Kirby Air Ride Is a Misunderstood Gem

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Despite his prevalence, there was a time in the  2000s when Kirby wasn’t making many appearances   on consoles. On handhelds, he was doing great,  following a string of Game Boy titles with   Amazing Mirror on GBA and Squeak Squad on  the DS. It wasn’t until Epic Yarn in 2010   that the pink puffball had another console  platformer, and even then, his true return   to form wouldn’t be until the following year’s  Return to Dream Land. So between 2000 and 2011,   there was a big gap between Kirby console titles. As for why it took so long, Return to Dream Land   was actually the result of a prolonged  development cycle that started with an   attempt to design a mainline Kirby game for  the Nintendo GameCube. In its first iteration,   it was meant to be a 2.5D game with support for up  to four players, and it was aimed for a late 2005   release. It wasn’t meant to be, unfortunately, and  the project restarted development multiple times   before eventually turning into the 2011 Wii game  that many heralded as a comeback for the series.   But the GameCube wasn’t completely void of our  favorite little pink sphere. In addition to his   appearance as a fighter in Super Smash Bros.  Melee, Nintendo and HAL Laboratory released   a racing spin-off in 2003. Directed by Masahiro  Sakurai, this title also underwent a convoluted   development cycle. It originated back in the early  days of the Nintendo 64 as Kirby Bowl 64, in which   Kirby became a ball and rolled down an obstacle  course — not unlike the 2022 game Dream Buffet.   Eventually, the game became known as Kirby’s  Air Ride and instead of rolling down hills,   Kirby now rode a Warp Star, resembling a more  traditional downhill racer. Development halted   for a bit and then resurfaced for the Nintendo  GameCube, and in July 2003, we’d be treated to   the final release now known as Kirby Air Ride. I’ve been playing this game since it launched,   and like many other players, I enjoyed its  easy-to-understand mechanics and its emphasis on   fun rather than complexity. Yet others, including  several critics at the time, have chided this   game for being far too simplistic and uneven  in its game modes. I was curious to see if I   could still get into the game 20 years later, and  whether the fans or the detractors have the right   idea. So get your boosts ready, because we’re  about to head on a trip through Kirby Air Ride.   Before we dive into the game modes, let’s cover  the basics. Kirby Air Ride is known for a couple   of things, one of which being how dead simple it  is to play. Your Air Ride machine automatically   moves forward; all you need to do is steer with  the Control Stick. The only other inputs are   boosting, swallowing enemies, and spinning. The  first two use the A button, and the third comes   by wiggling the Control Stick back and forth.  That’s all you do throughout the whole game;   it is quite literally a one-button racer. Not  that you’d expect a Kirby racer would be complex,   but this cranks the simplicity up to 11. Or I  guess, down to 1 might be more appropriate?   But just because the controls have no depth  doesn’t mean the game is mechanically dull.   For the most part, the physics hold up well,  adding tactile weight to make up for the   controls being so bare bones. You can get a lot  of air off of ramps and cliffs, and learning how   to control your machine while off the ground is  critical. Landing straight grants a bit of speed,   and in a game like this, every bit of acceleration  counts. Because many of the actual mechanics come   from your machine, it must have been tricky to  design gameplay that feels natural for every   vehicle, but they pulled it off pretty well.  It’s not the fastest racing game out there,   especially compared to contemporary games like  Need for Speed and F-Zero GX, but there is a sense   of thrill here that you need for this genre. I suppose Kirby Air Ride is a combat racer,   although destruction isn’t the focus. Your  spin attack can disrupt racers, and of course,   you can inhale enemies to gain their Ability. Many  staple Kirby powers reappear, although modified to   fit a racing game. Fire, for instance, creates a  burning field that damages enemies and opponents,   and Plasma shots home in on targets. They can  boost you but are no substitute for actual skill   and learning the tracks. Because the controls  are easy to pick up, it’s more about adapting to   random enemy and Copy Ability placement. Adapting  to the situation on the fly is a vital skill for   any racing game, and Kirby is no exception. Equally as important, however, is the vehicle   you ride on. There’s plenty of vehicles to  unlock, each with their own gimmicks and stats.   