I Fear It’s a Kirby Air Riders Review

I preordered Kirby Air Riders (not much of a surprise considering how much I’ve talked about the original, and the “Global Test Ride” demo.) Am I still enjoying it? YES! It’s like a bigger version of the original. If you’re tired of all these posts on this one game, it’s likely to be my last on the subject, for a while at least. In a few days there’s supposed to be a big launch event, to kick off a year of special event content. I might report on some of that, but c’mon; yesterday I made a post about Microsoft BASIC and the Zorks going open source. I think I’m due a little indulgence.

An hour and 22 minutes of gameplay from the first Global Test Ride. If you somehow want more, here’s over two hours from the second.

City Trial remains the main draw, even when I have a bad game it’s still fun. You start, you build up stats over five minutes, then you get a “stadium” (which you can usually pick from now) that tests your build.

Throughout the five minutes all manner of things happen: bosses attack, minigames happen, blanket advantages or disadvantages happen to everyone. It’s chaos, but it’s FUN chaos. Sometimes it feels like you win without trying; sometimes you lose despite everything. Every game is like a little story. But good or bad, it’s over quickly, and you can do it again.

My record at collecting stats so far. I wish you could save vehicles you’ve built, but alas each only gets used for one Stadium.

Each run has a selection of special things that can happen during it. One of them is a hunt for pieces of a “legendary machine,” a vehicle with extremely high stats that is sometimes hidden in some boxes. If a player collects one, an icon appears over them during play, signifying to everyone else that they have it. If player with a machine piece is struck by another player they might drop it. If a player gets all three pieces, a notification is given to all the players, and they get to ride it. It happened to me once! Here is video (½ minute):

Other things can happen too! It’s really never the same game twice.

Now, the worst thing about the original Air Ride still applies: there is no Grand Prix mode. (Why not?? I guess the inhabitants of Dream Land don’t have it in them to hold one?)

The most pleasant surprise, besides the fleshed-out, fully online-capable City Trial mode, which feels like the game it was always meant to be, is that Top Ride, the odd mode out of the original, is now decently playable and much more fun. It doesn’t have a Grand Prix mode either, but its races are so short that it barely even matters. I’ve mentioned before that it feels like Sakurai intentionally patterned it after Atari’s ancient Sprint games, which go all the way back to 1974’s Gran Track 10, giving it a legacy that goes back to two years after Pong. It’s playable online too, as well as namesake mode Air Ride.

The new singleplayer mode, Road Trip, is okay, but it’s just a disjointed series of challenges. You do get to build up stats throughout it, giving it an RPG feel, But there’s no exploration or anything like that.

The one thing that connects all the separate modes is Kirby Air Ride’s greatest invention, returning for another go: the Checklist. A grid of 150 boxes, one per mode, with an extra one for Online play. Every one has an unlock requirement.

At first, none of the boxes’ requirements are even revealed. You’re certain to check at least one of them the first time you play each mode though, purely by chance, and the requirements for the boxes around the ones you’ve checked off are revealed to you. Most of the boxes give you a little something when you check them. Some new decals or accessories to decorate your vehicles with. Some of them unlock characters, or machines for use in some modes, or costume pieces. A scant few give you free checks you can spend, to mark off difficult challenges for free. Many (not all) have optional setups you can activate, like little minigames.

Kirby Air Riders’ biggest sin, and greatest virtue, is that it’s really different from other games. It throws out features one would have thought obvious. (Grand Prix modes!) It adds weird new ones for no reason other than the joy of doing so. (Playing with gummis in a physics engine! Customizing machines and selling them in a little fake marketplace!)

And it does unexpected things, like after spending five minutes attacking and avoiding up to 15 other players, having them each choose which Stadium to play in. There isn’t an overall winner: each Stadium has its own winner! And, if you’re the only one to choose a Stadium, you win automatically.

Yes! That’s Lolo and Lala, from the Adventures of Lolo, a.k.a. Eggerland, games, slightly renamed and playable! Their special attack is shooting familiar-looking big green blocks at the other players!

This happens much more rarely than you might assume: it’s only happened to me once, after playing a whole lot of City Trial. Even those rare times were the game randomly decides you’re all playing THIS now, players are still split up into arbitrary groups.

