From the gruelling Sumo Ball to the adrenaline-pumping Pole-Axe, the events on Gladiators were some of the most exciting and innovative in the world. At the heart of this creativity was John Coombes, whose vision brought these challenges to life. GladiatorsTV.com caught up with the artist and independent filmmaker from West Yorkshire to discuss his time behind the scenes on the hit show. Here’s what he had to say:
How did you approach designing events for Gladiators?
John: I was given free rein to come up with ideas for the events, but I often worked closely with Alan Walker at Kimpton Walker. I tried to come up with games that were fair and could be won in different ways—rhythm, speed, timing, strength. I designed Pursuit, the game of chase on a balance bar with obstacles, so that the often smaller and lighter Contenders would have an advantage on the corners and obstacles. The Gladiators would have the advantage of familiarity and confidence.
Were the events designed to favour Gladiators or Contenders?
John: I always tried to give each competitor, be they Gladiator or Contender, a fair chance. It’s easy to design a game that lasts a few seconds, or one that lasts ages. The trick is to design a game that lasts for a minute or a minute and a half and has a spectacular and definitive ending.
What makes a great Gladiators event?
John: A game should be seen to be fair and have a definite and indisputable ending where it’s visibly clear who the winner is. I think all the events had successful elements, each one played in a different way. I designed Sumo Ball after seeing a Japanese sumo contest where a relatively small wrestler won by making use of the weight of his opponent. In Sumo Ball, the weight of the ball can be used in a similar way.
Did you ever test out any of the events?
John: I always tested the events. Usually as they were being constructed at Kimpton Walker’s workshops. It wasn’t in competition, just a physical check to ensure what I wanted was possible. The games were adjusted as they were built.
Did you ever design an event that you wish had made it into the show?
John: I always tried to turn the preconceptions of Gladiator versus Contender on its head. I once thought up a game with a huge tank full of syrup, one metre deep. The Gladiator had to chase the Contender through the viscous syrup, waist-deep. It would have played out in slow motion. It never got more than an idea because of practical difficulties—not least that it would have weighed over 10 tons.
Were there any events you felt were disappointing once they were produced and on TV?
John: The construction and production of the games and the shows was always excellent. My games always looked spectacular in the arena.
What were your thoughts on the health and safety changes to events like Pyramid and Pole-Axe?
John: I haven’t seen the reworked version of Pole-Axe, but I was very aware of the dangers of the original version. In my drawings, I always specified that the Gladiator and Contender were on ropes which would slow their fall. But the producers decided on a free-fall onto airbags. I really wasn’t happy with this.
Many fans remember Cyclotron, the event teased in 1997 alongside Tightrope and even featured as a 3D model in the opening title sequence. What happened to Cyclotron, and why was it axed before Series 6 filming?
John: Cyclotron was too heavily reliant on mechanics for it to operate, and although Kimpton Walker (who built the set and all of the events on Gladiators) are superb engineers, mechanics can go wrong. Also, I felt that it didn’t have a spectacular payoff, so it was dropped just before the recording.
Did you have a favourite Gladiators event?
John: Hang Tough was my favourite game from the original series, where they swung out across the arena on the rings, then grappled with the Gladiators. It was very graceful, and it was as much about timing, agility, and speed as pure strength.
Who was your favourite Gladiator?
John: I didn’t have a favourite Gladiator, but I enjoyed watching Wolf, Hunter, and Amazon.
Crafting the Gladiators Experience
John Coombes’ designs helped shape some of the most iconic moments on Gladiators. His dedication to fairness, spectacle, and innovation ensured that every event brought something unique to the arena. As fans continue to celebrate the legacy of the show, it’s clear that John’s creative vision remains a key part of what made Gladiators unforgettable.