Skate or Die begins in Rodney’s shop. Steer the pointer to the clipboard to sign up, to a board on the wall to choose its colour, or to the trophy to inspect the high scores. Outside, streets lead to five different events. Learning to steer well enough to reach one is your first small test.
Electronic Arts released the Commodore 64 game in 1987. Computer Gaming World credited Michael Kosaka, Stephen Landrum and David Bunch as its designers. Rob Hubbard supplied the C64 opening music. Eight people can enter a competition, taking turns except when two face each other in the jam or joust.
Five ways to skate
The events ask for different skills. Freestyle gives you ten passes on a ramp to perform tricks, with harder manoeuvres worth more points. High jump uses the same ramp, but asks you to build speed and mark the top of a jump. The downhill race sends you through a park against the clock; the downhill jam adds an opponent who can punch and kick.
Then there is the pool joust. Two skaters circle an empty swimming pool, one carrying a padded boffing stick. After five passes it changes hands. On the C64, the first to three hits wins, with a two-hit margin required. Avoiding the stick is as important as learning to use it.
The C64’s two downhill control choices are called “regular” and “goofy”. One relates steering to the screen, the other to the skater’s own direction. Computer Gaming World explained the second as controlling the board as though you were standing on it. Both require practice when the route fills with obstacles.
A town with opponents
Rodney’s son Lester is the toughest computer opponent. Poseur Pete and Aggro Eddie offer easier introductions to the pool. In his COMPUTE!’s Gazette review, Tom Netsel found that even Pete could put him on the concrete; he also singled out the winner’s taunting stick-swish after a defeat.
The cartoon injuries give the title its tone. A fence can slice a skater into pieces, and a mistimed ramp trick can leave one sprawled before the crowd. The game makes failure visible, then gets the skater back on the board. Netsel praised the animation and humour while warning that beating Lester would take practice.
Reception and conversions
ZZAP!64 made the C64 game a Sizzler in its Christmas 1987 issue. ACE awarded 878 out of 1,000. Hubbard’s tune was second in ZZAP!64‘s September 1988 readers’ music chart, behind his own Delta.
The conversions drew more mixed responses. CRASH’s May 1989 Spectrum reviewers scored it 67% and 41%; one found enjoyable events but little lasting appeal, while the other disliked the graphics and loading. Amstrad Action gave the CPC version 48%. ACE’s PC update criticised its limited variety and depth. An Apple IIGS version also appeared.
Ultra published the NES conversion. Its manual retains Rodney’s shop, the five events and a competition for up to eight players. EA followed with the winter events of Ski or Die and the NES game Skate or Die 2: The Search for Double Trouble. The latter tied its skating tasks together with a story about a ban on skateboarding.
Sources
- Computer Gaming World 42, December 1987, p. 28: TEVEX price list. Issue 46, April 1988, p. 34, Yung Min Choi’s review: designers, events and controls.
- ZZAP!64 33, Christmas Special 1987 (cover-dated January 1988), pp. 160–161: C64 review, prices, events, rules and Sizzler. Issue 41, September 1988, p. 143: readers’ music chart.
- Tom Netsel, COMPUTE!’s Gazette, March 1988, pp. 31–32: shop, multiplayer, opponents, music and reception.
- ACE 4, January 1988, p. 69: C64 review. Issue 18, March 1989, p. 87: PC conversion.
- CRASH 64, May 1989, p. 14: Spectrum review. Amstrad Action 47, August 1989, p. 53: CPC review.
- Apple 2000 vol. 4 no. 1, February 1989, p. 13: Apple IIGS software.
- Ultra, Skate or Die, NES manual, 1988, pp. 3–5 and 12–13 (public transcription): publisher, shop, events and opponents.
- COMPUTE! 119, April 1990, “Five on the Horizon”: EA’s Ski or Die announcement. Nintendo Power 14, July/August 1990, p. 94: Skate or Die 2 preview.