Barbarian 3 first started off as a basic sequel to Barbarian 2, following a similar structure. This was the period when both Steve Brown and Richard Leinfellner were involved in the development. Basically whilst the sequel was in development, Steve had already decided that the game would benefit being turned into a trilogy. So the once planned ending to number 2 was changed so that Drax escaped through a mirror at the end of the game to lead onto the 3rd title.
The main major change was that the 3rd game would now scroll instead of being flick screen based. When an action sequence occurred, then the game would switch to a larger and zoomed in fight view for the 16-bit editions. The C64 would keep the characters the same size throughout.
The game as a whole was to feature more dark humour, and some stunning animation throughout, following the footsteps of the previous titles. However, things seemed to be unstable at Palace, so Steve decided to move on from the Palace and the Barbarian 3 project.
Simon Birrell would take over the development in terms of the game design, and he wanted the game to have more platform action overall and made a new direction for the title. Simon confirmed that the title was also changed at this stage to “Super Barbarian”, as part of a duo of updates to two classic Palace games. The other game was “Super Cauldron”, which would see release much later.
Dave Chapman was assigned as developer – handling the game editors and engine for the ST and Amiga editions. It was uncertain though who was behind the C64 conversion, and Simon couldn’t recall – it is believed that it may have been Rob Stevens, who developed the sequel and we hope to confirm soon.
Thanks recently to Tobias Hultman, a Swedish magazine back in June 1992 mentioned Super Barbarian on the 16 bit systems at least. So we get a few more details about what the game was to consist of. The game was essentially to be split into two parts:
Part 1:
A tournament game placed in a Colosseum-like arena where the player fight against either 16 computer controlled enemies or up to 8 human players.
- Several weapons to choose from: Sword, axe, mace
- Replay function which makes it possible to see sequences from the fights.
- You can see injuries on body parts.
Part 2:
A action adventure where the goal is to rescue the good wizard’s daughter held captive in Drax’s tower.
- Solve puzzles, find secret rooms and relics.
- 6 levels, a forest, hell … other levels to be decided.
The game was rumoured to be at a playable stage by 1992, but Palace would suddenly go bankrupt and Titus would buy them out. Where Blues Brothers was finished and released, Super Barbarian was not.
Although there isn’t anything yet to show of the game on the C64 (or even the ST, Amiga and PC versions), luckily Steve still had development sketches for the game, and thanks to Martyn Carroll for passing them on, we are able to show these design sketches for the first time (Sadly they were unpublished in Retro Gamer as intended).
Steve also once said the following in an interview with Eurogamer (thanks to Fabrizio Bartoloni for the heads up):
“It was a great shame as I had Barbarian 3 mostly planned out, including the publicity, which was going to feature my other favourite model of the time, Debee Ashby. I’d designed and had miniatures built of a giant tentacled monster, plus had a meeting with the monster makers at Pinewood Studios about constructing a full-sized animatronic tentacle that would lift Debee up in the photoshoot. It would have been awesome”
Also, Ross Sillifant uncovered some more screenshots and news of the 16-bit editions, which you can details of here. This gives a glimpse of possibly how the C64 version may have looked in terms of design.
Just who did the C64 conversion is still unknown, but some crucial information is uncovered on the title and there is confirmation that it was in development. Can we find anything of the code/graphics?