Wednesday, 10 September 2014

Game of the month September 2014: Rainbow Islands




Rainbow Islands
Developer: Taito
Publisher: Taito
Designer: Fukio Mutsuji
Composer: Hisayoshi Ogura
Release: 1987
Platform: Arcade





The winner of this month's vote was the classic Taito platformer Rainbow Islands. Rainbow Islands is the second game in the Bubble Bobble series, and has you playing as the two boys, Bub and Bob, who have been turned back into boys after having been turned into bubble dragons in the first game.
Rainbow Islands abandons the arena platformer roots of its predecessor for a new race-from-bottom-to-top style of gameplay. It has you blasting your enemies with handy rainbows that also double as platforms for you to use when ascending the level.

Rainbow Islands is very near and dear to my heart. Therefore I recently made a small video about the game and what it meant to me as a gamer back in the day. I was saving this video for later, but now that Rainbow Islands is the game of the month I think it is only fitting that I release it now. So feast your eyes on the first video "review" done by the Retro Gaming Club crew:

For this month's playthrough we will be playing the PlayStation version of Rainbow Islands as that is very close to the original arcade version. So come along, bring your friends, and join us in the forums of the Retro Game Squad podcast to discuss this great classic from Taito.

Saturday, 6 September 2014

GROW: Thunder Force IV - Sega Genesis / Mega Drive

Developer(s)Technosoft
Publisher(s)
  • JP Technosoft
  • NA Sega
  • EU Technosoft
SeriesThunder Force
Platform(s)Sega Genesis
Release date(s)
  • JP July 24, 1992
  • NA September 1992
  • EU December 1992
Genre(s)Shoot 'em up
Mode(s)Single-player
Review by Clint 'ThoRn' Thornton
              @RetroGameRevive


SHMUP.  Say it with me......  SHHHHHHHMUPPPP.  A word that isn't really a word but for gamers out there signifies a genre of arcade type action.  Horizontal or vertical they keep you on your toes at all times and the moment you slip up.... BANG!  Your ship has been shot down and you have most likely lost your 'power up'.  But you take a deep breath, try to remember the enemy and bullet patterns and push on......

For most people who are familiar with 16-bit SHMUPS the 'Thunder Force' name should be right up there with the other masters of shooters like 'R-Type', 'Gradius' & 'Truxton'.  In fact for those who chose 'Team Sega' over 'Team Nintendo' during the Bit Wars, at least one of the Thunder Force games for the Genesis / Mega Drive will most likely be in your top 3 SHMUPS for the console.  And that for me is Thunder Force IV.  Being the final game released for the Mega Drive before entering in to the 32-bit market this is the complete package and for a game released in 1992 it's very clear Technosoft knew the hardware and knew how to get the most out of it as most games of this caliber did not grace the Mega Drive until 1994 when developers really knew how to push the hardware to the max.

Thunder Force IV was called 'Lightening Force' in US.

PLOT
TFIV continues on immediately after TFIII.  The Galaxy Federation are under the impression they had defeated the ORN Empire yet still continue to be attacked by menacing forces.  These forces are soon found out to be the 'Vios', an allied force of the ORN.  All seems lost but eventually the Galaxy Federation develop a new small spacecraft fighter, the 'Fire Leo-04 Rynex' and send it out to defeat the Vios.  You the player control the Leo Rynex and set out through a total of 10 stages to fight and demolish the evil Vios.


GAMEPLAY
If you have played any Thunder Force games before you need no introduction but for those who have not been blessed by this series yet, I will make you a believer.  As I am sure you have figured out by now this game is a horizontal shooter, but TFIV introduces a vertically scrolling screen which is controlled by the players ship movement, so you now have the ability to fly higher and lower and can now use much more of the environment to your advantage.  But be warned, learn the patterns of those types of stages as you don't want to be flying low in the mountain ranges when a power up is floating by in the clouds off screen.

