Skate or Die!

Developer(s)| Electronic Arts
Konami (NES)
Publisher(s)| Electronic Arts
Ultra Games (NES)
Producer(s)| Don Traeger
Designer(s)| Michael Kosaka
Stephen Landrum
David Bunch
Programmer(s)| David Bunch
Stephen Landrum
Artist(s)| Michael Kosaka
Nancy Fong
Composer(s)| Rob Hubbard
Platform(s)| Commodore 64, Apple IIGS, MS-DOS, Amstrad CPC, ZX Spectrum, NES
Release| Commodore 64
October 1987
Computer ports
1988–1989
NES

* NA: Q4 1988
* PAL: 1989

Genre(s)| Sports
Mode(s)| 1 – 8 players

Skate or Die! is a skateboarding game released by Electronic Arts (EA) in 1987 for the Commodore 64. It is EA's first internally developed game.[1] Ports for the Apple IIGS, MS-DOS, Amstrad CPC, and ZX Spectrum were released the following years. It was ported to the Nintendo Entertainment System (NES) by Konami, published under the company's Ultra Games branding.

## Contents

* 1 Gameplay
* 2 Development
* 3 Reception
* 4 Reviews
* 5 Legacy
* 6 References
* 7 External links
* 8 Features
* 9 History
* 10 See also
* 11 References
* 12 External links

## Gameplay

Freestyle ramp event in the C64 version.

In the style of the Epyx Games series, players can compete in five different skateboarding events, either individually or sequentially. When the events are challenged sequentially, up to eight players could sign up to participate.

The game featured two half-pipe events - the freestyle ramp and the high jump, two downhill events - the downhill race (in a park setting) and the downhill jam (in a street setting), and the pool joust. The pool joust, downhill jam, and the downhill race (in two player mode only) were all head to head, while the ramp events were single player. Except for the joust, which was a hand-to-hand knockout competition (literally and figuratively), all the event winners were decided by a point system.

Four characters were featured in Skate or Die!: Rodney Recloose, a wild man with a purple mohawk and a Marine Corps tattoo (and a facial resemblance to comedian Rodney Dangerfield) who runs a skateshop in the game, and his son Bionic Lester, an even wilder kid with a green flattop, who the player character was able to take on in the joust and the downhill jam. In the joust, Lester and his two cronies await the skater. Poseur Pete challenges beginners and Aggro Eddie takes on intermediate players, leaving Lester with the advanced pros.

## Development

Electronic Arts founder Trip Hawkins was looking for a way to capitalize off of the success of the Epyx sports games, but at the time, only being a publishing/distributing company, there was little he could do. He decided to hire programmers to make a game that would cash in on this success. Right around the same time, several Epyx programmers and graphic artists quit over Epyx' decision to bring Atari Corporation in to market and manufacture their console project (later known as the Atari Lynx). Trip Hawkins found out about these programmers leaving Epyx and reached out to hire these programmers for the purpose of producing a sports series of games. The idea for a skateboarding style game came from Producer Don Traeger, who had been inspired by a coin-operated skateboarding game from Atari called 720°. Trip Hawkins also hired Rob Hubbard to come over from England to compose the title screen music.

The Atari ST conversion was contracted to Codemasters, who contracted Kinetic Designs to do the work. It was scheduled to be released in June 1989 but was never released.[2]

## Reception

Yung Min Choi reviewed the game for Computer Gaming World, and wrote that "Skate or Die is an enjoyable game for teenage board freaks who cannot get enough radical action on the cement or "over-the-hill" adults who don't want to risk their lives and limbs to experience the simulated thrill of this action sport".[3]

The C64 version of Skate or Die! was also well liked for its introductory music, a catchy rock-flavored tune with digital samples that took full advantage of the SID chip's capabilities. Composed by Rob Hubbard, it has become a popular tune among modern fans of SID music and remixers of such tunes. For Konami's NES port, Kouji Murata composed an arranged version of the tune for the NES's Ricoh 2A03 sound chip.

The game sold just over 100,000 copies between its release date and the end of the NES era.[citation needed]

The game was reviewed in 1988 in Dragon #132 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 2 out of 5 stars.[4]

## Reviews

* Zzap! (Jan, 1988)[5]
* Computer and Video Games (Jan, 1988)[6]
* ACE (Advanced Computer Entertainment) (Jan, 1988)[7]
* Player One (Oct, 1990)[8]
* Mean Machines (Oct, 1990)[9]
* The Games Machine (May, 1989)[10]
* Your Sinclair (May, 1989)[11]
* ASM (Aktueller Software Markt) (Dec, 1987)[12]
* The One (Feb, 1989)[13]
* Amstar (Dec, 1990)[14]
* Commodore User (Dec, 1987)[15]
* Power Play (Dec, 1987)[16]
* Joystick (French) (Sep, 1990)[17]
* Power Play (Nov, 1989)[18]
* ACE (Advanced Computer Entertainment) (Mar, 1989)[19]
* The Games Machine (Nov, 1989)[20]
* VideoGame (Mar, 1991)[21]
* Crash! (May, 1989)[22]
* ASM (Aktueller Software Markt) (Oct, 1989)[23]
* Jeux & Stratégie #51[24]

## Legacy

A winterized sequel, Ski or Die, was released in 1990 for the Commodore 64, Amiga, Atari ST, PC, and NES, and a true sequel, Skate or Die 2 was published in 1990 for the NES. Ski or Die retained the multi-event format while Skate or Die 2 veered into "adventure" territory. Both games featured Rodney and Lester.

