• Barbarian: The Ultimate Warrior

    From Justisaur@justisaur@yahoo.com to comp.sys.ibm.pc.games.action on Tue Nov 25 15:26:19 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    I played the much visually worse game of a different name, but the same
    called "Death Sword" I think on my Atari 2400.

    Here's a python remake you can play on a website if you feel like
    "Yenk"-ing off some heads (shift+back arrow)
    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'

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  • From H1M3M@dontaltktome@nomail.com to comp.sys.ibm.pc.games.action on Wed Nov 26 14:49:12 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    Justisaur wrote:
    I played the much visually worse game of a different name, but the
    same called "Death Sword" I think on my Atari 2400.

    Here's a python remake you can play on a website if you feel like
    "Yenk"-ing off some heads (shift+back arrow)

    Interesting. The Atari version was made by a polish developer? And
    released in frakkin 1992. That's crazy.
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Wed Nov 26 12:30:21 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 25 Nov 2025 15:26:19 -0800, Justisaur <justisaur@yahoo.com>
    wrote:

    I played the much visually worse game of a different name, but the same >called "Death Sword" I think on my Atari 2400.

    There were two games called "Barbarian" released to PC in the late
    80s/early 90s.

    The first, developed by Melbourne House and released in 1989 under the Psygnosis label. It was a fairly standard side-scrolling
    action/platformer; run 'n' hack your way through levels, whacking away
    at monsters. It was unusual in that you used an icon-bar to select
    your actions, including movement. There were keyboard shortcuts but it
    was an extremely cumbersome way to play a game, especially since the
    maps were littered with unseen traps. It did have some early digitized
    speech (played through the PC speaker, no less!)

    The second, released in 1988 by Epic (Palace Software Ltd was the
    developer) was more akin to "Karateka", in that most of the combat
    happened on the same plane and it was much more focused on the combat
    than the exploration. AFAIK, the PC version only released in CGA, long
    after EGA was the common standard (versions on other platforms were
    more colorful). This game was also released as "Death Sword". It
    received a sequel in 1989, alternately called "Barbarian II" or "Axe
    of Rage", depending on where it was released.



    Here's a python remake you can play on a website if you feel like
    "Yenk"-ing off some heads (shift+back arrow)

    Where?

    Here's the Apple II version of "Deathsword", playable on archive.org https://archive.org/details/a2_asimov_deathsword

    And the Psygnosis version of Barbarian for PC https://www.myabandonware.com/game/barbarian-lm/play-lm



    Take the two games, mix 'em together, add ten years of technological improvement, and you get "Die by the Sword" ;-)




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  • From Justisaur@justisaur@yahoo.com to comp.sys.ibm.pc.games.action on Wed Nov 26 20:01:52 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 11/26/2025 9:30 AM, Spalls Hurgenson wrote:
    On Tue, 25 Nov 2025 15:26:19 -0800, Justisaur <justisaur@yahoo.com>
    wrote:

    I played the much visually worse game of a different name, but the same
    called "Death Sword" I think on my Atari 2400.

    There were two games called "Barbarian" released to PC in the late
    80s/early 90s.

    The first, developed by Melbourne House and released in 1989 under the Psygnosis label. It was a fairly standard side-scrolling
    action/platformer; run 'n' hack your way through levels, whacking away
    at monsters. It was unusual in that you used an icon-bar to select
    your actions, including movement. There were keyboard shortcuts but it
    was an extremely cumbersome way to play a game, especially since the
    maps were littered with unseen traps. It did have some early digitized
    speech (played through the PC speaker, no less!)

    The second, released in 1988 by Epic (Palace Software Ltd was the
    developer) was more akin to "Karateka", in that most of the combat
    happened on the same plane and it was much more focused on the combat
    than the exploration. AFAIK, the PC version only released in CGA, long
    after EGA was the common standard (versions on other platforms were
    more colorful). This game was also released as "Death Sword". It
    received a sequel in 1989, alternately called "Barbarian II" or "Axe
    of Rage", depending on where it was released.



    Here's a python remake you can play on a website if you feel like
    "Yenk"-ing off some heads (shift+back arrow)

    Where?


    Oops? I posted it in another thread along with syndicate.

    https://cthulhu28.itch.io/barbariantuw

    This seems harder than I remember. Maybe because it's a remake.


    And since I'm mentioning it again here's Syndicate

    https://classicreload.com/play/syndicate.html

    Man I forgot how bad the pathing is. I lost one agent because he
    decided to walk onto the tram tracks when I was trying to extract -
    which were way off to the left of where I clicked.

    I had another on another mission somehow wander off and get trapped on a
    roof, I was able to get him to go down the ramp, but I had to click so
    he'd go in straight lines only, or he'd go in circles if I clicked
    anywhere on the ground.

    Not sure I'll keep playing, even after only playing less than a handful
    of hours. I already did the fun stuff I remember by mission 7. Gather
    a hundred persuaded including enemy agents, and use the miniguns to blow
    up cars and enemy agents. It's not holding up well due to the pathing.

    The rest of it is pretty good. Obviously the graphics are very very
    dated. It's too bad even it's sequel didn't feel anywhere near as
    enjoyable and no one ever made anything quite like it with improved QOL
    like pathing.

    Here's the Apple II version of "Deathsword", playable on archive.org https://archive.org/details/a2_asimov_deathsword

    And the Psygnosis version of Barbarian for PC https://www.myabandonware.com/game/barbarian-lm/play-lm



    Take the two games, mix 'em together, add ten years of technological improvement, and you get "Die by the Sword" ;-)

    Ah, Die by the Sword. It felt like it was trying to be a VR game, long
    before VR. I enjoyed it, but it took me putting it away after the first
    short attempt and saying "neat idea, execution is trash." And coming
    back to it many years later.
    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'
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  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Thu Nov 27 10:56:30 2025
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 26 Nov 2025 20:01:52 -0800, Justisaur <justisaur@yahoo.com>
    wrote:
    On 11/26/2025 9:30 AM, Spalls Hurgenson wrote:

    Take the two games, mix 'em together, add ten years of technological
    improvement, and you get "Die by the Sword" ;-)


    Ah, Die by the Sword. It felt like it was trying to be a VR game, long >before VR. I enjoyed it, but it took me putting it away after the first >short attempt and saying "neat idea, execution is trash." And coming
    back to it many years later.

    Yeah, it had that unique 'move mouse to emulate sword swing' mechanic
    that /sounded/ neat in concept, but in practice was rather a pain to
    use. Those who mastered it said it was a rather good game, but the
    mechanic alienated a lot of more casual uses and the game never really
    caught on.

    There were a number of melee-focused action/dungeon crawlers released
    around that time. "Deathtrap Dungeon", "Rune", "Blade of Darkness"
    (a.ka. "Severance"), and the previously mentioned "Die By The
    Sword"... it was quite a crowded field for the time.

    Later games like "Chivalry" and "For Honor" always remind me of those
    older titles. You can see some of the ideas of the older games coming
    to fruition in the newer.



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