WikiMini-games
Chao Board
Seven downhill courses, ten tricks, and a purse you lose every time you crash.
Updated
Board is the downhill mode: your chao rides a course from the top to the finish line, collecting rings and throwing tricks. Open it from the garden panel with the Board button.
Rings banked here go into the same wallet the Market and the festival stalls spend from, so Board is the fastest way to fund everything else.
How a run works
You manage two things: speed and your purse.
Speed comes from the slope, from pushing and from tucking. Rings come off the road. Both are at risk the whole way down, because a wipeout costs every ring you are carrying.
There is no time limit and no lives. A crash does not end a run. It costs speed, your rings and 150 points, and then you carry on. The run ends when you cross the line.
Controls
| Action | Keys |
|---|---|
| Steer | A / D, or the arrow keys |
| Push (held) | W or Up |
| Tuck (held) | Shift, S or Down |
| Jump | Space |
| Restart | R |
Push kicks the road like a skateboard. It gives less as you speed up and stops helping once you are quick.
Tuck is worth roughly +24% terminal speed and halves how hard you can carve. Hold it on the fall line and drop it for corners.
Touch and gamepad are both supported: one thumb steers and pushes, the second finger hops and flicks tricks.
Tricks
Every jump is a trick. Which one depends on what you hold, and six have their own keys.
| Trick | Input | Points |
|---|---|---|
| Grab | Space + left | 120 |
| Shifty | Space + right | 150 |
| Shove-it | Z | 180 |
| Kickflip | Q | 220 |
| Somersault | Space + tuck | 250 |
| Heelflip | E | 260 |
| Backflip | Space alone | 300 |
| 360 Spin | X | 380 |
| Handplant | V | 420 |
| 540 Spin | C | 700 |
Landing clean pays the points and keeps some speed. Running out of air mid-trick means crashing on landing.
Nine of the ten are landable from flat ground. The 540 is the exception: its window off a flat hop is negative, so no reaction however fast will buy it. It is the move you take a ramp for.
The courses
Seven courses in a strict chain. Each opens when you clear the one before it, meaning finish it in either mode. You do not have to win a race to progress.
| Course | Unlocked by | Race prize | Notes |
|---|---|---|---|
| City Escape | Open from the start | 500 | Two banked sweeps, a narrow left, and a steep finish. |
| Sunside Surf | testhill | 500 | Island hop a hot coastline: a full loop, a bridge that comes apart behind you, and something enormous in the water. |
| Flooded Forest | sunsidesurf | 500 | Surf the river down: log grinds, boulder jumps, and a 21° plunge through the trees. |
| Avalanche! | floodedforest | 500 | Drop the cornice and run the mountain: tree islands, buried logs, and a 26° north face. |
| Cargo Run | avalanche | 800 | Ride the inside of the hold: sweeper arms, drifting pods, and a spiral through the girders. |
| Meteor Herd | cargorun | 1,200 | Ride the outside of a falling rock: a live bombardment, ice vents, and a horizon 75 units away. |
| Ring Divide | meteorherd | 2,000 | Saturn's B ring, hip-deep in ice: a live bombardment overhead and boulders on a faster orbit closing from behind. |
Prizes flatten at 500 for the first four and then step up hard. The last three are a different kind of ask.
Race and Time Attack
| Time Attack | Race | |
|---|---|---|
| Rivals | None | 5 on desktop, 3 on mobile |
| Rings paid | Purse × 1 | Purse × 3 |
| Course prize | None | On 1st place only |
Time Attack pays only the purse you carry over the line. No prize and no multiplier.
A race triples the purse and adds the course prize if you finish first. Second place still triples the purse and gets nothing extra. Winning Ring Divide is worth 2000 rings plus three times whatever you were carrying.
Rivals are physical. They push you and you push them, and being shoved into a barrier can put you down.
Your purse
Rings you pick up ride with you. They are worth points, they pay out at the end, and carrying a lot makes you slightly faster, up to about +6% terminal speed, saturating around 45 rings.
A wipeout zeroes them. Every ring you were carrying is gone, with up to ten scattered onto the road to chase down.
The payout takes the purse you finished with, not the purse you collected. A run that crashes at the last corner banks nothing.
After a crash you get 5 seconds of invulnerability.
What puts you down
- Hitting a wall hard. A glancing scrape costs drag; a real sideways impact is a wipeout.
- Mines, which are a wipeout and the harshest speed loss in the game.
- Running out of air mid-trick.
Cars are different: you plough through one, keep most of your speed, and lose rings rather than control. Ledges bump you and scrub speed without taking control away.
Three power-ups help: a speed boost, a magnet that pulls rings in, and a shield that absorbs one wipeout.
Score and grade
| Component | Value |
|---|---|
| Each second under par | +120 |
| Each ring | +20 |
| Each car smashed | +40 |
| Tricks | Their own points |
| Each crash | -150 |
The total is floored at zero.
Your grade is your score as a fraction of what the course could theoretically yield:
| Grade | Share of course potential |
|---|---|
| S | 80% or more |
| A | 60% |
| B | 40% |
| C | 22% |
| D | below 22% |
Because par time and rings both feed the score, an S needs a fast line, a full purse and tricks. You cannot grind one to cover the others.
Records
Each course keeps six numbers.
| Record | Meaning |
|---|---|
| Best time | Fastest finish |
| Best score | Highest score |
| Best grade | The grade from your best-scoring run |
| Clears | Finishes, not attempts |
| Race wins | Races taken in 1st |
| Best place | Best finishing position in a race |
Best time and best score are tracked separately and are usually different runs, because the fast line skips rings and tricks.
Best grade follows your best score, not your best time. A quicker run with a worse score will not raise your grade.
Clears count finishes only, so an abandoned run does nothing for unlocks, and only a clear opens the next course.