
Skate or Die 2: The Search for Double Trouble (1990). Play online
Game Info
- Platform
- NES
- Genres
- Action · Sports · Skateboarding
- Player Perspective
- Side view
- Developer Companies
- Electronic Arts
- Publishers
- Electronic Arts
- Release date
- 1 October 1990
- Languages
- 🇬🇧 🇺🇸 English
Summary
Skate or Die 2: The Search for Double Trouble drops me into a side‑scrolling skate world where I can program the controls to fire my paintball gun, lob eggs or set off firecrackers. Along the streets I pick up odd loot—CDs, cassette tapes, French fries and tacos—and trade them with Rodney and Lester for new tricks or upgraded boards. There are five boards in total; the starter is sluggish, but two faster, higher‑jumping decks become available after bargaining, and later I can buy a speed‑focused or a hop‑focused board that sit alongside my current ride.
The title screen even lets me press Select to jump straight into Double Trouble, a two‑screen half‑pipe with a small spine ramp in the middle. I’ve got three minutes to string tricks together, but three wipes end the run; landing a scoring streak summons CJ in a nearby window and temporarily doubles my points. When the timer flashes, the game shows a goofy reaction sprite—board shattered for a flop, or a finger‑balance celebration for more than 30 000 points.
Storyline
Skate or Die 2: The Search for Double Trouble opens with a cutscene in the fictional town of Elwood. While skating, the hero is distracted by Icepick, runs over the mayor’s wife’s poodle, and she bans skateboarding, prompting a paintball showdown in a warehouse.
Stage one takes place on Elwood’s streets. The player meets Rodney and Lester to learn new tricks and acquire two skateboards, blasting rival skaters for goodies before confronting and defeating the mayor’s wife.
After the showdown the half‑pipe is demolished, and a construction worker tells the hero to get a job. In stage two the hero works as a delivery boy in a two‑floor mall, racing against the clock, dodging shoppers and a security guard, and earning tips that include weapons and items.
An accidental fan switch scatters blueprint pages onto the beach. Stage three has the hero collect those pages while avoiding roller skaters, crabs, seagulls, and bodybuilders, then purchase a building permit. Icepick kidnaps CJ, leading to a four‑floor warehouse maze in stage four where the hero finds the permit, reaches the rooftop, defeats Icepick, and finally builds the new Double Trouble half‑pipe.
Edited by Maya Carter





