How many people don’t know that Kirby 64: The Crystal Shards has mini-games? If you open the options menu, there’s a little 4 player mini-game tab, containing 3 mini-games: 100-Yard Hop, Bumper Crop Bump, and CheckerBoard Chase. I was one of those people until about a week ago, I stumbled haphazardly into the depths of CheckerBoard Chase… To summarize it, it’s a simple Bomberman-adjacent arcade game where characters walk around on a big platform, and whenever you press A you clear out a line of the platform in front of you. The goal is to stay on the platform without falling into the destroyed lines. What would seemingly be a simple, throwaway mini-game developed for some presumedly arbitrary reason ends up having a whole lot of depth when you search for it.

First off, let’s talk about the line-clearing itself. The platform is visually broken into a simple 8x8 tileset, and you clear 1 block wide lines from where you’re standing to the stage’s edge. Clearing a line itself has a bit of startup and animation recovery, so if you and someone else clear lines in each other’s direction, you’ll only barely make it off the block before it falls. If you acted a split second late - you’re gone. You might not even clear the lines at all if you don’t click it fast enough, you’ll get stuck in startup and fall through.

Line clearing itself is a 2 stage mechanic; first a line is highlighted one by one in a split second, then the blocks start falling in order. Because of this, there’s even a sort of proximity system going on here - blocks fall faster the closer you are to the ledge. Not only that, but characters have tangibility to them; you can bodyblock! This means that when you’ve positioned correctly, you can hold someone in a corner and quickly get a confirmed kill on them.

Walking in this game is slow and doesn’t have any diagonal movement, but line clears are can be easily reacted to from afar. It’s about when you choose to walk that the skill lies, as the advantageous and disadvantageous spots on the stage are constantly changing as blocks fall and respawn. Walking for too long can often lead to you being pushed into a disadvantageous position if you can’t defend your own ground, but long stretches of watching are especially important to the end-game as the stage closes in, and bad line clears become more punishable.

If you’ve been locked in the corner, you can clear the spaces on the map where your opponent can get a confirmed kill on you from - if you’re fast enough. Though of course this sort of playstyle is risky, as you’re forcing yourself to stick to what’s usually the corners of the stage, which begin to fall as the match progresses. That’s a comeback mechanic with at least as much design intelligence as Guilty Gear: Strive.

I’ve been able to find a lot of fundamental e-sportsy game design here: from positional advantages to concepts like spacing. This is at the very least an EVO side event-worthy game that can sit in the corner next to Puyo Puyo and those Sailor Moon SNES fighting games!! Breaking this game’s subtleties open and scouring for crumbs of depth can really teach you a lot about the simple arts of game design as a whole. It’s often the rigid, initially awkward aspects of a game that lead to its depth. When analyzing a game as sheerly un-emphasized as a little mini-game hiding under the floorboards of Kirby 64, it’s hard to see where intention starts and ends. Yet ultimately as players it’s our right to breathe meaning into the dusty ashes of whatever we stumble upon. Grassroots is beautiful. Made me feel like a Ryu player circa 1994 on the sticks, feeling out their buttons. “Feeling a standing fierce here” I whisper, eyes shut tightly, as I launch a Waddle Dee into the pit of oblivion

I played Kirby 64 by the way. I don’t remember what happens in it it was a long time ago

Reviewed on Aug 18, 2022


1 Comment


1 year ago

The Kirby 64 mini games blew my mind they're genuinely so fun for such a simple concept. They're more fun than the actual game!