It’s hard to say if you’ll like it because other than Air Ride, there’s nothing really to compare it too. It’s its own thing, but I think that’s what I like most about it. Whatever Kirby Air Riders has, this is the only place to get it. And it definitely has something. It’s a shame that you have to take a seventy dollar gamble on whether it’s something you want. Ideally the Global Test Rides were when one would have tried it out and seen if it was to one’s liking. Maybe they’ll do another one some day, or you can watch Youtube videos of gameplay? (I once again humbly offer my own.) But if this is something you’ll like, you’ll really like it. Maybe use that new Switch “game borrowing” feature to bum it off a friend for a while. It should be experienced at least once.

Kirby Air Riders Global Test Ride Aftermath

So it’s over, and all of those Switch 2 demo apps used to play it are now useless hunks of code. If you load it up now, it’ll tell you the period is over and direct you to the eShop page for the full game. Maybe they’ll offer another one someday, they’ve been known to dust off Splatoon demo apps as a promotion from time to time, but odds are it’ll never work again.

Debuting in the second demo: Regular Waddle Dee! Motto, “I have no mouth and I must RIDE!” (Image taken from a thumbnail for this video.)

It seemed to go well, and I only had a couple of disconnects, despite being saddled with rural internet. Most of my play in the second demo period was spent with the fine folks of the Kirby Air Ride Online Discord, people who are fanatical about the original game, and seemed to like the new one just fine.

I love Masahiro Sakurai’s determination to make the kind of games he wants to play, and I love that that’s so different from other games. We need lots more people like Sakurai making big games, but should remember that he can only do it because his games consistently sell well, and that he’s the creator and director of one of the biggest series there ever was, Super Smash Bros.

It’s like a last vestige from the classic age of console game development. Even if you don’t like them yourself, it’s important that these different games are being made, they help keep the gaming world viable, if just a bit, for new concepts. Without Smash Bros., it’s obvious we wouldn’t have Nickelodeon All-Star Brawl or Multiversus. Personally I have grown tired, very tired, of the idea of crossovers, but I don’t think that can be laid at Sakurai’s feet. It’s the executives that love the idea of mixing their properties together, even though it makes of their worlds and stories the same thing you get when you mix red, yellow, green and blue paint together: a big pot of gray.

Sakurai’s in a unique position, as both creator of one of Nintendo’s biggest series, but also no longer working at Nintendo. When you see his beautiful living room in his game design videos, that was paid for by the moneytrucks Nintendo must send him daily.


Let me impress upon you how weird the Kirby Air Ride games are. The “main” mode, the one the first game’s named after, Air Ride, is pretty basic. It has no Grand Prix mode, even in the sequel. Every race stands alone. The main way you play Mario Kart doesn’t even exist in Air Ride(ers). That’s a pretty strong statement that it isn’t a standard kart racer!

Of City Trial, it’s most interesting aspect is how invented it is. Most games try to follow elemental archetypes. You’re a shootyperson on a battlefield; you’re a swordperson in a dungeon, you’re in a maze, you’re jumping across platforms, you’re a commander of troops, you’re running a civilization, etc. City Trial can’t be summed up so easily.

I especially admire how each City Trial match can end so differently. You might have a fight, run a race, or participate in a vehicular version of a track-and-field event. This probably turns some people off; even the Kirby Air Ride Online people, when they run their tournaments, hold them in a customized version of the Gamecube game that disables many of the events and Stadiums. It makes for better spectating if the game doesn’t sometimes douse the game in a heavy fog, or if the Grand Finals doesn’t end up decided by whoever jumps the highest. If they hold Kirby Air Riders tournaments, how will they feel about Air Glider and High Jump returning to the event pool, joined now by Skydiving?

It became evident during the second demo period that Sakurai, despite talking about Air Riders for nearly two hours on the internet, has kept his lips shut about some substantial aspects of the game. Two vehicles that have never been seen before debuted, the Vampire Star that attacks nearby players automatically, and the Bulk Tank, which takes a heavyweight option and makes it more. We still don’t really know much about the Road Trip mode, which didn’t feature in the demo at all, not even appearing on the menu screen.

Well the demo is over now. The full game will be out on the 20th. See you on the riding fields, ya bunch of hamsters. (1 minute)

Dissecting the Second Kirby Air Riders Direct

NOTE: In another world, Roguelike Celebration is going on today! A lot of people worked hard to organize it, and more worked hard to present at it, including some of the coolest people in indie gamedev, IMO, just to apply a little timely peer pressure. As I write this it hasn’t happened yet, so not a lot to say that I haven’t already, but I’ll say more about this once the talks have actually occurred. In the meantime….