Your ship is given the ability to change speeds on the fly (like in previous games).  This is will take some time to use this strategically.  At first I was just using it as a 'players preference' for how fast I wanted my ship speed.  But as you play further in to the game, you soon start to understand it's in your best interest to adjust the speed of your ship during certain stages and against certain bosses.



The weapon system is the same as TFIII and features upgradable default weapons as well as upgrading to special weapons.  Unfortunately like most SHMUPS if you are killed you will lose the weapon you are currently using, so make sure you only select your favorite and most effective boss weapon for those required moments.  There is nothing worse than losing your best weapon especially when you lose it from generic enemy when a simple twin shot would have done the job.


GRAPHICS
As I said earlier, Technosoft really knew the hardware they were working with.  Everything from the copious layers of Parallax to the vibrant yet very deep color palette to the enormous boss sprites you encounter.  Some stages even transition from day to night so flawlessly I actually had to make myself take notice of the change as I would keep finding myself starting the game with a bright sky blue background, but ended in dark twilight.  I would definitely encourage you to choose the top stage when you first encounter the stage select as this is probably one of the best showcasing levels for the game.  When you hit the water and dive underneath, you will know what I am talking about ;)


AUDIO
Everyone knows the Mega Drive was a 'Hit' or 'Miss' when it came to it's music and effects.  But good news is that Thunder Force IV is a big hit!  It's rock, it's synthesized, it's just awesome!  Each piece of music accompanies each stage to perfection.  the music intensifies at the right moments throughout the game but also sits as the right amount of background music when you are not in those intense moments.

OVERALL
I love Thunder Force IV, and like most games I review I know I am being partly biased, but I don't care as I know this is a great game and worthy of its name.  Some people may say it's the same game as previous releases and for that they lose a bit of love for the game.  But I honestly think this is the best of the 16-bit Thunder Force series and will chuck this puppy in to my Mega Drive any time I feel the need for some SHMUP goodness!

8 out of 10

Until next time...  Stay Retro!

Friday, 5 September 2014

ReMEMBer #4: August 1994 - GamePro Issue #61

Publication:GamePro
Country:USA
Issue #:
Release:
Genres:Consoles, Handhelds & Arcade
Review by Clint 'ThoRn' Thornton  -  @RetroGameRevive

In my own opinion I believe that the mid 90's was one of the greatest times to be a gamer.  The console war between Sega & Nintendo was at its strongest with other consoles such as the Neo Geo, 3DO, Jaguar & CD-i all trying to compete and get their slice of the pie.  The 'Sega Saturn' and 'Sony Playstation' were getting closer every day.  Arcades still existed with people lining up at cabinets like Daytona USA,  Street Fighter II and Mortal Kombat for their chance at arcade glory.  There were trading cards and comic books being produced all based on video games and kids and teenagers couldn't get enough, and I was one of them.  Technology was rapidly increasing and although many of the products we were introduced to may not have quite been the success the companies were after, none the less we still got to experience all the wonders and the blunders of the video game universe and to me it was all intriguing and exciting.  It was just a great time to be a gamer no matter what age you were!

Although the internet did exist back in 1994 there wasn't much more than a few medical journals and American college resources whilst using a very basic 'Netscape Navigator' (although the first 'Simpsons' fan site was introduced to the world in 1994) so for those wanting to know all about the video gaming world, magazine publications was the only real way to get all the news on the latest consoles, games and tech.  Growing up in Australia I felt we had a great selection of magazines to choose from.  Although we had our own local gaming publications, some of the newspaper and magazine outlets also stocked international magazines from America and UK such as 'Nintendo Power', 'Mean Machines' and one of my favorite reads as a kid 'GamePro' which just so happens to be the publication we will be looking at now, so I hope you enjoy taking a trip down memory lane with me and can ReMEMBer some of those great times from the 90's.

