Alien vs Predator (Atari Jaguar)

Posted by Darkness on December 10, 2006 (Updated: 15-Nov-2014)

Alien vs Predator – Atari Jaguar

 Alien vs Predator (Atari Jaguar)Platform: Atari Jaguar
Release Date: 1994
Genre: First Person Shooter
Publisher: Atari
Developer: Rebellion


The Jaguar version of Alien vs. Predator is completely different from the Arcade and SNES games of the same name. The Jaguar version takes place entirely on a Colonial Marine Training base. A ship infested with Aliens is found floating near the outer-space training facility. Of course, once the Aliens get inside the base, they kill off nearly everyone. Meanwhile, the Predators dock their ship on the training base as well. They see this as an opportunity to catch an Alien Queen, and bring honour to their clan.

So there are three scenarios in which to play: First, you can play as a Marine. Your job is to find a way to self-destruct the base, and make your way to an escape pod before it blows. The second scenario allows you to play as an Alien. Here, your job is to find and protect the Queen from the Marines and the Predators. Finally, you can play as the Predator. The Predator must simply find and kill the Alien Queen. The game plays like a first person shooter. The play field consists of the 5 levels of the training base, plus areas for the Predator and Alien ships. All the areas of the ship are inter-connected, giving the game a huge virtual environment. Depending on the scenario you choose, you will have to choose different strategies based on the capabilities of your character. For example, the Marine will have to make use of his weapons and his ability to use the ship’s computer terminals. The Aliens, on the other hand, will have to make use of their great numbers and ability to cocoon their enemies. And finally the Predator must fight with honour, and not over-use his invisibility capability.

Future Sequels

Alien vs Predator CD

Atari producer James Hampton revealed that an AvP CD version was planned. Atari released the Atari Jaguar CD peripheral in September 1995 which allowed for game sizes up to 790MB, significantly more than a 6MB cartridge.

Virtual Reality Sequel

It was rumoured that Atari was in negotiations with Beyond Games (developer of Ultra Vortek) to make a sequel to the Alien vs Predator game on Jaguar and it may well have used Atari’s virtual reality helmet which surfaced in 1995 but was never commercially released. Atari was eventually forced to abandon the Jaguar due to struggling sales and exited the video games market. You can view a scan below from CVG magazine from 1995 which mentions the sequel.

vravp Alien vs Predator (Atari Jaguar)


Here is an interview with Rebellion founders Jason and Chris Kingsley who spoke about the Jaguar version in an interview with Retro Gamer Magazine.

How did the game as we know it today evolve? Was it always intended as a First Person Shooter, and as a Jaguar game?

We won the game contract then were told that we only had half the budget that we’d negotiated and that we had signed up to do. Atari originally asked us to develop a side scrolling fight-em-up based on the Alien and Predator license they got from Activision who had themselves got the license from Fox.

After we’d spent some time investigating the technical power of the Jaguar we knew we could do a much more exciting and ambitious game concept and take the visuals to a whole new level using [photorealistic] texture mapping to create something that no-one had seen before. Luckily, Atari were receptive to our new idea, and after we showed them a demo of what we could do, we focused on making a realistic fully texture-mapped first person shooter.

Is there anything you’d like to reveal about the practicalities of developing for the Jaguar or circumnavigating particular technical problems while coding the game?

It is always a technical challenge working on a new console, but we’ve faced this many times and we thrive on these sorts of challenges. You have to work with changing hardware specs, incomplete documentation and buggy or incomplete compilers. The main development hardware we used for Alien Vs Predator was the Alpine Boards, but we eventually got to use modified Jaguar consoles. Luckily the early documentation was in English, and reasonably good in the areas we needed the most, but some of it was incomplete. On occasion we’d stumble across a hardware bug and have to work around it. IIRC we did most of the game coding in C on the 68000, and all the graphics in Assembler on the GPU and Blitter. The Blitter was fast, but it took quite a while to set up all the registers so for short runs of pixels it was often quicker to write them directly to the screen buffer.

One of the great things about the Jaguar was that it had lots of different graphics modes. When we were creating the different vision modes for the Predator we were able to cheat for at least one of them by just changing the screen mode and the result looked really cool. Unfortunately we couldn’t use this shortcut for all of the vision modes as they not only had to look cool but they also had to have a game play effect.