Here is the Direct itself (1 hour 2 minues):

I overall really like the direction the news of Kirby Air Riders is going, even if I have a few mixed feelings about it. There’s a lot of cool and funny new elements, but it also feels like Sakurai might be leaning a bit too hard into the Smash Bros. style. So many of the new features are note-for-note similar to Super Smash Bros, which I can’t just abbreviate to “SSB,” because that’s the same initials as this blog.

Like the fully-voiced opening theme song. The feature of Smash Ultimate that I hated more than perhaps any other part was that stupid theme song. It’s not that it’s a bad song itself, but every time I started the game up I was greeted by a song about the most overused tropes, not just in gaming, but in current-day media altogether: light and darkness. Oh, if my griping might start a movement to take pop culture back from terrible good-slash-evil narratives I would be a pleased whatever-it-is-that-I-am. I got the Adventure Mode out of the way very early in my time with Ultimate, I didn’t need to be reminded it existed at every startup. Air Riders has one of these songs too. I’m sure it’s nicely sung and produced, but it’s the opposite of what makes Kirby music great: bright, cheery, impressively scored tunes with an incredibly quick tempo.

Other features in both games:

  • For starters, the interface, especially the menus, are extremely Smash-like.
  • Amiibo support, in the sense that both games store machine learning parameters onto the figure’s 2K of flash memory to support trainable characters. Yes, figure players are back, the feature only interesting to me and a handful of others. I wonder how the game will utilize the approximately ½K of flash storage available to game applications this time?
  • Uses a currency for unlocks, and a weird kind of fake economy. Smash Ultimate has gold and “SP.” Air Riders has “Miles,” which are essentially gold coins again. Is anyone annoyed that gold, a metal without a lot of industrial use, is still absurdly valuable mostly because of jewelry use and tradition?
  • A very similar visual style. When unlocks happen, words splash across the screen in your face in exactly the same way familiar to anyone who followed the Smash Ultimate updates eight years ago.
  • Sakurai says it’s different, but “Global Win Power” still looks a whole lot like “Global Smash Power.”
  • On top of it all it uses the Smash Announcer, who unless my ear is mistaken (it frequently is) has been with the series since Melee, at least in English.

Not that the requisite griping is over, there’s lots of really fun things unveiled too. Like the inclusion of loads more Kirby characters, some of them pretty deep cuts. My favorites have to be Lololo and Lalala, who are direct references to HAL Laboratory’s early MSX hit Eggerland, known in the US as The Adventures of Lolo. Other than an obscure Windows release many years ago now, Lolo and Lala basically live on Planet Popstar these days, with no forwarding address left to the King of Eggerland.

Do you have any blocks that need pushing? No? Well we’re just going to hang out in case you get some.

Í’m struck by the fact that, by having so many varied villains who all have become Kirby’s friends over the years, Kirby’s adorable little universe has become one of the largest and deepest in all of gaming. Among Kirby’s friends are a mischievous penguin, a mysterious knight with a battleship, a lady robot entrepreneur, a mouse thief, a spacefairing alien, a spider person, a tricky clown, and more. Most of these characters were created after Sakurai left HAL and Nintendo, but yet are fully embraced by Air Riders, and I love that.

And there are so many weird little unnecessary touches. There’s a full lobby-like “paddock” where characters can congregate between matches, and they gave everyone full walking and jumping animations just for interacting within it. Sakurai says it took a lot of effort to make them, and I believe him. Also, it seems to be fully catered. Chef Kawasaki’s been busy, I see.

The best reveal was the new game mode, Road Trip. I’ve always liked Smash Bros’ weird side game modes, like Smash Run and Smash Board. There’s no one working in big gamedev who is as free with his thinking and design atoms as Masahiro Sakurai. He takes all these design elements and combines them in a way to create these little narrative engines. Road Trip fills the biggest gap of the original Kirby Air Ride, a game that, despite the greatness of City Trial, had absolutely no Story or Grand Prix mode, and so seemed a bit light. And indeed, there’s still no Grand Prix, or other structured racing-only mode.

Back to Road Trip, I especially like that it uses the patches from City Trial, so as you play you also create customized vehicles.