Even though they use the same control scheme, I  like the variety here. It’s not just a matter of   some having better acceleration or weight or  handling; some have unique gimmicks that give   you a different playstyle. Like the Formula Star,  which constantly gains speed so long as you don’t   boost or crash, and the Shadow Star which can dish  out a beating. Some are more useful than others,   but we’ll talk about the balancing  when we start talking about the modes.   Before we do, though, there’s one more important  thing to cover; the checklists. Each mode has a   set of 120 objectives to complete, and beating  certain ones unlock new machines, colors for your   Kirby, courses, and extras and bonuses. It’s a way  to get replayability out of the game, especially   if you’re playing by yourself. Now, despite what  some of you out there think, I don’t have an   infinite amount of free time, and so I wouldn’t  be able to go for every single checkmark box in   the game. Some of these are ridiculous to try and  get when you’re just recording some footage for a   video. Back in the day, I would try to grind for  some of these objectives, but I don't have that   time anymore. A lot of these objectives are only  attainable by random chance or by setting up the   game just right, which is more trouble than it’s  worth. That said, I did try and get 100 checkboxes   done for each game mode, which I thought would be  a fair challenge given my timeframe, but we’ll see   if that holds true. Anyway, on to the game modes! First up is Air Ride,   the most straightforward game mode; you race  against three opponents, CPU or otherwise, for the   specified number of laps. Alternatively, you can  try to get the farthest distance in a specified   amount of time, although I don’t find this as  fun. This is the most traditional mode, as the   other two modes are more frantic and strategic,  respectively. It’s the sense of speed you can   achieve with the right manuevers that makes it a  thrilling racer. And while the balance isn’t 100%   right for many machines, there’s enough course  variety and hazards to keep you on your toes.   Aside from the standard racing mode, there’s a  couple of other ways to play. Time Attack and   Free Run are your time trial modes; Time Attack  for three laps and Free Run for single laps. Free   Run gives you a lot more, er, freedom since you  can keep trying to get your lap time down, whereas   in Time Attack, you have to do your best run of  three in one go. Because many tracks were designed   for two-lap races, Time Attack can get pretty  dull, especially on the later courses. Free Run   also lets you instantly compare your current lap  to your best record with this ball of light, which   is a great motivator for knocking your time down. As the main mode of the game, it feels the most   balanced and well-rounded out of the three. It  doesn’t have a unique gimmick; it’s just a simple   racing game, albeit with some light combat  capability. Damage is disabled by default,   so other than the speed boost you get from  killing enemies which isn’t that huge,   it’s barely worth it to use Copy Abilities. I  thought turning on damage would liven things up,   but if you lose all your health, you don’t  respawn. So while it does make things more hectic,   it also means downed players have to wait, which  kinda sucks. Without damage, the chaos is there   but it doesn’t have as much impact; with it, the  chaos creates too much frustration. So damned if   you do, damned if you don’t. The tracks are fairly narrow,   sometimes giving you the barest amount of room  necessary to traverse. There’s plenty of twists   and turns on these courses, with a few hazards  and alternate routes in for good measure. There   are some shortcuts and high-speed rails to help  you gain the edge, but depending on the situation,   I sometimes find that these don’t help that  much. You only have eight raceways to start,   although the themes are pretty diverse. Most are  fun to race on, but you can get tired of even the   best ones in short time. I really like Celestial  Valley for its complex layout and verticality,   especially in the final sprint with the waterfall.  Sky Sands is also a lot of fun; the curves aren’t   as sharp, but it’s delightfully tricky with its  hazards and moving pieces. Other tracks like   Machine Passage and Checker Knights incorporate  tight turns that make for a good challenge.   