How long did the project take to complete, and were there any delays or set-backs on the way?

[The game] took longer than anticipated, but remember the budget was halved right at the start, and the tech was incomplete as were lots of the tools we had to use. We put a lot of time and effort into compressing the game into a 2Mb cartridge, and then about a month from completion the cartridge size was doubled to 4Mb. We could’ve saved a lot of time and effort if we’d had that cartridge size decided earlier on.

We had a programmer come in to help on the project for, as it turned out, about 3 months, but he actually made things go backwards and we had to rip his code out in the end and completely rewrite that part from scratch.

How much of a factor was securing the original AvP for allowing Rebellion‘s successful continuation of the series on PC hardware?

It was hugely influential. Fox saw what we had done and contacted us when they were setting up Fox Interactive. They were delighted that we’d developed the first great game based on one of their licenses. Before AvP all other titles just lived off their licenses whereas ours added to it. It is something we’ve continued to try to do with every licensed game we’ve ever worked on.

Here is an interview with Atari producer James ‘Purple’ Hampton:

On his main roles as Producer: 

As the Producer, my duties were to be the project champion and leader. As a designer, my role was to help create, nurture and defend the vision for what the game was going to be. As the main point person for the game, I was there to take care of whatever needed to happen to get Alien Versus Predator to the finish line. At the time, Atari didn’t employ game designers, so I utilized my role to directly shape the design of the game. This included campaigning with the executives at Atari, Activision and 20th Century Fox to change the design away from just being a port of the Super-Nintendo title, and into the three-sided first person shooter game it became.

During the course of the 23 months that I worked on Alien Versus Predator (in its Lynx and Jaguar form) I did your typical Producer jobs (overseeing and organizing the production team, being the liaison with the licensor and executives at Atari, Activision and 20th Century Fox, etc.). And the Producer side also allowed room for a lot of designer work (reviewing builds and provide direction to the game in progress) and as I believed that our version of AvP mattered I involved myself in as many aspects of the game’s production as I could. This including doing things like watching them shoot the AvP television commercial and recruiting artists like Andrew Denton, to use an early Amiga based version of Lightwave to create the 3D rendered image that became the box art for the game.

On the unfinished Jaguar hardware:

Working on software for hardware that is also in development is always challenging, and making AvP while Atari was building the Jaguar was no exception. While the basic hardware was far along when the Jaguar AvP development began, a lot of the supporting software and tools were in process, making the engineering efforts difficult. The extra time the team had with final release version of the console at the end of the game development, allowed the engineers to focus more on the game play, and learn more about what the Jaguar hardware could do.

On the ‘crunch’ phase of AvP‘s development.

The long-distance development process had its share of obstacles, and at a critical time in the development cycle, in the Spring of 94, we decided to bridge the gap and brought the two Rebellion programmers (Mike Beaton and Andrew Whittaker) over to the US to work on-site with the Atari AvP development team which included all of the level design and testing (Lance Lewis, Hank Cappa, Andrew Keim, Hans Jacobsen, Dan McNamee, Sean Patten), audio development and sound composers (James Grunke, Nathan Brenholdt, M. Stevens, Tom Gillen), engineers (Mike Pooler) and artists (Keoni-Los Banos, Jefferey Gatrall) to take the basic functioning AvP engine and create a solid and engaging game experience with it. The team then worked closely together, frequently around the clock and on weekends, through the end of the summer when we finished the game in time for its release in the fall. It seemed extreme at the time; however looking back that team effort really made the difference in making the game what it was.

And I’d just like to say that none of that would have been possible without the approval from Atari President Sam Tramiel, who to his credit, resisted the urge to just ‘ship it’ in the spring (as both Rebellion and the Atari marketing dept were urging him to do), and was willing to listen to my campaign to ‘make the game great’ and let us fully develop the game and release it in the fall of ’94 instead.

I was especially happy when considered that there were a number of times when the game came close to being shipped in an unfinished form, with a large amount of features ripped out (for example there was a strong push to cut the feature that allowed players to play all three sides.) Each time things got tense, the AvP team fought hard to defend our vision and keep the material in the game, and we persevered and were able to release the game the way we wanted it to be.

