Alien vs Predator (Atari Jaguar)

 Alien vs Predator (Atari Jaguar)

Alien vs Predator

Platform: Atari Jaguar
Release Date: 1994
Genre: First Person Shooter
Publisher: Atari
Developer: Rebellion

Alien vs Predator is a 1994 first-person shooter game that was developed by Rebellion and published by Atari for the Atari Jaguar. It was extremely well-received is considered to be the best Atari Jaguar game. It set the standard for future Alien vs Predator games where you could play as Marines, Predators or Xenomorphs. Rebellion later returned to develop 1999’s Aliens versus Predator and 2010’s Alien vs Predator.


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 playing 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.


 Alien vs Predator (Atari Jaguar)Alien vs Predator was originally being developed for the Atari Lynx by Images Software. The UK developer created a demo (which you can download and play today) that featured a Marine and a Predator as playable characters. The idea was to use characters and locations from the Dark Horse AvP comics series. It was a first-person shooter but the Atari Lynx game was put on hold and eventually cancelled by Atari as they focused their resources on the Atari Jaguar.

Rebellion was founded in 1992 by brothers Jason and Chris Kingsley and Atari commissioned them to make Alien vs Predator and Checkered Flag. Producer James Hampton picked up the project in Autumn 1992. Atari were wanting to make a port of the beat ’em up Aliens vs Predator for the SNES but he felt that the genre didn’t fit in with the franchise. He submitted a new proposal to 20th Century Fox and Activision to make a first-person shooter with three playable characters that didn’t tie into the comic books. Atari didn’t have any kind of agreement with Dark Horse to use their material anyway. The idea to have three playable characters came from Rebellion founders Chris and Jason Kingsley who wanted to play as either species. Atari then shared some assets and documents of the cancelled Atari Lynx AvP game with Rebellion Developments.

Rebellion originally developed Alien vs Predator internally at Oxford. Mike Beaton programmed the graphics engine. The game initially used hand-drawn graphics using 256-color format but they weren’t realistic enough for the atmosphere of the game. Stuart Wilson and Toby Harrison-Bamfield came up with the idea to use tile panels for the texture-mapped graphics and model figures for the sprites. Production sketches were created for the characters and tiles, and the developers created the tiles. 5×5 inch tiles were created from latex, wax and resin and then airbrushed to add details. These were then photographed using a 35mm camera. Similar materials were used for the character models which were from ready-to-buy and custom-made model kits. Animations seen in the game were filmed using stop motion and digitization.

 Alien vs Predator (Atari Jaguar)Atari showed the game off in a very early form at an August 1993 press conference. It was one of the first games to be announced for the Jaguar. GamePro magazine showed some screenshots from the game during its October 1993 issue which differed from the final game and the game was rumoured to be released in January 1994.

Rebellion was expanded to work on Checkered Flag. Andrew Whittaker helped Mike Beaton with programming AvP‘s game engine. Alien vs Predator was scheduled for release in Q2 1994 but the game’s low budget caused a few development issues. Andrew Whittaker and Mike Beaton said in Spring 1994 that they hadn’t been paid by Rebellion because Rebellion had already spent their contracted budget.

At this point, Atari relocated the two Rebellion programmers (Mike Beaton and Andrew Whittaker) to their Atari headquarters in California. This allowed them to work directly with Jaguar engineers to fix the technical issues that the game had. Rebellion was able to use Atari’s design and audio team to create level maps, story work, sound effects and music. Rebellion spent a lot of time into compressing the game into a 2Mb cartridge, and then about a month from completion the cartridge size was doubled to 4Mb. A lot of development could have been saved had they had the 4Mb cartridge to begin with. All of the game’s graphics were compressed by using JagPEG, an Atari adaptation of the JPEG format, which compresses art assets by an 8:1 ratio without loss of quality.

Almost completely finished, the game later appeared at SCES ’94 and later appeared at Autumn ECTS ’94. The game runs 10-15 fps in 16-bit colour format while the cutscenes are in 24-bit color. The cover art for the packaging and the title screen were rendered in LightWave 3D by artist Andrew H. Denton.