Frozen Hillside is more annoying with its sharper  corners and the long stretch in the middle that's   pretty automated. But it does have a giant space  whale, which means it gets an automatic A+. The   unlockable course Nebula Belt is nothing to write  home about; aside from a bend in the middle, it’s   just a long straightaway. The worst one for me is  Beanstalk Park. It’s almost impossible if you have   the wrong machine, and even if you have one suited  for it, it’s just not that enjoyable. It also has   some of the worst level physics, especially these  hills that send you in whatever direction it wants   to take you — which is never the right direction. Now let’s talk about the actual machines — or at   least, how they fare in the Air Ride mode. The  stock Warp Star is pretty decent all-around,   with no standout qualities but solid stats to make  it competent even among the rest of the lineup.   The Winged Star is one of my favorites; it’s  slow on the ground but has higher air speed and   near-perfect handling and lift while in the air.  Another favorite is the Swerve Star; it's somewhat   situational, but its near-constant high speed is  a huge plus. Sure, constantly stopping to reorient   yourself can be a nightmare, but if you know the  track well enough, it’s not an issue at all. The   Wagon Star can’t boost, but makes up for it with  solid handling and good top speed. You have to   be far more judicious with your boosts, but if  you learn how to use it, it's a viable machine.   And then there’s the Wheelie Scooter, which  every Air Ride veteran knows is super broken.   It can get massive jumps and its turn radius  while boosting is ridiculous; there’s a reason   why it’s the machine of choice for speedruns. Other machines can be useful but are dependent   on your skill, the course, and a bit of luck. The  Wheelie Bike gets incredible speed and air time,   but with how constricted these levels are, you  won’t always be able to take advantage of it.   The Slick Star can be decent but it has terrible  handling, Unless you boost to correct yourself,   this thing has no turning power whatsoever,  which makes sections like this half-pipe almost   impossible to navigate. The Formula Star can  reach incredible speeds, but it is not built   for most of these tracks. It can be a powerhouse  for sure, but it can also be a major hindrance.   As for the rest of the vehicles, they might be  useful to somebody but I actively try to avoid   them. The Shadow Star, for example, is basically  the Winged Star but not as good. I read that it’s   the only machine in the game that can draft  behind others, but I was definitely drafting   multiple times while not using the Shadow Star.  Maybe it’s more noticeable on the Shadow Star, but   it doesn’t make up for this star’s shortcomings.  I don’t tend to use Meta Knight or King Dedede   once I unlock them, either. Meta Knight is solid  but nothing you can’t get with the Winged Star,   and King Dedede’s abysmal turning doesn’t work  for me. Same with the Rex Wheelie, which looks   badass but can’t turn worth a damn. And as for  the Turbo Star, Rocket Star and Bulk Star? No way;   all too unwieldy for me to want to learn. Here’s  the thing about Air Ride; given the right player,   I can see almost every machine being  viable. Certainly not on every track,   and some are far easier to learn than others,  but if you took the time to practice them,   even the weaker ones have their points. Some  are far too gimmicky for me, but who knows;   maybe those gimmicks appeal to you. Anyway, Air Ride is a very fun mode,   no doubt about that. It’s enjoyable enough in  single-player mode, even if you have to turn   the CPU difficulty up to feel any kind of threat  from the AI. Obviously, multiplayer makes it even   better, and with the right group of people, this  can be a great time. There’s enough skill involved   that it doesn’t feel too easy or too hard,  with plenty of opportunities to rub it in your   opponent’s face — or have it rubbed into yours. I  might be biased because this is one of the games   my brother and I play the most together as kids.  It even rivaled Super Smash Bros. Melee for us,   if you can believe it. And while Smash is  the far superior multiplayer GameCube game,   Kirby Air Ride is a nostalgic favorite of mine. Whether you play by yourself or with friends,   though, there are going to be things that  aggravate you. The invisible walls can be a pain;   I never remembered these being as troublesome  as I found them while playing it today. While   they’re placed in a manner that makes sense,  you’ll be hitting them quite often thanks to   the fast speeds and tight corridors, and  when you hit one at an odd angle, it can   really mess you up. Usually, you’ll fly off in an  unexpected direction or crash and fall back a bit,   losing all your momentum. Collision detection  in general can be wonky sometimes, which can   be costly on some of these courses. Not enough to  be a huge issue, but it can bite you on the ass.   