The ‘Wish List’

As part of the AvP post-mortem, the team at Atari prepared an extensive list of features and design plans for what we could do with a CD version of the game. And while the Jaguar AVP CD never got made, it was nice to see a lot of our ‘wish list’ end up in the PC version of the title that would be released four years later.


Video Footage

External Links

Review – By AvPFreaks
Review – By AtariHQ
Review – By Video Game Critic
Jaguar Cheats – Cheats

Post Comment

Comments: 30
  1. Rebellion talking Summer 1994

    I’m currently looking at the latest revision of AvP [oh the joys of being
    a developer] and I reckon it looks better and runs as fast as DOOM on a
    486 66MHx.  Can;t tell you much because its not far off launch, but it is
    looking seriously scary.
    [FX: screaming aliens dying in droves, smart gun blasting, Stuart the
    artist saying ‘Where the ***k did that come from !?!’]


  2. It is my sad duty to report that Jane Whittaker (Andrew when working on Jaguar AVP) has been exposed as a fraud and is currently under investigation by the BBC.

    Any AVP statements made by Whittaker should be considered doubtful at this time.

    Another Rebellion source who wishes to remain anonymous has gone on record to say all Whittaker did was code the A.I routines for the game and in such an awful manner, said routines had to be ripped out and replaced.

  3. Daniel.Mitchell
    Fwiw — the Gamesmaster review is about as accurate a review as can be
    expected given the timescales of the review and ‘real’ (ie post 20th
    Century Fox) release dates.
    Secondly; the Aliens version of Doom is, um, all very well and good,
    but 3D Studio rendered aliens are /not/ the same thing as digitised
    images of models of aliens..

    — dan @ Rebellion

  4. Just so y’all know; Skyhammer is well-nigh finished; as ever, it’s in
    Atari’s hands, not hours, but it ought to be in production, um, real
    soon now. And I mean _real_ soon now. (but that’s just our opinion, of

     Plans: like this says (hey, someone got it right for a change), no
    plans for anything on the JagCd — no plans for JagAvPII, blah blah
    blah. Said it before, and I’ll say it again.

     — dan (@ rebellion,

  5. Fm: John Mathieson
    To: Jez San @ Argonaut

    Hi Jez –

    There are two significant differences between AVP on Jaguar and
    Wolfenstein on the PC.  First AVP has texture mapped walls, floors
    and ceilings; whereas Wolfenstein has only the walls.  Secondly AVP
    uses depth cueing, things get darker the further away they are.  These
    things are relatively trivial on Jaguar, but the depth cueing in parti-
    cular is very hard to do on other hardware.  Jaguar can rotate, scale,
    skew and lighten/darken in a single blit copy operation, with the pixel
    transfer rate effectively limited by DRAM bandwidth only.

    I agree that yaw only is easier, but you know as a games writer that
    “cheating” especially at things like 3D is the name of the game, and
    people playing AVP will not be aware of the yaw only limitation. AVP
    begins to look like real video (to some extent anyway) but Wolfenstein
    remains clearly a computer graphic. There is no comparison.

    – John

  6. Quick look at French Games press:

    Joypad: 96 % “Buy a jag to play it !”

    Console +: 95 % “I have always believed in Atari !”

    Player One:85 % “Superb but too repetitive”

  7. Andrew Whittaker doing some Q+A back in the day:

    Q)So, is it true that the original AI for AvP was so good that the Predators went around and killed all the Aliens, thus making the game too easy?

    A) I dont know as it made the game too easy having rampaging Predators, but yes
    thats quite true. It was fun tho. You could hear alien screams around the
    place all the time :)

    Q) How many objects/enemies are actually being tracked and updated in real

    A)Everything on the level you are currently on are tracked in realtime. This was the only way to maintain pack strategies wherein all the aliens, marines etc worked in defined groups with well defined objectives. There was over a
    couple of hundred strategies per character type. The first one people usually find is “stupid alien” where an alien mills around a room aimlessly,
    but is in reality there to distract you from all his pals being on route.

