1987 · Electronic Arts

About this page

This minisite was contributed by unorig, air. It’s currently claimed by unorig who is editing it to reach a Gold tier standard.

The copy studied

The copy is Electronic Arts' own two-sided disk. Side 1's directory lists a single two-block program, EA, which starts the game's own loader; everything else is read by track and sector. The game is nine programs that replace each other in memory, and each was studied from a snapshot of it running, the events in practice mode; how each state was reached is below. The screenshots on these pages were captured in an emulator from this copy.

Footprint

Every byte of the C64's 64 KB, one pixel each, 512 to a row. Lit pixels are what this game is: its code, graphics, level data, sound, text, tables, and variables, exactly where they sit in memory. Dim areas are screen and working memory; dark is unused.

This game is in 9 parts, and the map is of one of them: Boot. The Source tab has the listing of each part that has one.

Status

Tiersilver (claimed)
Coverage100 % of the bytes the game uses have a description
Comments checkedNot audited. No audit has checked every comment, and the last sample of 60 comments had 5 wrong, so between 4 and 18 % of the listing’s comments are likely wrong. How listings are checked
Build analysedPAL, two-sided G64 pair supplied by the contributor (side 1 SHA-256 45e07b32..., side 2 7a402586...); EA loader, no crack or trainer
Copyagent-draft
Toolshost: Linux x86_64 (cloud container), emulator: release v3.13.1, v3.13.1-linux-x86_64-gui.zip, disassembler: regenerator2000 0.9.20
Modelclaude-opus-5-5
Kit version0.0.74

How the listing was checked

Every step that measured the Source tab’s comments or made them more accurate, in the order it happened, with the models that did it. Accuracy of the Source explains each step and what the row above makes of them.

StepByWhat it foundOf the listing
Researchnot recordedLooked the game up online (its manual, reviews or wiki pages) before reading its code.
Annotationgpt-6-sol, claude-opus-5-5Wrote the listing’s comments.
Sample 1claude-opus-5-54 of 60 comments wrong, so between 3 and 16 % of the listing is likely wrong. All 4 were then corrected.
High Jump and the resident part; 4 wrong details, none a wrong purpose
Sample 2claude-opus-5-55 of 60 comments wrong, so between 4 and 18 % of the listing is likely wrong. Whether they were then corrected was not recorded.
the other parts, stratified by part over 4,153 comments; 14 script-written and 46 hand-written
Annotationclaude-opus-5-5[1m]Wrote the listing’s comments. 100 % of the program is described, in 5,693 comments.
the ramp's pose and shape tails at $8000, $A000 and $C000 described, the race's goofy control table labelled and its $3329 rts typed as code, and the listings rebuilt

likely wrong the sample’s range corrected right, or likely right not yet measured

Contributors

Other places to love this game

Sources

  1. The Skate or Die! manual for the Commodore 64/128 and the Apple IIGS, transcribed at Abandonware DOS, read 4 October 2026: the events, the High Jump rules, and the keys.
  2. James Hague, "Stephen Landrum interview", 1993, at The Atari Compendium, given by the contributor and read 4 October 2026.
  3. Interview with Rob Hubbard, C64.com (no date or interviewer given), given by the contributor and read 4 October 2026.
  4. "Rob Hubbard & Chris Abbott (Gremlin/EA) – Interview", Arcade Attack (no date given), given by the contributor and read 4 October 2026.
  5. Merman, "More C64! - Skate and Live!", The Retrogaming Times 38, May 2022, given by the contributor and read 4 October 2026: the Epyx team and the Zzap!64 award.

What the game does, and where we found it

This checklist was written before code annotation and updated from the High Jump listing. open means documented but not established in this image; it does not mean absent. The listing covers the High Jump load only, so features of the other loads stay open with that reason. External screenshots are C64-Wiki examples, not captures from the supplied disks.

Sources

Hub and modes

FeatureStatusEvidence / next check
EA logo, title and on-screen developer creditslivereference/title-screen.png names Michael Kosaka, Stephen Landrum and David Bunch
Title music includes sampled guitar and SID voicestraced, simulatedtitle $5106: a CIA 2 timer NMI writes seven 4-bit samples to $D418 (parts/title/facts.md)
Rodney's shop has a movable cursor and context-sensitive dialoguelivereference/skate-shop.png; pointing at Practice changes the speech bubble
Sign in up to eight skaters; type or remove namestracedshop: 15 characters, an empty name deletes ($1D5B), eight at most
Choose a board colour after signing intracedshop $1A7E stores colours 1-15 in $FCD2; the events colour the board from $FE02
View high scores and save competition results to disktraced; save not tested liveshop: records $1DC8, merge $0ACA, save $0BB4 through save_file $F233
Go Practice leads to event selection without sign-inliveShop to reference/town-square.png
Go Compete supports named skaters and tournament playtraced, simulatedshop $1A65; the event manager's NEXT SKATER and results (parts/resident/facts.md); not played live
Town-square skater travels down labelled paths to eventsliveForward moves in the facing direction; left/right steer. orientation.md gives measured routes to four events
Compete All plays five events in sequence; placings award 5/3/1 pointstraced (in part)The resident event manager sorts results and awards 5, 3 and 1 points ($F743, $F7E0); its load table lists the five events ($F8A0). The competition flow was not played
Commodore key toggles sound; RUN/STOP aborts an eventlive (High Jump)C= flips $FE10 and silences or restarts the music ($1A24); RUN/STOP returns to the skate shop ($1A08, $1A49)
Event code/data reload between disciplines and may require a disk flipliveHigh Jump showed SKATING TO HIGH JUMP; reference/side1-prompt.png records an explicit side-1 request after arriving with side 2 mounted