I also wish you had a way to discard your current  Copy Ability; you can do that in City Trial,   and I would’ve loved to see here. Some Abilities  aren’t very helpful, and sometimes, they can be   detrimental. Considering that inhaling enemies  is tied to the boost button, it's sometimes   unavoidable if you want to be competitive. This is  really the only issue I have with the one-button   control scheme; if boosting and inhaling were  separated, this would be a non-issue. And yeah,   you can turn enemies off, but that doesn’t  alleviate the issue with the control scheme.   And finally, there’s grinding for the checklist  items. As I said, I wasn’t trying to complete the   checklist, but some that I went for gave me their  fair share of grief. While getting a 1 minute 2   second lap on Magma Flows with the Turbo Star is  doable, making one little mistake will kill the   attempt because of the machine’s awful turning  controls. Once I unlocked the Wheelie Scooter,   I figured getting a 1 minute 20 second lap  in Checker Knights would be a piece of cake.   But while it wasn’t brutal or anything, it  was still quite a challenge. Then there’s   getting under 2 minutes 40 seconds in two  laps. I barely got that one with the Swerve   Star after some admittedly bad gameplay at the  end. And for some more Checker Knights goodness,   I got three laps in under 4 minutes by a fraction  of a second; that was incredibly tight. Getting a   1 minute 5 second lap on Sky Sands with the Bulk  Star might have been the worst. This machine is   already hard enough to use and all the banks and  slopes make it a decent challenge to keep the   momentum going. All that to unlock Brown Kirby,  which… eh, not my favorite color scheme. I did   manage to get 100 tasks done in just over eight  hours and unlock the game’s credit sequence,   which I can’t recall if I’ve ever seen before. Not because I don’t enjoy Air Ride because I do;   quite a bit, actually. The courses are generally  well-designed, the racing is fast-paced, and while   it doesn’t fully rise above the simplicity, it is  nonetheless enjoyable. If this was all the content   available in Kirby Air Ride, then you would bemoan  the sheer lack of content available. You’ll play   through all the tracks within an hour, and while  the sub-modes shake things up, the core content   will wear out its welcome before long. I started  to get bored while going for these challenges,   even if I found the gameplay satisfying. That’s one of two reasons why I’ve never seen the   credits for this mode. I enjoy Air Ride but not  necessarily the grind, and the prospect of going   for 100% never appealed to me as a kid — and it  certainly doesn’t now. The second reason is that   my time in this game is usually spent elsewhere,  but we’ll get to that later. For now, we have   another game mode to tackle, and that requires us  to look at things from a different perspective.   Next we have Top Ride, inspired by classic  racing games focusing on quick, action-packed   competition. You know how Kirby titles include  sub-games which are simple little distractions?   Top Ride is like that, but fleshed out a bit to be  its own thing. This mode is generally considered   the weakest, and Top Ride tends to be forgotten  in favor of Air Ride and especially City Trial.   It has the least depth, the simplest controls, and  the shortest courses by a country mile. Although   my brother and I played a ton of the other two  modes as kids, we almost never touched Top Ride.   Which is not to say that it isn’t enjoyable,  because upon playing it for this video,   I grew to like this mode a little more. Certainly  not to the degree of the other modes, and I’m not   going to call it spectacular, but there’s some  merit to be had here. It is undoubtedly the most   basic of the modes, though, especially in the  ridable vehicles. This time, you’ve only got two   machines to choose from; the Free Star and Steer  Star, both of which perform identically. The only   difference is the controls; the Free Star moves in  the direction you tilt the Control Stick and the   Steer Star rotates left and right based on your  inputs. Honestly, neither option felt particularly   better over the other to me; it comes down to  personal preference. Same with the fixed vs.   following camera; I generally preferred it fixed  as the smaller courses makes it easier to fit   everything. Considering the condensed design, I  imagine adding more machines would’ve made things   too confusing. Most stars couldn’t take advantage  of their signature features on these tight levels,   especially with how cramped they are. Speaking of which, there’s seven courses to   play on this time, which is quite a paltry number.  