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Jon Ritman

Head Over Heels creator

Jon Ritman created Head Over Heels and Batman, mastering the isometric genre while partnering with Bernie Drummond on visually distinctive adventures.

zx-spectrumamstrad-cpcC64 programmerdesignerisometric 1983–1991

Overview

Jon Ritman refined the isometric adventure genre that Ultimate pioneered. Working with artist Bernie Drummond, he created Batman and Head Over Heels—games that matched Ultimate’s technical achievement while adding depth through clever puzzle design and memorable characters.

Fast facts

  • Key works: Match Day, Batman, Head Over Heels.
  • Artist partner: Bernie Drummond.
  • Platform focus: ZX Spectrum.
  • Style: Isometric adventures, sports games.

Key works

TitleYearType
Bear Bovver1983Arcade
Match Day1984Football
Match Day II1987Football
Batman1986Isometric adventure
Head Over Heels1987Isometric adventure

Batman (1986)

FeatureDescription
LicenseFirst quality Batman game
EngineCustom isometric (not Filmation clone)
Puzzle designItem collection and use
PresentationAtmospheric for 8-bit

Technical approach

Ritman wrote his own isometric engine:

  • Room-based like Ultimate
  • Different rendering approach
  • Sprite-based characters
  • Item interaction system

Head Over Heels (1987)

InnovationImplementation
Two charactersControl Head and Heels separately
Combined abilitiesJoin together for new powers
World design300+ rooms across 5 worlds
Puzzle depthCharacter switching puzzles

Character design

CharacterAbility
HeadHigh jumps, fires doughnuts
HeelsFast movement, carries objects
CombinedAll abilities together

This dual-character mechanic predated similar designs by years.

The Ritman/Drummond partnership

Bernie Drummond provided:

  • Character design (Head and Heels)
  • Room graphics
  • Visual style
  • Distinctive aesthetic

The partnership produced Ritman’s most celebrated work.

Match Day series

Before isometric adventures:

  • Match Day (1984) defined Spectrum football
  • Match Day II (1987) added features
  • Competitive multiplayer focus
  • Smooth, responsive controls

Design philosophy

PrincipleApplication
Clever puzzlesLogic over reflexes
PersonalityMemorable characters
CompletenessFully explorable worlds
PolishRefined controls

Legacy

Ritman’s influence:

  • Isometric adventure design
  • Character-switching mechanics
  • British game aesthetics
  • Licensed game quality

Later work

  • Monster Max (Game Boy, 1994)
  • Departure from games industry
  • Occasional retro event appearances

See also