These days when we think of advertisements whilst trying to obtain information regarding our favorite video game we think of those annoying pop windows on the sites we visit or having to sit through 30 seconds of mind numbing ads before watching a YouTube video.  At the end of the day they annoy us and all we want is for them to go away.  So what if I told you GamePro in 1994 was full of advertisements and we loved every cheesy and corny ad in that magazine.  Just goes to show how much times have changed.  I feel it's necessary to at least touch on this subject as they made up a large proportion of the pages inside the magazine.  Take the following 3 advertisements, all slightly different products, each have their own art style and direction and each ad would draw us in so much we could stare at that one page just thinking how cool it would be to own.

Vivid3D - Who wouldn't want 'Streets of Rage 2' sounding like it was coming at you from all angles!
Video JukeBox - Why only have one cart plugged in when you can have 6?

InterAct Game Pads - In the 90's everyone was trying to develop the ultimate gaming pad.
 So....  Where am I going with this you ask?  Well, no where really.  I just think it's important to show this was our primary source of information when it came to the latest and not-so-greatest products to enhance our gaming experiences.  Times have changed and these sorts of ads are now long gone but for those of you who experienced this era I know you appreciated them just as much as I did.  And for those of you who missed out, I strongly urge you to take the time and go check out some of the old magazine ads and as cheesy as they might seem now, back in 1994 the were 'Cool' and full of 'Attitude'

OK, on to the specifics of the issue.....


This issue is full of great reviews for some epic games.  Games of such high caliber like 'Mortal Kombat II', 'Super Street Fighter II', 'Streets of Rage 3', 'Fatal Fury 2' & 'Beauty and the Beast'.....?  OK, maybe we can look past that one but not all games can be perfect 10's.


The feature game of the issue is the mighty Mortal Kombat II.  It covers the game in general but also compares the Genesis/Mega Drive, SNES, Game Gear & Game Boy versions next to the arcade version.  This game was hyped up so much, all 4 cartridge versions were to be released on September 13, 1994 and the day was to be known as 'Mortal Tuesday'.  GamePro managed to ask John Tobias a few questions regarding the conversion from the arcade and although he and Ed Boon did not have any input in to the console versions, when you snag an interview with one of the lead designers for the game, you take it!

One of the biggest questions being asked at the time was what was the Super Nintendo version going to be like.  For those of you who remember the brown sweat and weak fatalities from the SNES version of the original Mortal Kombat which lead to the Genesis / Mega Drive out selling its Nintendo rival there was no way the Super Nintendo was going to make the same mistake twice in a row.  In fact John Tobias actually states the SNES version of MKII was the closest fans could get to the arcade and compares it to the likes of Street Fighter II and Super Smash TV with their great arcade to SNES conversions.

I will openly admit that I am a Sega fanboy and have been since Christmas 1988 when my parents bought me my very own Master System.  So being a fanboy of such, it did not matter what Sega put on the shelves I was going to support it and want it.  So the day I first ready about the Sega 32X, I was already telling mum and dad what I wanted for Christmas.  And where did I first read about this new Sega Juggernaut?  This very issue of GamePro.  So when I had the chance to review a magazine from 1994, there was no question what magazine it was going to be! 

 It might only be a 2-page spread but it was everything plus a whole lot more when it came to satisfying my need for knowing as much as I could about this 'mushroom' looking add on.  When I first read the article I thought "What a great idea giving people the opportunity to upgrade their Mega Drive if they couldn't afford a Sega Saturn in the coming year".  And that's exactly how the article is written but didn't that do a 180 on Sega.  I can't help but wonder what the future of the 32X might have been if it was only released 12 months earlier?  Because when you think about it, it was a pretty impressive piece of hardware and along with the Sega CD it would have had the power to produce games not possible on anything else at the time, not even the 3DO! :)

But unfortunately it was the case of 'too little too late' and people could start to see the cracks forming in the Sega Enterprise and became a little hesitant about what Sega where actually doing releasing such a product only 1 year away from the U.S. launch of the Saturn and not to mention the fact that the Saturn had already launched in Japan by the time the 32X hit the shelves in the U.S. I was only 11 years when I read this article so to me it was just the excitement of something new but for those with a few more years in the video game market than me, they could see the problems and most stood clear of the 32X and let it die on the shelves whilst waiting for their Sega Saturn.