Especially considering you can beat all of them in   under a minute on recommended laps. Grass is a  simple course with only a basic track layout but   is overall solid, Sand gets pretty technical with  its hazards and destructible terrain, and Light is   pretty fun with the random light trails opening up  shortcuts. Fire aggravated me thanks to the lava   spills covering too much of the track around  them, making it sometimes impossible to drive   through without getting hurt. Metal is the hardest  by far; there’s lots of sharp turns and objects   which make it very annoying. And as for Sky  and Water, they’re fine but kind of boring. Sky   doesn’t wow me with its design, and Water feels  pretty slow to race on. Oh, and hi there, Kabu.   There’s no enemies on the course and no Copy  Abilities, instead having items spawn in during   the race. Some boost or detract your speed and  some cause your enemies to spin out. With how   fast-paced the game is, the item distribution is  a bit too frequent. Top Ride is already chaotic   enough with the tight corners and high speed,  and throwing a ton of items into the mix makes   it a bit too messy. I’m normally a proponent  of items in kart racers, but in this case,   turning the item distribution down is best. The competitive nature of Top Ride is pretty   apparent, and something it excels at — possibly  even more than Air Ride. With this perspective,   it’s easier to see where the other racers  are, so you know exactly how much of a lead   you or one of your opponents have. This mode  has the same time trial options as Air Ride,   and thanks to the far shorter courses, you have to  be on your A-game. Honestly, this may be better in   single-player because when it’s purely about  fast laps, Top Ride really starts to shine.   That’s where I found the most fun in grinding  the checklist items, and on that front, there   was nowhere near as much struggle to get even the  tougher tasks done. Like beating the Level 5 CPUs,   for instance. On some tracks, it's a breeze, but  on Metal and Fire, it was pretty damn tough. Not   so much because the AI is so skilled, but  because these tracks have an element of   randomness and one slip-up can cause you to lose  outright. By contrast, setting them Level 1 makes   them braindead. I ran several races with them to  grind out some checklist items that could only be   done in the main mode, like finishing 1st without  collecting items or doing 100 laps on each track,   and it’s clear that their skill level is garbage. But I did get a kick out of time trials,   especially grinding down lap times. The windy  nature and short length of these tracks makes   getting your time down far more challenging. It’s  not like Air Ride where you have plenty of leeway   to improve your times; you need to more or less do  a perfect run, and that's a good challenge. Like,   I thought getting a 4.20 lap time (heh) on both  Grass and Sand was impressive, but compared   to the speedrunning leaderboards for Top Ride?  Incredibly slow. Also, I’d like to dispel some   false information on the Kirby wiki, which says  to get a 6.50 lap time on Fire, using the venting   steam is required. As you can see, I managed  to just get under that without using the steam;   it’s super tight and you need to be precise,  but it's possible if you execute it flawlessly.   The Level 5 CPUs are solid opponents, and  of course, other human players make it more   competitive by nature of wanting to beat the  person next to you. But Top Ride doesn’t sustain   my interest for too long, so it’s a good thing  that it takes very little time to complete. I   figured it’d take less time to get 100 checklist  items done considering the much shorter races,   but it shocked me how quickly it actually took.  