. I&#8217;d like to think that they fell off their chairs just a little harder.<\/p>\n<aside>\n<h2><strong>There is no Sanctuary<\/strong><br \/>\n<\/h2>\n<p>Rescue on Fractalus! is an endless game \u2013 in that there is no end or win screen. The game just keeps upping the difficulty with the assumption that eventually players will fail. The reason for the unwinnable scenario wasn\u2019t a design decision: the development team simply didn\u2019t have any memory left for any sort of win screen. <\/p>\n<\/aside>\n<p>While feedback from George Lucas may have shaped the game and made it more memorable, Rescue on Fractalus! was created by a small team of smart developers and artists who came up with many concepts clearly ahead of their time. It features an animated load screen that shows Valkyrie ships exiting a giant mothership \u2013 and when the game is ready to play, you jump right into the cockpit and transition smoothly from launch bay to space, to planet, and right into its world of fractal canyons. Its sound effects design still holds up today \u2013 as does the great, Ride of the Valkyries-inspired score by Charlie Kellner. It\u2019s got day\/night cycles. It even simulates your pupils contracting \u2013 after getting hit and seeing a bright flash on screen, the devs deliberately darken the screen for a short time. Fox&#8217;s initial design document from 1982 even asks the question: &#8220;is it possible to include a processor\/circuitry\/extra RAM inside a VCS cartridge to produce much better games that the machine could ordinarily display?&#8221; <\/p>\n<p>A mere four years after Defender and almost a decade before Star Fox, the young crew at Lucasfilm Games pulled off something remarkable worth knowing and remembering today. <\/p>\n<h2><strong>Where Can You Play it Now<\/strong><\/h2>\n<p>Outside of emulation, the best way to play Rescue on Fractalus! is still on an Atari computer or the Atari 5200 (Atari did eventually reissue a cartridge version, though the planned 7800 version never materialized), but a number of lesser ports \u2013 Apple II, C64, Amstrad, Tandy, ZX Spectrum \u2013 exist, too. Copies on eBay run the gamut from $20 to hundreds of dollars. Sadly, no modern collections or conversions exist as of yet, which is no doubt why a fan remake project sprung up in Australia and saw its free 1.0 release in 2020. You can check out more information about the impressive conversion on its <a href=\"https:\/\/www.lsdwa.com\/projects\/fractalus\/\">website<\/a> \u2013 it\u2019s even playable in VR. As for Fox&#8217;s recommendation: &#8220;Other than the fan version, the best Rescue experience was playing it on an Atari 800 with a superclocked 6502 chip. Framerate was around 60fps and was how I always imagined the game should be.&#8221;<\/p>\n<p>A remake for iPhone was originally planned by the original team, LucasArts, and retro experts Other Ocean. According to Fox, there was even a working demo of the mobile game, but the update never saw the light of day. <\/p>\n<p>Despite its notable origins and innovations, Rescue on Fractalus! isn\u2019t widely known today. Members of the Rescue tream went on to work on such beloved adventure classics like <a href=\"https:\/\/www.ign.com\/articles\/2014\/03\/31\/revisiting-zak-mckracken-and-the-alien-mind-benders\">Zak McKracken<\/a>, <a href=\"https:\/\/www.ign.com\/articles\/2014\/03\/17\/maniac-mansion-revisiting-a-lucasarts-point-and-click-classic\">Maniac Mansion<\/a>, and <a href=\"https:\/\/www.ign.com\/articles\/2015\/01\/22\/an-adventure-through-the-early-days-of-lucasarts-with-david-fox\">Indiana Jones and the Last Crusade: The Graphic Adventure<\/a>. At age 73, David Fox is still active in game development and has worked on Return to Monkey Island, Thimbleweed Park and Rube Works, a project for Tokyo Disney Sea, and apps based on his wife\u2019s graphic novels. He documents it all on his website, <a href=\"https:\/\/electriceggplant.com\/index.html\">Electric Eggplant<\/a> &#8212; and he\u2019s not done yet by a long shot. <\/p>\n<section data-transform=\"quoteBox\">\u201cThe idea of retiring\u2026 I can\u2019t imagine\u2026 why would I do that when I like what I\u2019m doing.\u201d &#8211; David Fox<br \/>\n<\/section>\n<p>For more on the original Lucasfilm Games &#8212; and to track your play and completion status or rate and review them, check our interactive playlist:<\/p>\n<section data-transform=\"user-list\" data-id=\"98988\" data-slug=\"lucasfilm-games-complete-playlist\" data-nickname=\"igneditorial\"><\/section>\n<section data-transform=\"divider\"><\/section>\n<p><a href=\"https:\/\/twitter.com\/PeerIGN\"><em>Peer Schneider<\/em><\/a><em> is a co-founder of IGN Entertainment and is taking a break from working on &#8220;special projects&#8221; to write this column about ancient stuff. He has long forgiven Lucasfilm Games for the Jaggi scare and wishes someone would remake their entire library of classics.<\/em><\/p>\n<\/div>\n<p><a href=\"https:\/\/www.ign.com\/articles\/forgotten-gems-lucasfilms-rescue-on-fractalus\">Go to Source (IGN.com)<\/a><\/p>\n<p>All content and images belong to their respected owners. This article is aggregated for informational purposes only with full credit to the source.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>We all have those memories of games \u2013 hopefully only figuratively \u2013 scaring the crap out of us. If you\u2019ve ever played a survival horror game, you no doubt vividly remember a specific moment that scared the crap out of you \u2013 hopefully only figuratively. Though given the millions of gamers who have walked the<\/p>\n","protected":false},"author":3,"featured_media":40938,"comment_status":"registered_only","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[32,4,6,9],"tags":[11945,11943,169,170,7278,3587,777,11944,1172,331],"class_list":["post-40937","post","type-post","status-publish","format-standard","has-post-thumbnail","category-featured","category-new-releases","category-pc","category-reviews","tag-crap","tag-figuratively","tag-games","tag-have","tag-hopefully","tag-memories","tag-only","tag-scaring","tag-those","tag-youve"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Forgotten Gems: Lucasfilm&#039;s Rescue on Fractalus! | Xtreme Servers<\/title>\n<meta name=\"description\" content=\"View Forgotten Gems: Lucasfilm&#039;s Rescue on Fractalus! for free, here on XtremeServers. 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