I never did get my 32X as they were $299 here in Australia but I was lucky enough to rent one with 4 of my mates for my 12th birthday and we stayed up all night jacked up on KFC and Pepsi playing the hell out of Star Wars Arcade and Doom.

At the end of the article there is a list of all the developers who looked to be on board for the 32X and it's such a shame that most of them never came to fruition.  Konami being one of them, and yes they did have a Castlevania game in the works for the 32X.  Playmates Interactive - Maybe we could have seen Earthworm Jim make his way to a 32-bit cartridge?  Core Design - Could the visual masters of the Sega CD perhaps had an idea to produce a CD 32X game like Soul Star or Battlecorps for the add on?  Capcom - Just imagine an arcade perfect port of Super Street Fighter II Turbo. Unfortunately we shall never really know what could have become of the 32X, but for many of you like me out there we know it was a failure, but what a spectacular failure it was!

Strategy Guides - The honest way to cheat!  Every few months our favorite gaming mag would delight us with an in-depth guide to one of the biggest games of the year.  And in 1994 the Street Fighter Vs Mortal Kombat feud was at it's strongest.  With the home release of MKII just around the corner and Super Street Fighter II only months old on the home consoles GamePro made the most of this and released one of the most comprehensive guides to SSFII Turbo for the arcades and SSFII for the Genesis and Snes without printing a single special move for any character.  This guide was all about the strategy with character stats, CPU win/loss percentages and a step by step guide on how to turn your defense in to on offensive nightmare for your opponent.  The consoles guide might not be as complete but it does have a few tips from the 4 finalist of the SSFII Midwest Championships held in Chicago. 

Not only are you treated to some SSFII tournamnet winning strategies, you are also treated to full review of Sega's 40-meg cart version.  Although it doesn't quite match its Nintendo rival, the amount of content that they managed to cram in to this cart and push Sega's 16-bit workhorse to the max is a perfect reason to give this review to the Genesis and not the SNES.


Although the biggest review for a specific console went to the Genesis, Nintendo still got their fair share of top quality game reviews in this issue too (sorry, I am not going to talk any more about 'Beauty & the Beast).  The three big winners for the SNES this month are 'Fatal Fury 2', 'Double Dragon - The Shadow Falls' and 'The Death and Return of Superman', each game getting a 2 page spread all with solid scores.

But let's not forget what year this is and what other consoles were in the market still competing for that spot on top of the console podium.  Neo Geo got their hands in this month with the 178-Meg 'World Heroes 2 Jet'.  the 3DO got 'Jurassic Park Interactive' and 'Out of this World'.  Why Jurassic Park got the 2 page article and Out of this World only got 1 page, I can't quite comprehend when the 3DO Jurassic Park wasn't really even a game.  But I suppose the movie was still new and people just wanted to get their hands on anything that said 'Jurassic Park'.

The mighty (disappointing) CD-i even got a review in this month and even with a good game.  Yes that's right, there were some good games on the CD-i and this time around it was the full FMV puzzle/adventure/point & click game 'The 7th Guest'.  This to date is still the only console version of this game so at the time it was one of the biggest selling points of the CD-i.

Bonk III: Bonk's Big Adventure for the Turbo Duo was given a quick overview but doesn't quite get as much love as other games previously mentioned as GamePro openly stated this is the same game they reviewed 1 year earlier just with a few more levels because of the CD format allowing for that extra storage space.  Unfortunately by this time the Turbo Grafx / Duo were on the down hill slope and was only a matter of time before we no longer had 'Turbo' games being reviewed in our favorite magazines.

Sorry Atari fans, no love for the Jaguar in this issue.