Planned 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. The Atari design team submitted their proposals for CD-Rom version to 20th Century Fox who then passed it back to Rebellion. It took them 4 years to make Aliens versus Predator for PC.

vravp Alien vs Predator (Atari Jaguar)

AvP Virtual Reality (CVG Magazine)

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 from CVG magazine from 1995 which mentions the sequel.


UK Cover UK Cover



Magazine Articles

Gamepro (October 1993) Gamepro (October 1993)
Gamepro (November 1993) Gamepro (November 1993)
ST Format (May 1994) ST Format (May 1994)
Video Games (June 1994) Video Games (June 1994)
Atari Entertainment (1994) Atari Entertainment (1994)
EGM (1994) EGM (1994)
ST-Action (1994) ST-Action (1994)
GamesWorld (August 1994) GamesWorld (August 1994)
GamesMaster (September 1994) GamesMaster (September 1994)
Edge (November 1994) Edge (November 1994)

Video Footage

Release & Reception

Alien vs Predator was released on October 21, 1994. The game was also released in Japan on December 8, 1994 by Mumin Corporation where it included an exclusive Japanese manual and became the pack-in title for the system.

Alien vs Predator remains one of Atari Jaguar’s greatest games on the console and was well-received among fans and the press. They praised the tense atmosphere, graphics and sound effects and the diversity between each species. Video Games Magazine praised the graphics and sound giving it 9/10: “Congratulations to the entire A.V.P. development team. I’m still in shock from this game, even with the slight directional confusion. It’s an experience you will never forget.” Next Generation gave it 4/5: “Controls aren’t as easy as they could be… but neither of these quirks stops AVP from delivering some really good play. Definitely the best Jaguar title we’ve seen so far.”

Fangoria praised the atmosphere: “Atari spent a lot of time and money to get this title right, and the game delivers the goods.” Edge was one of the few outlets that were quite critical of the game. They gave it 4/10: “Despite some attractive backgrounds and reasonable scrolling, AVP has turned out to be a lumbering, lame and unfocused imitation of Doom that only the most masochistic gamers will get anything out of. Those people who held on to their Jaguars in the belief that AVP would rescue the machine from mediocrity are likely to be sorely disappointed.”

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Comments: 40
  1. The sooner people STOP using Jane Whittaker as a credible source on social media, to talk about AVP, the better.

    Jane’s involvement was not a key as Jane claims, it was never Jane’s game..

    Jane was one of 3 coders, poor old Mike Pooler is more often than not, left out by Jane, who makes out only Jane and Mike Beaton had coding roles

    Jane did not work with HR Giger on Dark Seed, was not digitized for the main role, did not do the graphics for the Amiga version.

    Cyberdreams Patrick Ketchum abd others have confirmed this, Jane’s actual role was a mere few days as a playtester on the Amiga version, whilst at Mirage.

    As for Jane’s AVP Ancedotes:

    Jeff Minter is the latest industry figure to come forward and point out Jane is lying.

    AVP was not being coded by Jane in a cubicle at Sunnyvale, with Jeff on one side of him coding Tempest 2000,John Carmack on the other, coding Doom/Wolfenstein…

    Hm, well T2K was pretty much all done in Wales, I used to upload builds to the Atari server in Sunnyvale using a pretty slow modem. I only went out to Sunnyvale with T2K for a few weeks of final test, IIRC for about 3 weeks before Xmas of 1993, then home for Xmas, and for a couple of weeks right after Xmas, finishing in Jan ’94. Don’t think I saw any of AvP at that time (I guess it would have been really early to see any of it anyway in Jan 1994). Don’t recall seeing Carmack there either.


    I *do* remember DOOM came out while I was in Sunnyvale pre-Xmas, and I couldn’t wait to get T2K finished off so I could go back to Wales and do nothing but play DOOM for a month. 


    IIRC the next time I was in Sunnyvale was in June ’94, I’d been supposed to go back there in May to work on VLM, but I got ill with pneumonia and couldn’t fly until that had cleared up enough so I was delayed till June. 