Kirby games don’t usually give you much of an indication of what day-to-day life in Dream Land is like, this is more than we’ve ever gotten.

All of the tracks from Air Ride are returning in Air Riders, although it seems the original City Trial City isn’t. Also returning is Top Ride, Sakurai’s weird homage to, of all things, Atari’s incredibly ancient Sprint series. He’s never mentioned Sprint in a Direct, but it’s so obviously a riff on Sprint. Even if he’s never heard of Sprint (given the breadth of his knowledge of the history of video games that seems really unlikely), it had to have been inspired by other games that were inspired by Sprint.

Another of Air Ride’s signature features, the Checklist, is back. To explain: each game mode has a grid of boxes, each with some feat or objective to perform. While you can unlock them in any order, you aren’t told what any of them are at first. But after you stumble upon your first unlock, the conditions of the squares surrounding that one are revealed to you, so it results in a kind of progression. Some of the squares unlock features when opened, and as you clear the board you’re eventually granted a handful of free checkmarks, to help clear out the hardest challenges.

In Air Ride, the Checklist was the only thing providing continuity between play sessions. That’s less the case with all the things there are to unlock in Air Riders, but what with Nintendo’s stubborn resistance to implementing Achievement features, as about the nearest thing to that Nintendo’s ever published, they’re welcome.

There’s a whole menu dedicated to making visual effects less jarring!

Here’s a flurry of little things I noticed:

  • A bespoke boss, a mecha version of our favorite emperor penguin*, called Robo Dedede. Say it quickly, it’s fun!
  • A special kind of collectable called gummis. They seem to have no purpose except to pile up onscreen in a physics engine and letting the player sift through them like a greedy candy miser.
  • A transforming vehicle, that transforms like a Transformer, metal bits shifting around into an alternate shape.
  • For the first time in any Kirby game, you can be nice to Whispy Woods, instead of making the old tree cry.
  • Some fun cameo characters revealed: Tortilding (from Forgotten Land), King Golem (from Amazing Mirror) and Computer Virus (Super Star), the funniest Kirby boss of all, where you fought it in a mocked-up JRPG-style battle.
  • A track only named “?” in the Direct, which uses music from the Nightmare fight from Kirby’s Adventure (the first “serious” opponent the pink blob creature ever fought), and features the Heart of Nova in the background.
  • For the first time really in a Nintendo game, it looks like they paid serious attention to accessibility! You can turn off screen-shake and move the camera so that motion isn’t so extreme. As time has passed I find myself more and more bothered by screen-shaking effects, though I’m not sure if that’s me, or just that they’re much more common nowadays than they were in the days of the NES.
  • Once of the license designs shown off uses iconography from the Japan-only Kirby Cafés.
I’d love to go to a Kirby Café some day!

* I think the official line is that King Dedede is some kind of eagle, but he’s never shown any hint of flying like a real bird, and the idea of Kirby’s first major antagonist being a penguin with royal pretensions is too much fun to reject.

Nintendo Direct on Kirby Air Riders

I’ve heard it said that there are several different varieties of Nintendo Directs. There the Major Announcement type (Switch 2!), the Bunch of Games type (Indie World!), the Franchise Update type (what’s Pikachu up to next?) and then there’s the type that introduces an individual game. (Breath of the Wild!) This video is of that last kind, but the game it announces is not the usual kind of thing.

Masahiro Sakurai is an odd duck. Famously the creator of both Kirby and Super Smash Bros., the last game he made as an employee of HAL Laboratory and/or Nintendo was Kirby Air Ride, or KAR. We’ve posted about KAR four times before: in general, the effects of its vehicle stat patches, the online competitive KAR scene and Sakurai’s own commentary about it. This time makes five, and it’s safe to say it won’t be the last.

Why did he leave? I can’t say with any accuracy, I have no sources at Nintendo, but I do sometimes remember little things I’ve read, which may or may not be true. One of those things was that he had left under a cloud due to the perceived failure of Kirby Air Ride, which had a long and troubled development process, starting on N64 then moving to Gamecube, and not having a lot of traditional content compared to its sibling Mario Kart. But this could be false: I believe he’s said publicly it had to do with not wanting to make the same kind of game over and over. So now, let’s set this thread down, and come back to it in a few paragraphs.