I have to admit this is probably one of the best editions of what is now classed as a retro magazine because the further you read, the more surprises you get.  Just when you think you are almost at the end of your monthly read (at least before you read it another 10 times throughout the month) you are hit with the 'Special Feature' of the month.  And this month is 'Super Metroid' for the SNES (like I needed to tell you that :).

This little gem is a quick guide to the final steps you need to take in order to get the good ending.  It's short and sweet but precise.  I actually sat down before writing this article and played the final stages of Super Metroid and you know what?  It worked.  I followed the guide to the letter and before I knew it, I was standing in front of a defeated Mother Brain.  I wont go any further in case some of you out there still haven't played through this epic game but I will say this.....  This guide might be 20 years old but last time I checked there haven't been any updates to Super Metroid so it's all still relevant.  So if you need a helping hand it might just be what you need.

Now obviously the main focus on this fantastic magazine are the game reviews and the heavyweight battle between Sega and Nintendo.  But lets not forget about the side dishes that accompany these main meals.  Within the first few pages was something that every Game Genie owner was waiting for...  The CODES!  And it didn't just stop with Game Genie, as you head towards the back of the issue there was S.W.A.T.PRO.  Codes and passwords to all your favorite games and not just Game Genie and Action Replay, there was always your fair share of in game passwords there for you to make your gaming just that little bit easier.

And it didn't stop there, no sir!  As you slowly make your way to the back page of your monthly bible you are showered with guides to the latest peripherals for your console.  A section where you could complain and vent about a game that was p*ssing you off and hopefully get some feedback to make that problem go away.  The latest news on what was happening internationally in the world of video games was there for your reading pleasure.  One of my favorite reads was also tucked away in the back, the PRONews.  This was where you would go to read up on all the up and coming products and also a few bits and pieces of insider information regarding who would be taking the lead role of Guile in the new Street Fighter movie .  And finally but certainly not least.... Ebay.....hrmmmm...well..... It was the closest thing to Ebay before it came along and made the hobby of video games a blood sport among re-sellers asking ridiculous prices for a game that is only worth a couple of dollars!  But i'll save that rant for another day.  The classifieds and trading section was always full of great buys, but unfortunately those outside the US usually missed out on that.

In the end this magazine was full of everything you needed from beginning to end and was read religiously by people all over the world.


In preparation for this review, I have gone through this magazine more times than I can count and the amount of content I could talk about feels endless.  Magazines like this just do not exist anymore and with so much electronic information out there video game magazines almost seem like the last place you would want to go in order to get your news, reviews & previews.  But that is what makes this magazine such an important tool of the time.  When magazines were all we really had, everything you could think of that was game related was in that mag.  The content just felt so vast but in a good way, especially with a magazine like GamePro that covered all current consoles and arcade there was no shortage of information for our senses.  Unfortunately the down side to such comprehensive information is that it's impossible for me to cover all the great stuff that can be found in this issue without me essentially re-writing the magazine cover to cover.  But the upside to this problem is that you can go check it out for yourself right now over at http://www.retromags.com/magazines/category/usa/gamepro/

So until next time.....  Stay Retro!


Tuesday, 2 September 2014

Visual Guide to Amiga Games: Defender of the Crown

Defender of the Crown was one of those games you'd show to all your mates when they came around, to show off the superior graphics and sound of the Amiga compared to the ageing Commodore 64. Have a look at those pictures! Hint: To fully appreciate these images, click the cogwheel in the upper right corner and choose "View Full Resolution".