In Air Ride, it took me over eight hours, but Top   Ride? Only two-and-a-half. Now, these credits  I’ve definitely never seen before, and they’re   not that impressive to watch. I do like how some  of the credits bump into the walls, though. Menu   Design Chief Michiko Takahashi is coming in hot! Man, Top Ride surprised me on this revisit with   how solid it is. I knew this mode was mechanically  sound, but spending so little time playing it as   a kid made me think it was worse than it actually  was. For what is an extremely simple racing game,   it’s still a solid amount of fun. Go into this one  with the right mindset and you might get a lot out   of it. It is still the worst of the three game  modes, but if you’re in the mood for something   simple, Top Ride is a decent option. But it’s time  to move on to what many consider the main event,   a game mode that rose above the other two  to become a powerhouse all on its own. Pack   your bags; we’re heading to the city. Alright, I know some of you clicked on   this video just to hear me talk about City Trial,  which is undoubtedly the most popular mode in the   game. This mode involves building a strategy  and executing it in the finale rather than   straightforward racing. It is the most layered of  the game modes, with a wide open map to explore,   a focus on stats, and a much higher degree of  randomness involved. Let’s outline how this mode   handles first, as it happens in stages. You're  dropped into a large city on the Compact Star to   start, and you have five minutes to find as many  stat-boosting patches as you can before time runs   out. Then, you play a short Stadium Game, and  the winner of that game is the winner of the   whole thing. You won’t know what game it is until  the city tour ends, but the machine you’re on and   the items you collect carry over to the Stadium  Game. So it’s five minutes of preparation for   a quick little game that might screw you over  because you’re not ready for it. Yes, it’s the   Kirby racing rogue-lite we’ve all wanted. While the emphasis on luck and guessing may   turn some people away, exploring the city and  boosting your machine to ridiculous levels is   very enjoyable. Since the Air Ride machines and  items are completely random, there’s room for   different playstyles to develop. Sometimes you get  a prediction on what the Stadium event will be,   so you’ll prioritize items that suit that  event. Or you’ll find one of your favorite   machines and min-max it by boosting its better  stats. Or you’ll just grab everything you can   find in the hopes that luck will favor you in  the end. If you play Air Ride before this mode,   you’ll be acquainted with these machines and their  strengths and weaknesses, and taking advantage of   them is crucial to win in City Trial. This city has lots of amenities that   any city-dweller is familiar with. High-rise  buildings, a forest, a river and waterwheel   by a golf course, a high-speed rail system,  destructible barracks, a castle, underground   caverns, a volcano, and a floating golden  platform. It’s a very open map, but small enough   that it doesn’t take long at all to get around.  Many districts connect via the rail system,   and once you find the right upgrades, you can take  to the open skies and fly all around this place.   Or just stick to one corner of the map and dick  around for a bit; the possibilities are endless.   I remember my brother and I getting on the rails  in opposite directions and dueling each other   every time we crossed paths, and if you’ve  boosted your offense, you can annihilate any   machine in a few good strikes. Goofy shenanigans  like that can happen all the time, like this Rex   Wheelie that spawned in and barreled towards  the ravine as the round began. You good, Rexy?   Beyond those silly things, there’s plenty of other  things that can occur at random. Every so often,   an event will happen that spices things up,  ranging from helpful stuff for restoring health   or getting a bunch of items to dangerous stuff  like the rail stations spontaneously combusting   or meteors bombarding the city. Seeing  Dyna Blade swoop in is pretty awesome,   even if she just stands around and doesn’t do  much. You’ll probably find this odd, but that   event where Air Ride machines fly above the city  freaked me out as a kid. I don’t know why, but it   felt… sinister in some way? Even though it’s only  a way to get some additional machines. I dunno,   guess it was my inherent wussiness as a child. But the best random elements are the two legendary   machines, which you can assemble by finding their  parts. The Dragoon is the best flying machine in   the game, getting incredible speed and tight turns  in the air. Even on the ground, it’s no slouch,   and it looks beautiful. Then there’s the  Hyrda, an absolute beast of a machine. I mean,   look at how huge my health bar is! And this thing  is powerful, even if you haven’t upgraded your   offense. You need to charge up to move,  but once you do, you can obliterate your   opponent and then steal all the stat boosts  they drop and then rub it in by running them   over again. You know, if you feel like it. All these factors combine to make City Trial   the most beloved mode in the game hands down.  