1987 · Electronic Arts

Skate or Die!

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

What the code does that the manual does not say: rules that cost a skater height or points, credits nobody sees, code nothing calls, and what each load leaves behind for the next.

01 · High Jump's rules

The last pass is the one that counts

02 · The same tune, until it isn't

The music's dice are loaded from disk

High Jump's music picks its phrases at random, from a byte at $35AB that the random routine shifts each time it is used ($357E). Nothing in High Jump ever sets that byte: its value arrives with the event's code from the disk. So the first time the music plays after the event loads, it always takes the same phrases in the same order. Turning the sound off and on, or practising again without a reload, carries on from wherever the byte has got to, and the order changes. The Music and sound tab plays that first order.

The Freestyle ramp ($E13B), the Downhill Race ($7638) and the Downhill Jam ($AB3E) do the same, each with random bytes of its own that come from the disk and that nothing seeds. Every event's music opens the same way after a fresh load.

03 · Practice again

A jump that erases itself

The event's first instruction, at $0880, jumps to the code that loads its four files from disk. When that is done, the code writes three NOP instructions over the jump ($0893), so that the next time anything jumps to $0880 it falls through to the start of a new attempt instead. PRACTICE AGAIN? jumps to $0880 ($F93E), and a second attempt starts at once, without the drive.

04 · Code High Jump never calls

Left in from development

05 · What earlier loads left

Memory is never cleared between events

Each event loads over the last, and what it does not overwrite stays. In High Jump, the screen for the shop's records is still in memory behind the event's font ($6A00), a copy of the part of the game that runs between events sits after the skater's sprite shapes ($C2B0), and the KERNAL's tape messages, PRESS PLAY ON TAPE among them, survive from a copy of the operating system ($F0D9). The interrupt vector for the RESTORE key still points where an earlier load put it, into the middle of a High Jump routine ($0A3A).

06 · Credits nobody sees

Two programmers' names in the Jam

The Downhill Jam carries the strings DAVID BUNCH and STEVE LANDRUM ($356B, $3579), followed by BUTTON, and nothing in the program reads them. Both are named on the title screen too, with Michael Kosaka; here the names are only text left in the file.

07 · Around the rest of the game

Leftovers in every load