Saturday, 30 August 2014

GROW: Parasol Stars

  
Review by Mads D. Kristensen
               @madsdk
DeveloperTaito
PublisherTaito
PlatformPC-Engine/Turbografx 16
Release date1991
GenrePlatformer
Players2

The arcade platformer Bubble Bobble, developed by Taito and released in 1986, was a smash hit in the arcade, and Taito naturally saw this as an opportunity to make money and turned Bobble Bobble into a series of games. The second installment in the series was the equally excellent Rainbow Islands, released only a year after Bubble Bobble in 1987. Rainbow Islands abandoned the arena platformer style of its predecessor, opting instead for a vertical platforming experience that has you battling your way from the bottom to the top in each level. These first two games were first and foremost arcade games, but both were so successful that they were ported to a plethora of home computers and consoles. Parasol Stars is the third game in the series, but unlike its predecessors it was never released in the arcade but was developed directly for the home marked, the PC-Engine / Turbografx 16 being the platform that Taito chose to release it for, with a few ports (Amiga, Atari ST, Game Boy, and NES) done by Ocean.

I feel that Parasol Stars is the forgotten Bubble Bobble game, which is really a shame as it is a brilliant little game. Perhaps it was overshadowed by the quite similar and very successful Snow Bros, developed by Toaplan and released by Capcom in 1990 - but that's just me speculating here! Snow Bros started out in the arcade and was ported to a lot of home platforms afterwards.


Parasol Stars returns to Bobble Bobble's arena platformer roots - each level is a single screen that you have to clear of enemies to progress to the next one. Your weapon of choice is no longer bubbles, this time you are armed with an umbrella - er, or a parasol I guess :-) Using the parasol you can pick up an enemy and then hurl him at the other enemies in order to defeat them. The umbrella can also pick up water droplets that you can throw at enemies, and if you pick up enough of these droplets you can unleash a water attack similar to the one found in the water bubbles in Bubble Bobble. Some foes are too large to be picked up, so these you'll have to shoot multiple times with either water or smaller enemies.

A bit of history: In Bubble Bobble the evil Baron Von Blubba has kidnapped Bubby and Bobby's girlfriends and turned the two brothers into Bubble Dragons. Bub and Bob must then fight their way through 100 levels to finally face the boss in level 100. The boss they are facing is not Baron Von Blubba though, it's just one of his minions the "Super Drunk" that hurls bottles at you. The dragons defeat the Super Drunk, release their girlfriends from the bubbles they have been imprisoned in, and are turned back into boys. In Rainbow Islands Bubby and Bobby set out to defeat the "Boss of Shadow" responsible for the events in Bubble Bobble, and to save the Rainbow Islands in the process - the "Boss of Shadow" being a new name for Baron Von Blubba. After defeating the Baron and rescuing the inhabitants of the Rainbow Islands, Bubby and Bobby are enjoying a well earned vacation. But they don't get to rest for long, as they are called upon once again, this time to save the entire universe, as the space warrior Chaostikahn unleashes his monsters throughout the universe. With their magical parasols in hand, Bubby and Bobby set out to do some planet hopping to defeat the monsters and free the universe of this new menace.


Each planet consists of seven levels, and on the last level of each planet you will encounter a boss - the planetary guardian. These bosses cannot be defeated by normal means, so like in level 100 of Bubble Bobble you'll have to pick up a special power and use it to destroy the enemy. While the first boss fight is rather easy, the difficulty of these bosses ramps up very quickly, and you will be challenged when facing off against them. As with most video game bosses it's all about pattern recognition and quick reflexes, so hang in there and you'll soon get the hang of it!


Parasol Stars is a really great arena platformer, in the traditional cute style that Taito does so masterfully. So if you like your arena platformers, I encourage you to pick up a copy of this little gem - it gets a wholehearted recommendation from me. If you have access to the Japanese Virtual Console for Wii you can get the game there, but other than that I sadly don't know where you can get your hands on a copy of Parasol Stars.

 

Wednesday, 27 August 2014

Visual Guide to Amiga Games: Rainbow Islands

This week the Visual Guide to Amiga Games takes a look at one of my personal favourites: Rainbow Islands. The Amiga port of Rainbow Island was done by Andrew Braybrook, and he did a stellar job, creating an almost arcade perfect port. Hint: To fully appreciate these images, click the cogwheel in the upper right corner and choose "View Full Resolution".

Saturday, 23 August 2014

GROW: Skate or Die!