Throughout the years, it’s been the part of   Air Ride that has endured the most among fans.  I can recall several message boards back in the   day where fans were clamoring for a new Air Ride  game, and quite a few of them would’ve been happy   if they just made a standalone sequel to City  Trial. In fact, if you’re not familiar with Kirby   Air Ride but you have played Super Smash Bros. for  Nintendo 3DS, you might think this mode sounds an   awful lot like Smash Run, and yeah; they took  the City Trial formula and translated it into   Smash. That’s about the only real follow-up we’ve  gotten, though, and I would be very surprised if   Nintendo actually dared to make another  City Trial game, which is a damn shame.   Not just because this mode is a nostalgic favorite  of mine, although yeah, it definitely is. But also   because as I replayed this in 2023, the areas in  which City Trial is dated are all the more clear.   Make no mistake, this mode is still enjoyable  and the core design is fantastic. But there   are little things that would have made this mode  stand the test of time even more. For instance,   why aren’t there more maps? I love this game mode,  but I get bored of the city itself quicker than I   do the maps in the other sections. The city that  we get is cool and all, but I wish there were   one or two variants; that would boost replay value  significantly. Or if additional maps are too much,   then maybe make the map a little more random.  Like, have different parts of the city randomly   connected together every time? The map  we have is fun, make no mistake, but when   thinking about how City Trial holds up, it is  unfortunate that this is all we get. Although   I appreciate that there’s another music track  you can unlock to keep from getting bored.   Oh, actually, lemme side-track myself a bit to  talk about the music, which is pretty good stuff   on the whole. There’s an orchestral focus this  time, especially as this was the first Kirby game   that used live instruments. It’s not prevalent  on every track, but it does make the soundtrack   more majestic, which is an interesting  direction for a racing game soundtrack.   That’s when the game isn’t recycling music  from Kirby: Right Back at Ya!, though. Or I   guess it’s recycling from Kirby of the Stars as  songs from the Japanese anime soundtrack appear   but not from the localized 4Kidz version.  City Trial is where that’s most prevalent,   particularly in the event songs, but one of my  favorite musical tracks Checker Knights comes   from the anime too. Considering this game and  the anime came out in America at the same time,   it’s no surprise that they’d tie the two in  somehow. 4Kidz even aired some episodes early   because they featured Air Ride machines as a way  to say “hey, kids, now you can ride these machines   yourself in stunning 3D graphics!” Well, those  graphics do hold up well enough for a GameCube   title. Some maps are simpler than others; I mean,  the City Trial map is much less detailed than any   of the Air Ride stages, which all look very nice.  There’s a good mix of color palettes and shading,   and the courses flesh out their visual and tonal  identity rather well. Good stuff all around,   even if it isn’t super impressive in any sense. Anyway, the weakest part of City Trial, for me,   are the Stadium games, which are not a strong  way to end a session. I appreciate the variety   since it makes the city run more involved. If you  had the same final task every time, whether it be   a race or fighting your opponents, the gameplay  loop wouldn’t be as satisfying. But in most cases,   it’s way too easy to slaughter these games  with the right build, and if you don’t,   you’re screwed. Some machines are completely  unsuitable for these games, and depending on   your setup, one player can absolutely curb-stomp  the other. Like this round of High Jump where my   brother got only 29 feet and I got 2124 feet,  completely surpassing the damn map. But I mean,   it’s not that impressive; my score was only over  7000% higher; not that big of a deal. Or try doing   a Drag Race against a Top Speed-boosted Swerve  Star when you’re on a mediocre Shadow Star. Good   thing this unlocked a Checklist box, or I'd be  more upset at this flagrant unfair advantage.   