    There are loads more. I shall have to discuss them all one day. But the basic point is yes, this is not doom or quake,everything is alive all the
    time and plotting and scheming against you.

    Q) Why were body armor and the “jump over acid” abilities dropped from the

    A)The body armour didnt balance very well in gameplay. The jump over acid was
    dropped for two reasons 1) you really have to think about where you kill
    things 2) the cart was so full it would have meant dropping something else
    to include it.

  8. James Purple Hampton said in an off camera section of an interview, he’d been talking to Fox to try and get the licence for a Jaguar CD version of AVP…

    Dan Macnamee explains why it wasn’t possible:

    “Fox has their own software division, and at the time had decided to do Alien and Predator related games themselves so they could get the
    whole profit instead of just royalties.  Don’t know what happened to any game plans they might have had.


  9. Rebellion put paid to rumours of a Jaguar CD version back in late 1994:

    Um, all these people who seem to think AvP is due out on the JagCD would
    : appear to know something we don’t — just to squash rumours before they
    : get out of hand. Sorry, folks.
    :  — dan @ Rebellion

  10. Jeff Minter talks about his experience :

    Just got AVP at a show in London, it’s on
    me Jag now.  Cool game… got a sore thumb trucking around that training
    maze…the map going away is a *pain* but overall I like it so far.  My
    dad was playing last night, quite fun to watch him backing down a
    corridor blazing away at the xt’s, he’d actually roll back his chair
    right across the room with a look of terror on his fizzog… great

  11. Atari’s Bob Brodie explaining why game was delayed:

    Atari delayed the game’s release when the “final” version from Rebellion
    didn’t feature enough interactivity between the player and the environment
    they were in.

    For example, you’d walk into a room of face-hugger
    eggs and there wouldn’t be much going on. (no Face Huggers scurrying around, eggs didn’t peel open etc).

  12. Having looked a lot closer into the games development, it’s become clear it had a tortured development cycle to say the least.

    Andrew Whittaker has said coding AVP was hard work having to contend
    with a tumour, major burns and a bereavement during the course of development!

    There is clearly little love between him and Jason Kingsley. ..

    And Andrew went onto make a claim Atari hadn’t paid him for AVP sales at one point, something Atari’s Don Thomas strongly denied.

    Add in comments from Lance Lewis regarding Rebellion having to be practically forced to watch the films and just wow.

  13. More cut content:

    If I had the hd space of the PC and graphics resolution, oh and the speed
    too , then I would maybe have done things differently. What you got in the
    Jaguar was literally a cartridge full of game. There was no space left to
    add any features or any more graphics. Everything was compressed as far as
    it would go and it filled the cartridge, excepting 3 bytes!

    I did develop a version with Aliens climbing walls, predator nets etc, but
    it just wouldnt fit the cartridge, and at the time I used the biggest
    cartridge that was available for the machine. Something had to give, and it
    was features such as those, as much to my disappointment as anyone.

    However, I hope the game made up for it in atmosphere, gameplay and AI.

    Andrew Whittaker

  14. There a quite a few voiceovers in the game. The Predator voices were derived
    from all the predator movies, lifted straight from the movie. The voices for
    the marine were used in all the Alien movies and script (not all of them
    translated from first script to final movie cut). We used those lines, but
    they were spoken by James Grunke, at that time Head of Music and Sound
    Effects for Atari.

    And to complete the sound effects info :), the alien screams are actually
    digitised from Richard Miller’s (hardware head at Atari) at that time,
    newborn baby!

    Source:Andrew Whittaker

  15. More from Andrew Whittaker:

    The “Lance Lewis” name mentioned for the marine at startup was in honour of
    a very dedicated tester at Atari who really went a long way to make the game
    the quality it is.

    And if you read all the medical and logs on the computers, most of those
    have in-jokes based on other developers in the industry. For instance, the
    planet “Brabenso” mentioned on one of the logs is a contraction of Brabens
    World, as a side joke to David Braben, author of Elite, Frontier and many
    space games. The Dr Whittaker, Chief Medical officer, contrary to popular
    belief doesnt refer to me, rather my father. I got him to type all that log
    text into ascii files for me!

