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Slopes Game Room
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The unedited J.Ritman Interview

A1, I’m Jon Ritman and haven’t worked on any games in the last few years


A2, Shortly before I bought my first computer I was camping with mates in Wales in a field behind a pub, the pub had an arcade machine that I wasn’t very good at, 

Namtir Raiders was a clone of my very poor memory of that game, oh, and of course, Namtir is my name backwards


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-Cosmic Debris

Asteroids clone

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-Dimension Destructors

Having played with 3D vector graphics in Combat Zone I wanted to do

some more, this was it, my first original game, could have done better

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-3D Combat Zone

Battlezone clone

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-Bear Bovver

Sort of a piss take on Sinclair’s C5 and sort of a clone of

burger time

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-Match Day

Many distributers were asking for a soccer game like the C64’s International Soccer, this was my take on it. Fortunately I hadn’t played IS so it was very different


A4, Bear Bovver had a clever marketing campaign but Artic managed to mess it all up by not getting it into the shops till 3 months later, that was why, oh and the large advance Ocean offered for MD


A5, The license was not popular, it was before the big films and the only really big batman thing was the 60s TV series. On the other hand there were loads of challenges, how to do the isometric layering, how to squeeze it all in, how to manage the physics, how to order the 3D (I could go on)


A6, I brought the idea to Ocean, they liked it, they sorted it.


A7, Had a crazy idea of having Robin appear once every 5000 games, so rarely that only a few people would ever see him and so create a myth


A8, You understand wrongly, the big influence was Knight Lore and I didn’t worry about differentiating it


A9, It was fun


A10, I thought it would be the handling of two different heroes so I kept putting it off until there was nothing else to do, it took under three hours…


A11, No, I didn’t plan the game, it grew organically


A12, It was called Monster Max. I had just written the development system known as GLAM that Rare used for many of their games and one of the versions was for the Game Boy, I was interested in the GB and no one had done anything like that on it (partly because it was technically difficult on the GB).


A13, Well probably a year writing the assembler/Linker and debugger, then another 9 months to a year to write the game. There were many problems, the rooms could be much bigger than one screen for a start and be far more complex shapes, There was no hi-res screen mode on the GB and the number of background tiles would not cover a whole screen, this meant I had to switch to a different set of tiles 2/3rds of the way down the screen, those were the bits I remember.


A14, Bad error that as it turned out, Nintendo were willing to publish but only if we switched to one of the Nintendo family characters, when you have just finished a game the last thing you want to do is make that sort of change.


A15, Simple, it got load of great reviews but the publishers failed to get it onto the shelves for 10 months after the reviews


A15, Surely Batman, HoH & Monster Max add up to 3


Painting the back door, I have a web site though god know why as I closed the adsl account that hosted it several years ago. www.ritman.co.uk


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