    That chap definitely seems to have his own unique views as to what went on back in the day.


    I was somewhat surprised when one day on his Twitter he just randomly told the world that one of his mates had been a gameplay advisor to me when I was developing T2K.

  2. AvP:Tea Party?

    Casual RDT


    (DavidB367) writes

    >I’ve heard this argument before. Yes, it is a simulation, but it has


    >playability problems. Predators do get attacked by facehuggers if they

    >wander to close to an egg. Then why to grown Aliens and Predators attack

    >you instead of each other and you? It’s a bug. Even simulations have

    >bugs. The simulation excuse only goes so far. Rebellion (Dan) is very

    >good at making excuses (look at the Checked Flag posts.)

    Rebellion Developments :

    Why thank you 😊

    I’d just like to point out at this stage that we

    at Rebellion have never posted any of these ‘excuses’ (or whatever you

    choose to call them) for ‘deficiencies’ in the gameplay; we’re simply

    giving out facts. How you choose to interpret the game is entirely up to


    Ask Andy Whittaker — the AI code is his baby, after all, so he’d be the

    one for the final word as to what exactly is going on there; I wouldn’t

    like to put words into his mouth.

    — dan @ Rebellion



    I apologize for stating that you had made this excuse. I read the manual

    thoroughly and did not get that it was a “simulation”. Many others have

    stated the simulation as the reason that of the AvP elements were surreal.

    I have sent Andy whittaker an e-mail and he never responded. It would be nice to

    have someone at Rebellion clear these points up.

    Rebellion :

    Unfortunately, as Andy wrote the AI code, he’s the only person who
    really knows how and why it works the way it does; we can’t speak on his
    behalf (doubly so now he’s no longer working for us), so if you haven’t
    had an answer from him, you’re unfortunately not going to get one at all.
    Sorry about that.
    — dan @ Rebellion

  3. Rebellion are as bad as Jane Whittaker, when it comes to giving accounts on AVP:

    Jasson appears to lie about doing Atari Star Raiders on the Atari 800..that’s Doug Neubar..

    Tells the story of Atari approached them after seeing their 3D Engine on PC Eye Of The Storm.

    Chris Kingsley claims they went to Atari with a Dragons vs Viking Longboat tech demo, trying to secure contract to do a Falcon title, got given the Jaguar contract.

    Same claim made in Gamestm interview a while back.

  4. “The ultimate aim is to imagine a Virtual Reality helmet and just taking AVP as an example – each player chooses a character from the game, is in a V. R environment on the Nostromo, walking around with their own task and they can meet up, help each other out and stuff like that”

    ATARI UK’s Darryl Still not quite getting the concept of AVP it seems 😂

  5. Slight correction, it was the equally bad Game Pro Magazine that made the Xeno climbing the walls claim.

    I find US press too much of a visual overload compared to UK press and confused the 2

  6. DHGF Magazine were claiming at games preview stage, you’d be able to climb the walls when playing as the Xeno and use your computer skills to out wit the Aliens and Predator when playing as the Marine..

    They must be one of the most unreliable sources of Jaguar Game info going 😊

    Glad to see the magazine scans I sent over being uploaded..

    The Unknown Magazine is a later edition of Atari Entertainment Magazine.

  7. Stumbled across the old Games World Magazine review, 75% and judging by some of the reviewer comments, they (like Gamesmaster TV show) based the review around the unfinished beta.

    Talk of walking around for hours without encountering anything, a photo realistic Doom before they put the game play in etc, gave it away.

  8. 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 !?!’]


  9. 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.

  10. 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

  11. 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,

  12. 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

  13. 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”

  14. 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.

  15. 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.


  16. 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

  17. 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

  18. 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).

  19. 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.

  20. 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

  21. 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

  22. 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!

  23. 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!

  24. 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.

  25. 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

  26. 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.

  27. 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.

  28. 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.

  29. 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.

  30. 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.

  31. 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.

  32. 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

  33. 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.

  34. 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.

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