    I have a version of the game that I will probably release on AVI at some
    time where the predator gets tired chasing you, stops and says “Im tired
    from all this running”, leans against a wall and starts smoking a cigarette!he “Lance Lewis” name mentioned for the marine at startup was in honour of
    a very dedicated tester at Atari who really went a long way to make the game
    the quality it is.

    And if you read all the medical and logs on the computers, most of those
    have in-jokes based on other developers in the industry. For instance, the
    planet “Brabenso” mentioned on one of the logs is a contraction of Brabens
    World, as a side joke to David Braben, author of Elite, Frontier and many
    space games. The Dr Whittaker, Chief Medical officer, contrary to popular
    belief doesnt refer to me, rather my father. I got him to type all that log
    text into ascii files for me!

    I have a version of the game that I will probably release on AVI at some
    time where the predator gets tired chasing you, stops and says “Im tired
    from all this running”, leans against a wall and starts smoking a cigarette!

  16. Found an old John Carmack quote, where he discussed Jaguar AVP:

    J.C: First off, let me say that I hope AvP is a great game and sells very
    well. I want the Jaguar to be successful.

    I haven’t seen AvP in a long time, but the early version I saw was
    only running about 12 fps. I’m sure they have improved it, but I
    doubt very much that it runs 30 fps.

    The jaguar can only generate about two million textured pixels a
    second, even if it does nothing else. This is because the blitter
    cannot take any advantage of the wide bus or fast page mode cycles
    when performing single pixel operations (it can do about 10 times as
    many gouraud shaded pixels).

    I expect AvP to have a greater pixel rate than DOOM on the jaguar,
    because it was designed exclusively for the jag’s capabilities, and
    it has a simpler engine with single floor / ceiling heights, strictly
    diminishing light, and orthogonal walls (once again, they may have
    improved it since I saw it).

    I expect they will both run simillarly. DOOM will run at a lower
    resolution, but with a more complex world (and it will network). Buy
    both of them!

  17. Found a few soundbites from:

    Andrew Whittaker, who described Dan Macnamee and Lance Lewis as being the real backbone of the team working on the game,really helped it come to fruition and it’s development involved a lot of blood,sweat and tears.

    Dan Macnamee describing the efforts as a group effort,with the team pouring their hearts into it,as they cared about the game and wanted it to be as good as it possibly could be.

  18. Regarding the possibility of using the Atari Lynx as a motion tracker:

    I’m lead to believe Hand Made Software saI’d the concept of using the lynx as an intelligent game controller on Jaguar games was simply far too flawed to actually work in real life?

    Great concept with lynx being used as a display device, Jaguar handling the code ) but ..

    The Jaguar serial port never worked as it should have and in the majority of games, it was the processing of the display which took the most time, so a game would be limited by the restraints put on it by the Lynx and not the Jaguar

  19. Dan Mcnamee talking about the original 64×64 grid designs for Jaguar AVP:

    Dan:They were random as in large, wandering,
    pointless mazes that were little more than frustrating…game became boring very quickly.

    There is a fine line between challenging and frustrating.
    And when everyone who picks up the controller puts it back down within
    20 min because they feel they are not getting anywhere at all since they don’t know where they are, what is going on, why there appears to
    be nothing to fight, and the point of the game appears to be to walk
    around corridors forever with nothing at all to do, I think that qualifies as frustrating. There was nothing challenging at all about
    the original mazes.

    As for Beyond Games AVP 2:Atari cancelled the contract as soon as the deal with JTS was signed and the Jaguar discontinued.

    Allowing Beyond Games to start work on AVP II for the Jaguar would of been a total waste of time and money.

  20. Time to clear up the confusion Kgramr has over the VR version.

    There was no coded for VR headsets version of AVP, Just VR headsets modified to work WITH Jaguar AVP.

    This from Jane Whittaker:
    There was also a lot of VR equipment modified for AvP by Virtuality labs in the UK (Doctor Robert Waldren) including a virtual reality headset which could sense head movement and rotate your world view accordingly and various input devices and gloves. They were a lot of fun to use too, but unfortunately also never went into mass production.

    End of story.

  21. Last aspect regarding AVP follow up back story..

    Beyond Games were not the sole team in the running when Atari invited studios to pitch for the sequel, Alexandria Games, who were in the process of converting Return Fire from the 3DO to the Jaguar CD, were also asked to pitch proposals.

