Four of the nine Kids Club mini-games reward finger speed less than memory, a sense of rhythm and a cool head: Clefairy Says, Snore War, Rock Harden and Thundering Dynamo. They are also the ones where the computer is most formidable on Hard and Hyper. Rules, controls and tips for each.

Clefairy Says

Clefairy Says: four students facing their teacher's board (English version).

The idea: four Clefairy are taking a dance class. The teacher writes a sequence of arrows on the board. When the memorization time is up, each player has to reproduce the sequence with the Control Pad. The Clefairy then perform the dance; those who get it wrong are hit with a mallet. The sequence gets longer each round.

Winning: the last Clefairy still in the game, or the one that took the fewest hits at the end of the game, wins. A Clefairy eliminated after five mistakes stops playing.

Controls: the Control Pad only.

  • Memorize the sequence in groups of three or four arrows, saying them under your breath (“up, up, left…”): it is far more reliable than remembering an image.
  • Do not rush: as long as the sequence is entered in the time allowed, speed earns you nothing.
  • It is often considered the hardest Kids Club mini-game, because the computer almost never makes a mistake on Hard.

In the Western versions, the Clefairy sing during the dance, whereas the Japanese version simply repeats a sound effect.

Snore War

Snore War: four Drowzee around the pendulum (English version).

The idea: four Drowzee face each other around a pendulum. When the pendulum passes through the center, you have to use Hypnosis. If it succeeds, the move sends a wave toward your opponents; if it fails, your own Drowzee dozes off for a few swings. The pendulum speeds up as the game goes on.

Winning: the game ends when three Drowzee are asleep at the same time; the last one awake wins.

Controls: A for Hypnosis.

  • Watch the pendulum, not the Drowzee: the right moment is when it passes exactly through the vertical.
  • When the rhythm speeds up, anticipate slightly: the button must be pressed just a hair before it passes through the center.
  • Never mash the button: every missed press puts you to sleep.

Rock Harden

Rock Harden: Metapod and Kakuna under a rain of rocks (English version).

The idea: rocks fall on two Metapod and two Kakuna. Using Harden reduces the damage from a rock, but itself costs a little HP. You therefore have to harden your shell at the last moment, just before impact.

Winning: the last Pokémon left standing wins.

Controls: A for Harden.

  • A Harden used too early loses HP for nothing; too late, and the rock hits full force. Practice on Easy to find the right tempo.
  • In the competitive mode, a tie in this mini-game earns no points, unlike the others.

Thundering Dynamo

Thundering Dynamo: Pikachu and Voltorb recharge the dynamo (English version).

The idea: each player takes the role of a Pikachu or a Voltorb (at random) recharging a dynamo. An indicator light changes color: when it is green, you have to mash B; when it is blue, mash A.

Winning: the first to fill their gauge wins.

Controls: A and B, depending on the color of the light.

  • Keep a finger on each button so you can react without delay to the color change.
  • Tapping speed matters, but pressing the wrong button kills your momentum: precision pays more than force.
  • On Hyper, the computer presses at a rate that is almost impossible to follow. On a modern TV, the display lag of flat screens makes things even worse: play in game mode if your TV has one.

The other mini-games

Magikarp‘s Splash, Run, Rattata, Run!, Dig! Dig! Dig!, Sushi-Go-Round and Ekans’ Hoop Hurl are covered in the speed and skill mini-games.