In 2002, Criterion Games, creators of the Burnout series, was working on a Skate or Die remake or sequel for the PlayStation 2 and Xbox. Due to Criterion having issues with Electronic Arts, the game was cancelled in 2003 in favor of Burnout 3. It was in development for 12 months before it was cancelled.[25]

In 2007, the NES version was re-released for Nintendo's Virtual Console service in Europe (excluding France) and Australia.

## References

1. ↑ Campbell, Colin (14 July 2015). "How EA lost its soul: chapter 8 - A tug-of-war with developers". Vox Media. https://www.polygon.com/a/how-ea-lost-its-soul/chapter-8.
2. ↑ Whitta, Gary (February 1989). "Skate or Die - Review". The One (EMAP) (5): 43. https://archive.org/details/theone-magazine-05/page/n41/mode/2up.
3. ↑ Choi, Yung Min (April 1988). "Sidewalk Surfin' Safari". Computer Gaming World 1 (46): 34.
4. ↑ Lesser, Hartley; Lesser, Patricia; Lesser, Kirk (April 1988). "The Role of Computers". Dragon (132): 80–85.
5. ↑ "ZZap!64 Magazine Issue 033". January 1987. https://archive.org/details/zzap64-magazine-033/page/n159/mode/2up.
6. ↑ "Computer & Video Games - Issue 075 (1988-01) (EMAP Publishing) (GB)". January 1988. https://archive.org/details/Computer_Video_Games_Issue_075_1988-01_EMAP_Publishing_GB/page/n25/mode/2up.
7. ↑ "ACE Magazine Issue 04". January 1988. https://archive.org/details/ace-magazine-04/page/n68/mode/2up.
8. ↑ http://www.abandonware-magazines.org/affiche_mag.php?mag=32&num=799
9. ↑ "Skate or Die! - Nintendo Entertainment System - Mean Machines review". http://www.meanmachinesmag.co.uk/review/18/skate-or-die.php.
10. ↑ "The Games Machine Issue 18". https://archive.org/details/the-games-machine-18/page/n63/mode/2up.
11. ↑ "Your Sinclair Magazine Issue 41". May 1989. https://archive.org/details/your-sinclair-41/page/n17/mode/2up.
12. ↑ "Aktueller Software Markt (ASM) Magazine (January 1988)". January 1988. https://archive.org/details/asm_magazine-1988-01/page/n49/mode/2up.
13. ↑ "TheOne Magazine Issue 05". February 1989. https://archive.org/details/theone-magazine-05/page/n41/mode/2up.
14. ↑ "Le site des anciennes revues informatiques - www.abandonware-magazines.org". https://www.abandonware-magazines.org/affiche_mag.php?mag=24&num=13604.
15. ↑ "Commodore User Magazine Issue 51". December 1987. https://archive.org/details/commodore-user-magazine-51/page/n17/mode/2up.
16. ↑ "Kultpower Archiv: Komplettscan Powerplay 2/1988". http://www.kultpower.de/archiv/heft_powerplay_1988-02_seite42.
17. ↑ "Kultpower Archiv: Komplettscan Powerplay 2/1988". http://www.kultpower.de/archiv/heft_powerplay_1988-02_seite42.
18. ↑ "Kultpower Archiv: Komplettscan Powerplay 2/1988". http://www.kultpower.de/archiv/heft_powerplay_1988-02_seite42.
19. ↑ "ACE Magazine Issue 18". March 1989. https://archive.org/details/ace-magazine-18/page/n86/mode/2up.
20. ↑ "The Games Machine Issue 24". https://archive.org/details/the-games-machine-24/page/n84/mode/2up.
21. ↑ "VideoGame - Ano 1 Numero 01 (1991) (Sigla Editora) (BR) (pt)[Video News - Numero 102A - Edicao Especial]". 1991. https://archive.org/details/VideoGame_Ano_1_Numero_01_1991_Sigla_Editora_BR_pt_Video_News_Numero_102A_Edicao_Especial/page/n27/mode/2up.
22. ↑ "Crash - No. 64 (1989-05) (Newsfield) (GB)". May 1989. https://archive.org/details/Crash_No._64_1989-05_Newsfield_GB/page/n13/mode/2up.
23. ↑ "Aktueller Software Markt (ASM) Magazine (November 1989)". November 1989. https://archive.org/details/asm_magazine-1989-11/page/n73/mode/2up.
24. ↑ "Jeux & stratégie 51". June 1988. https://archive.org/details/jeux-et-strategie-51/page/88/mode/2up.
25. ↑ "Burnout Devs Were Making a Skate or die Game". 30 August 2010. http://kotaku.com/5625243/burnout-devs-were-making-a-skate-or-die-game.

## External links

* MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

## Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

## History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]

## See also

* IGDB - game database used by Twitch for its search and discovery functions

## References

1. ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
2. ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
3. ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
4. ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
5. ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
6. ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
7. ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
8. ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
9. ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
10. ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
11. ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
12. ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
13. ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
14. ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
15. ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
16. ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
17. ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
18. ↑ "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628.

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* Skate or Die! at Lemon64
* Skate or Die! at SpectrumComputing.co.uk

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Skate or Die video games

* Skate or Die!
* Skate or Die 2: The Search for Double Trouble
* Ski or Die
* Skate or Die
* Skate or Die

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