    I hope these comments have added to the back story and helped clarify any confusion caused by various online sources incorrectly assigning Jane Whittaker to various projects and also suggesting there were more games in development for the Jag VR system than people thought.

  22. In the RetroGamer Magazine article on Beyond Games, Kris Johnson briefly talks about Atari inviting them over to gauge interest in creating a sequel to AVP for the Jaguar CD.

    This became the studios main focus and all other projects were put on hold.

    Beyond were progressing towards a contract when the Tramiels suddenly decided to exit the industry.

    So..It just confirmed what Edge magazine had reported at the time.

    The unused model..just an Alien Warrior on a black base..Green background behind it.

    Small photo with caption explaining Beyond were set to create an AVP sequel..but it didn’t get beyond the planning stage.

  23. The C+VG comment from Atari UK’s marketing Manager, Darryl Still, is a throw away..speculation claim.

    Beyond Games were a US based company and as Darryl was only in charge of UK marketing, we would need to see proof from Beyond Games and or an Atari Corp project manager or producer.

    As for Jane being in charge of Jaguar VR..AVP was Jane’s only project:

    / Alien versus Predator

    Pocket : Can you explain us what was you work, with Alien versus Predator at Rebellion and Atari ?
    AW : Ok, well firstly, I worked for atari and not rebellion and atari hired me to work with Rebellion on the product.

    Pocket : Interesting. So let’s talk about your work. The artificial intelligence is really impressive in AVP. How did tou code it ?
    AW : All done on the 68000, all of the gameplay logic is done on the 68000.the AI was the most complicated part of the entire
    game, with over 256 strategies for each creature. The 68000 was ideal for that as obviously the GPU is really suited to
    graphics processing whilst the instruction set of the 68k lends itself nicely to AI.

    Pocket : It is said that you slowed down the game to add “pressure” on the player. Is it true ?
    AW : Quite true yes, although not pressure on the player, although that helps. But actually to give more atmosphere and
    force the player to use strategy. The idea is not to be a fast action FPS, but a game where you must think carefully and
    move strategically.

    Pocket : I think AVP did it really well !
    AW : Thank you sir
    I didnt want people rushing around shooting all the time, the game is about planning. This isn’t Quake, in Quake the creatures
    only “come alive” when you get near them, in AVP they hunt you and the more you move, the more noise you make, they can
    home in on that. The creatures work together. Sometimes an alien that looks stupid may lead you into a trap of other aliens
    for example. They plot and plan different ways of capturing the player, and if you dash around you will die. Its a game of
    stealth really, I call the game “Alien Chess” because of the way they think many moves ahead and work together as a team.

    Pocket : What was Atari’s power of decision ? Could you really do what you wanted with the game ?
    AW : Atari and Sam Tramiel especially were very supportive, they let me make the game I wanted to make. I even used the Atari
    office at night to practice Ai strategies, by using Atari staff as aliens and me as the player and trying different ideas
    in their building with real people.

    Pocket : You had all the time you wanted to finish the game ?
    AW : Oh yes, even though it was delayed due to me spending some time in hospital.

    Pocket : I played the beta, many things changed in the final version.
    AW : Yes, to me the beta was the first draft, when I saw what I had and if it was how I wanted it. Even after beta I made a
    lot of changes because I was allowed to do so, many of the wargames with real people happened after beta and I included what
    we found out.

    Pocket : How do you consider the final game ?
    I enjoy it, but there are still things I would change, some graphics here and there.

    Pocket : What for example ? Just graphic parts ?
    AW : Yes minor graphic tweaks, and maybe another couple of predator AI skills, but all in all I was happyand people seem
    to enjoy the game which is good

    Pocket : Do you know how many copies of AVP were produced and how many were sold ?
    AW : 300,000 or thereabouts, sold.

    II/ The Jaguar

    Pocket : How did you consider the Jaguar at this time ? Interesting to develop for ?
    AW : It was wonderful to develop for, a lot of fun.

    Pocket : What were, for you, the strongest and weakest points of the system ?
    AW : Weakest was some of the graphics bottlenecks, strongest really was the fact the 68000 could get on with gameplay logic
    whilst the GPU was doing graphics, giving a form of multitasking.