Speaking of which, let’s talk about the Checklist,  which is probably the hardest to fill out. In   addition to all the random elements that have  to align right, City Trial runs are overall   longer than Air Ride runs and much, much, MUCH  longer than Top Ride runs. A sizeable amount   of objectives are beating records in the Stadium  Games, and you can play those individually. But   going for some of these without in-game upgrades  is bonkers, if it’s even possible. And the in-city   stuff isn’t much better. I would’ve said that I  couldn’t fathom how anyone could get the checkbox   for getting trampled by Dyna Blade intentionally  since you don’t know where she’ll spawn in. But   while playing some multiplayer, my brother ended  up in the right spot for a nice trampling, and it   didn’t even take that long to get it. So thanks,  Matt, and sorry for destroying your Wheelie   Scooter in the final second that one time. One Checklist item that I’m proud of is getting   the perfect 200 points on Target Glider.  Not that it’s hard, but on this playthrough,   I was incredibly close to missing the second  launch; I hit that 100-point marker by a   hair to get it on my first try. If you are going  for 100 checklist items, it pays to have at least   one other player helping you out. My brother and  I coordinated several objectives that I otherwise   would’ve had to grind for, which would’ve taken  a considerable amount of time. As it is, if you   don’t count leaving the console on for two hours  in Free Run for three easy objectives, we got   through 100 checklist boxes in about seven hours. And it was a fun time for sure; I might be a   little cooler on City Trial now, but it is  still very enjoyable. Considering there was   no mainline Kirby game on the GameCube, this is  the closest you get to a Kirby adventure on the   system. And even in this unique perspective, it’s  engaging thanks to the strategic and randomized   gameplay. It’s not airtight in its execution,  but the foundation is solid and the concept and   game flow work super well even today. I’d love to  see an updated version of this formula as there’s   plenty of untapped potential, but as it is,  City Trial still holds a bright, bright candle.   So those are the three game modes in Kirby Air  Ride, which comprises most everything you can do   in the game. There’s a few parts like City Trial’s  Free Run or the LAN multiplayer, but honestly,   I am ready to put this game down now. When you  play any game for 18 hours, it will start to wear   on you in some way. And considering the game’s  mechanics are as deep as a puddle, some level   of boredom does set in with Kirby Air Ride. But  I don’t want to sound like I don’t like the game,   because I do — quite a lot, actually. It’s a  huge part of my childhood and a game I feel is   pretty misunderstood, and I know this because I  misunderstood it myself. Maybe three-quarters of   my playtime in this game before making this video  was in City Trial, but in hindsight, I severely   misjudged the quality of the other game modes. Does it suffer from oversimplification? I guess   so, but it’s not a damning flaw. People deride  this game for being simple, and hey, if you can’t   get into it because of that, then that’s totally  understandable. I just enjoy this game too much to   share that sentiment. This game may not be as  consistent as some other GameCube multiplayer   classics, but I know that if I was hanging out  with friends and they asked if I wanted to play   Kirby Air Ride, well, I wouldn’t say no. For now,  though, it's time to give this machine a rest.   Thanks so much for watching this video.  If you missed my big announcement,   I’ve split my channel into three; this channel  that you’re on right now will only be for gaming   videos and retrospectives going forward.  If you wanna see me livestreaming, you can   check out my livestream channel, and if you’re  wondering where my new Lupin III videos are at,   that’s on a dedicated channel now as well. You can  find links to those channels in the description   and the pinned comment below. So check those out  if you want, and while you’re at it, why not drop   a like and a comment down below as well? Thanks  again for watching, and I’ll see you next time!
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Channel: CloudConnection
Views: 15,722
Rating: undefined out of 5
Keywords: kirby air ride, kirby air ride review, kirby air ride retrospective, kirby, kirby review, kirby retrospective, cloudconnection, cloud connection, cloudconnection kirby, cloud connection kirby, kirby air ride item bounce, kirby air ride ost, kirby air ride music item bounce, kirby air ride city trial, kirby air ride music, kirby air ride checker knights, kirby air ride music item selection, kirby air ride menu, kirby air ride machine passage, kirby air ride speedrun, nintendo
Id: eVlEiI6tS0U
Channel Id: undefined
Length: 33min 6sec (1986 seconds)
Published: Wed Aug 30 2023
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