Skate or Die!

Developer(s) Electronic Arts
Konami (NES)
Publisher(s) Electronic Arts
Ultra Games (NES)
Composer(s) Rob Hubbard
Kouji Murata (NES)
Platform(s) Apple IIGS, Sinclair ZX Spectrum, C64, NES, MS-DOS, Atari ST, Amstrad CPC, Virtual Console (EU and AUS only)
Release date(s) Computers
1988
NES
1988
Virtual Console
  • PAL December 21, 2007
Genre(s) Skateboarding
Mode(s) 1 - 8 players


Ah, the 80's! Reaganomics, exercise crazes, TV-cartoon-toy-tie-ins, garishly colored clothes and the death of disco... it was a halcyon time.

Into this cultural renaissance came a new phenomenon that redefined youth transportation forever: Skateboarding!  That's right, it was like rollerskating for one legged giants with no concerns for strapping themselves to their wheels.

Skateboarding was everywhere and the then youthful company Electronic Arts decided to make a computer game harnessing all the raw energy that the sport had to offer, together with a totally cool look and feel.  And an amazing title tune by the master himself Rob Hubbard!

 
Yes, those are actual guitar samples on an 8 bit computer...

Skate or Die! was released on the Commodore 64 in 1988.


Designed by Stephen Landrum, a former Epyx employee and designer on the original Summer Games and Pit Stop II, and David Bunch, who would later go on to do  games such as NHL 95 and Freestyle, with graphics by Michael Kosaka, another Epyx veteran who had worked on the Temple of Apshai Trilogy, GI Joe, World Games and Street Sports Basketball, Skate or Die! was a multiple event sports game, the pitted players against one another as well as computer controlled opponents in five different events.

Freestyle:
The first of the two Ramp events, freestyle is a competition where with a limited number of passes back and forth on a skate ramp, the player must perform as many "cool" moves as possible, to rack up points from the judges.  Repetition leads to the same move getting less points with each iteration, and some moves are only possible after speed as been gained, making planning and preparation a very important part of the design.  Given that you only have one button on the joystick, trusty old direction-button combos are necessary and pulling off moves takes a lot of practise but is by no means impossible and in fact finally pulling them off is very rewarding.

High Jump:
Using the same backdrop as the Freestyle event, High Jump becomes a mix of violent joystick back and forth mashing and timing as you try to get as high as possible without crashing head first into the ground.

Race:
A one man downhill "race" with obstacles, shortcuts and hazards.  A fun solo event where time is everything.  The player sprite can jump, duck, roll forward, backward and there are even two control set ups, regular and goofy foot.

Jam:
A two man downhill  race, where you can battle against a human player or the computer.  The race itself is more of a battle between the racers, with added "bad ass" features like knocking down bottles, avoiding hazards through shortcuts and general punk rock destructiveness.

Joust:
Probably the most epic of the many events and the one most people have the fondest memories off.  Joust has you and an opponent human or one of three computer opponenets: Poseur Pete, Aggro' Eddie and Lester, Rodney's son.
 Taking turns "at bat" with a wooden boat paddle, the two skaters must now battle it out in an empty swimming pool, one dodging until his turn with the paddle, while the other is desperately trying to knock the crap out of his prey.
Truly epic carnage!

Ports:
The game was later ported to the Apple II, Amstrad, Spectrum and NES.  While the other computer ports were more or less successful, the NES port did gain a bit of a cult following and even lead to an NES only sequel Skate or Die! 2.

In Conclusion:
Multi-event sporting games were the bread and butter of 80s computer games (especially in the USA).  Skate or Die! added a nice layer of flair and fun to an often dry genre and opened the door for other experiments like Caveman Ugh-Lympics and Bar Games.

Today, Skate or Die! is still fun with a group, although some events like High Jump and Freestyle have lost a bit of their joy due to the limited flexibility of the controls.  But there's still nothing more fun than kicking someones butt in Joust!