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.

The Downhill Jam from the code: two skaters down an alley, twelve ways to hit each other, points for smashing the rubbish, and a time bonus that drains away as the clock runs.

01 · The event

A race where the other skater is a target

The Downhill Jam is a race for two down an alley, back yards, and a street, on side 2 of the disk. In practice the second skater is Lester, played by the computer. At the start, whoever presses fire first becomes the left-hand player ($325B), and both then choose REGULAR or GOOFY. The race starts when both have pressed fire ($14F0).

Two skaters in an alley seen from above, between fences and bins, with both players' scores at the top
The Downhill Jam.

The stick works as in the Downhill Race: down pushes, up brakes, left and right lean, and fire with up jumps. Fire with left, right or a diagonal is an attack, one of twelve chosen by the stick and the way the skater faces ($2DC7). Goofy swaps the directions of the moves without fire, but not of the attacks.

02 · Fighting

A hit lands on the third frame of five

An attack starts only when the skater faces straight down or straight up the hill, and it costs a step of speed ($315C). The attack connects on its third frame ($3947), and only if the two skaters are within 16 pixels of each other both across and down ($0BCF). Four attacks are high and miss a ducking skater; four are low and miss a skater in the air ($0D98). A hit knocks the victim down for 200 frames, and the attacker scores 5.

When both skaters are mid-attack in the same frame, a table decides what happens ($3BC9): both are shoved, one falls, or both fall. Bumping without attacking has rules of its own ($0DD6). Head on, the skater with the lower reach falls and the other scores 5; side by side or from behind, the two swap speed and heading; crossing paths, both fall.

One attack can never land. Attack 12, fire with up and left while facing right, has $63 where its hitting frame should be ($3953).

03 · The course

Rubbish worth points, and a police car at the bottom

Like the race, the Jam's course is 255 rows of 40 characters, with a second map giving each cell a colour and a kind of ground ($5A00). Cans are worth 2 points, bottles 1, and bins 3, whether the skater hits them or, for cans and bottles, rides over them ($17AA). At the bottom of the hill is a police car. Hitting it low is a crash; jumping onto its roof ($1AAE) sets off the siren and adds $0D to the points waiting to be counted. The game adds in decimal there, so that is 13 points only when the waiting points end in 0.

The whole course as the game sees it, drawn from the high four bits of each cell of the map at $5A00, row 0 at the top. The kinds of ground are the handlers of the table at $3873.

04 · The time bonus

Slow skaters score nothing

Each skater starts with a bonus of 9,996 ($20CB). Every six frames it loses 6 and the race clock gains a tenth of a second ($23F8), so the bonus is gone at 2:46.6 on the clock. From then on, points are thrown away as they are earned ($0AD2). Whatever is left at the finish is added to the score, which makes the bonus most of a good score. The clock, as in the race, is set for 60 frames a second, so on a European machine its seconds are 1.2 real ones.

A skater left 120 pixels behind is dragged back into view ($28D4) and pays for it: five seconds on the clock and 300 off the bonus ($2476). At the end both scores go to the event manager, six digits each, the second skater's in its own slot ($15F8).

05 · Lester

Eleven waypoints and a right hook

Lester follows 11 waypoints down the course, each a row, a column, and a heading ($3BED). Lester holds his speed against the player's position rather than racing ($3397), and when the player is within 16 pixels and on their feet he attacks, always with fire and right ($33BD).