Freestyle

FeatureStatusEvidence / next check
U-shaped ramp has ten passes, tricks, a score and fallstraced, simulatedramp: passes $4C, phases $2E7E; fourteen simulated runs (parts/ramp/facts.md)
Forward/back sets entry position; dropping through the channel causes a falltracedramp $1C14, $1D0A
Fire in pump zones builds speed; zero, one or two pumps select trickstracedramp $1BAF (band y $E0-$EF, +$50), $1C81
Kickturn, Rock-n-Roll, Footplant, Rail Slide, Handplant, Ollie Air and Aerial use lean/pump combinationstraced (classes); names openramp $1C81 picks seven classes from pumps and lean; which class is which named trick was not matched to the manual
Rotations, held tricks, variety and channel crossing affect points; bad landings falltracedramp $325B, $32FB, $3305, $1957

High Jump

FeatureStatusEvidence / next check
Ramp, skater, pass counter and height displaylivereference/highjump-play.png; height in eighths of a foot, shown rounded up to 0, 2, 3, 5, 6, 8, 9 or 11 inches ($17B4, $2DF1)
Rapid joystick movement builds speed and jump heightlive; differs in detailpump_speed ($16E3) rewards any newly pressed direction while the skater is low on the ramp; alternating is not needed (simulated). Live: pumping every two frames gave passes of 47, 75 and 95 eighths
Up to five passes on the right; fire near apex records height or can cause a baillivePasses counted at each turn on the right ($1AD0), five lock the controls. Fire on the right half starts a trick that adds half a foot and ends the attempt ($0F4B, $104D); holding fire spins the pose and a landing in the wrong pose falls ($0F21)
Last pass counts if fire is never pressedtracedThe fifth pass locks the controls and its height is no longer cleared ($1AF4, $1798); each earlier pass's height is cleared when the next begins (live)

Downhill Race and Jam

FeatureStatusEvidence / next check
Race is a timed obstacle course with jump, duck, slide turns and stunt bonusestraceddownhill $0C47, $0B14; score = time score + 100 per trick point
Regular and Goofy foot change movement direction; fire combinations trigger movestraceddownhill $3984, $0998; jam $2DC7 (Goofy does not swap the fire rows)
Jam races an opponent through hazards, with kicks and punches against rival and scenerytracedjam $315C, $0BCF, $17AA
Jam placement uses finish time and score; a trailing opponent can be moved forward with a penaltytracedjam time bonus $23F8, penalty $2476 (5 s, 300 off the bonus)
Lester can stand in for a missing human opponenttracedjam $32BA; joust $1D4F; the manager sets $FE0F

Pool Joust and results

FeatureStatusEvidence / next check
Joust alternates hunter and hunted after five passes with the paddletraced, simulatedjoust $0FD1
A flashing paddle can strike; first to three slams wins by twotraced, simulatedjoust $1A85, $1B3C; ten simulated matches ended 3-0
Poseur Pete, Aggro Eddie and Lester are opponents with different difficultytracedjoust $1CE0, $2F69-$2F85, $1E01
Multiplayer tournament uses round-robin Joust and displays results/high scoresopenPairing for the joust was not traced; the manager fills slot B for an odd skater out with LESTER ($FE0F)

Beyond the documentation

FeatureStatusEvidence
High Jump's music is put together at random from nine two-voice phrasestracedsuccessor table $3C6C, chooser $3549; it always opens with phrase 0 and never repeats the phrase just played (facts.md, "Sound")
The crowd moves more after a higher passtracedanimate_crowd_cell ($19AE) uses half the last height as its chance ($1AD0)
The flags on the poles wavetracedanimate_flag_pair ($199B)
The keyboard works as joystick 1: SPACE fire, 1 up, left-arrow down, CTRL left, 2 righttraced$0D23 ANDs the keyboard row with both ports
Holding fire through the trick spins the skatertraced$107D-$108B
The final pose has three versions, by height: under 10 ft, under 13 ft, highertraced$10F0-$1106
One of two colour sets is chosen at random for the skater each attempttraced$19D3
PRACTICE AGAIN replays High Jump without touching the disktraced$0880 erases its own loading jump; $F93E
A height of 18 ft 9 in or more would register as zerotraced$1ABC; not reached in play
Disk ID "EA" and a side marker on track 18 sector 18 decide which side is in the drivetraced$F295, $FA69

Open questions

Each part of the game has its own symbol map and listing, parts/<id>/symbols.json and parts/<id>/listing.json; the ids are the ones in its Source pages’ addresses. Write-ups, facts, and symbol maps are CC BY-SA 4.0. The game itself is not hosted here.