    Pocket : Back ten years ago, how did you judge the Jaguar ? Atari’s politic ?
    AW : I think the jaguar was a great machine, wonderful machine, let down by marketing.

    Pocket : What are your favorite games on Jaguar ?
    AW : T2k, Iron Soldier and thats about all I play.

    Pocket : And you think the Jaguar potential has been fully exploited today ? Or better games can be done ?
    AW : On any system games can be improved, even if its just gameplay. Technicaly speaking, the Jaguar was maxed out.

    Pocket : Did you code on it later, for fun ?
    AW : Yes, nothing commercial though. I did a scrolling shootemup, a few technical things.

    Pocket : Do you still have it ?
    AW : No unfortunately not, I lost it a while ago in a house move.

    Pocket : And did you never though coding again, for fun, on jaguar ?
    AW : Always wanted to, never had the time with work projects. This is the problem when projects take all your time in this

    Pocket : Did you look at the latest developments of the Jaguar community these past few years ?
    AW : Yes, and I have and offered unofficial advice and support wherever I could. I feel right at home in the community,
    more than any other it has made me welcome.

    III/ Life after Alien versus Predator ?

    Pocket : After AVP, what happened to you ? did you work on another Jaguar game ?
    AW : No that was my one and only Jaguar game, I went from there to MGM Studios

    So whilst there is indeed more back story. .It isn’t VR related.

  24. Clint Thompson recently contacted both Jane Whittaker and VR Focus, to point out the error that Jane was heading up Atari’s VR project and that there was a VR version of AVP planned for the Jaguar.

    Jane was also falsely reported to be heading up another engineering project for Atari and that Sam Tramiel had put Jane in charge of it.

    I found the actual engineer and put him in contact with Clint.

    Jane also incorrectly told Gamestm magazine that 3DO M2 Power Crystal was finished and reviewed and scored 100% in EDGE magazine.

    The M2 hardware was only ever used in the arcades,home version abandoned, Edge never reviewed any titles and they score out of 10, not 100.

    We have to accept people are being asked about events 25 years+ ago,so memories will be hazy.

    This is why sites like GTW,Unseen64 etc always cross reference any material before stating it as factual.

    The Xenomorph model shown in RG Beyond Games feature was not a custom made creature,just an off the shelf action figure.

  25. There’s actually more backstory about Jaguar AVP revealed recently! Arcade Attack has done great interviews with Dan McNamee and James Hampton, two of the team + Jane Whittaker (who was also from the team) had a article about her on VR Focus where they mention the unreleased VR version, basically confirming that it did exist at one point in time. Kris Johnson (CEO of WildWorks) has a model unused of the unreleased sequel called AVP2: Annihilation :-D

  26. Beyond Games even went as far as to issue a statement about Atari having dropped contract negoitations with them regarding a proposed sequel to AVP on Jaguar.This was back in March 1996…..

    Likes of Edge magazine etc reported on it.

  27. Issue ~160 of Retro Gamer magazine has a big feature on Beyond Games…

    Whilst AVP II is mentioned, there’s sadly no new information on it than what’s already been known for years.

    Atari approached Beyond games to see if they were interested in producing a sequel (so we are still left in the dark as to why Atari asked other developers, after the wonders Rebellion had pulled off….)….

    Beyond were and put existing projects on hold (Battlewheels on Jaguar, though RG article didn’t make clear only inital work had started on this, 3D Polygon modelling for the cars etc) and due to Atari abandoning the Jaguar due to it being such a huge failure at retail in face of the PS1, Saturn etc, Beyond’s AVP II never got beyond the planning stage.

    Having paid my £4.99 for the magazine and seen various Beyond staff listed as taking part in article, i had, perhaps foolishly, expected a degree of depth to what Beyond had at least planned for AVP…..

    Would they have built on the groundwork Rebellion had laid? or tried a fundamentally new approach, so indeed VR/Network support?

    But sadly no, no details of plot/story boarding, concept art, gameplay ideas, nothing.

    Just confirming what’s been established all along.

Facebook Twitter Instagram Steam RSS Feed