Sakurai worked as an independent game designer for a while, enviable work if you can get it, and are as good at it as he is. The first game he made out of the gate was early Nintendo DS hit Meteos, a fine game that everyone should play, if they can find it now.

Meteos was an action-puzzle game that did genuinely new things in that genre, and was really good, a tricky combination. He then founded his own company Sora Ltd., which has maintained close ties with Nintendo: every game they’ve made since has been published by Nintendo. One of those was Kid Icarus: Uprising, another fondly-remembered title. And then….

Yeah, I’m getting to it. Sakurai has continued to direct every Super Smash Bros. title. It’s been said that Nintendo believes no one else can effectively make a Smash Bros. game. Super Smash Bros. Melee came out before Sakurai left HAL and was a gigantic hit; the Gamecube wasn’t exactly a stellar success, but imagine how it’d have fared if Melee hadn’t been made? People still play Melee in large numbers today; ask AsumSaus about it.

While some subsequent entries have not met with perfect acclaim (Brawl), every installment has still sold an awful lot of copies. Nintendo keeps asking Sakurai to make the next Smash Bros., and although he’s mention feeling tired and worn out (he heads gigantic teams to make them, and it’s an immense amount of work), even threatening to retire at one point, Nintendo seems to keep finding bigger dump trucks of money to leave at his houses. So as an independent agent he’s made the huge Super Smash Bros. Brawl, and the colossal Super Smash Bros. for Wii U and Super Smash Bros. for 3DS, and the utterly gigantic Super Smash Bros. Ultimate, the fighting game that contains Mario, Link, Samus, Fox, Ness, Ryu, Simon Belmont, fighting Mii characters, Cloud, Sora and freaking Steve from Minecraft, among with dozens and dozens of others, even more if you count the Mii costumes you can buy, including Shantae, Cuphead and extra-freaking Sans Undertale himself.

And now, to pick back up that thread I left back there on the ground.


A few months ago at the Major Announcement Nintendo Direct about the release of the Switch 2, there was a short section announcing a sequel what may have been the game that caused Sakurai to leave Nintendo: Kirby Air Ride.

Sakurai has been vindicated many times over since then. Does it not have much content? He’s make the Smash Bros. games, each a greater tribute to the concept of excess than the last.. He said he didn’t want to make the same game repeatedly, but there’s been six Smash Bros. titles now. And after all this time, KAR’s City Trial still has a surprisingly large and involved fanbase, and even a tournament scene.

Early in the new announcement video (below), Sakurai mentions that it was bosses at Nintendo and HAL that asked him to make a new Kirby Air Ride game, not the other way around. It had to have been quite the vindication for him. Here is that video (47 minutes); for discussion of its contents, see below.

It has the slightly confusing name, when mentioned alongside the original, of Kirby Air Riders. I’ll abbreviate it KARrs.

Where KAR basically only had Kirby as a character, with King Dedede and Meta Knight more as gimmick characters, KARrs is full of characters, including former villains (Dedede and Meta Knight of course, and newbies Magalor and Susie), allies (Gooey and Bandana Waddle Dee), enemies (Chef Kawasaki, Knuckle Joe, Cappy, Starman and Waddle Doo), and various Kirby colors too. It has most (if not all) of the vehicles, called “machines,” from the first game and a few more. And it supports up to 8 players, 16 when played online.

And it still has City Trial, which Sakurai accurately refers to as the main event. Air Ride mode is a good basis, but City Trial is why people still obsessively play KAR today. It has a new City, on a floating island in the sky, and named “Skyah” He said there’s only one map, which seems a shame. KAR only had one City Trial map too. Skyah looks more varied, but not much more varied.

The core of City Trial is the same: the search for vehicles, the collection of vehicle-upgrading patches, the player-vs-player combat, and the sometimes-faulty information on which Stadium you’re trying to optimize for. KAR is a game where you can be told prepare for a race, and 10% of the time it won’t be a race. “Mind games,” as Sakurai calls it.

There’s still random events, but now there can be random contests that take place in the time-limited City portion of the match. All the players who choose to participate join in a special minigame that can award extra powerups, but players can also choose to ignore all that noise entirely, and just keep exploring and collecting patches on their own.

What’s missing? Sakurai says at the end that there’s lots of things he didn’t have time to mention, but they might just be gone completely. One of them, Top Ride, isn’t likely to be missed; it was a single-screen racing mode kind of like Atari’s Sprint games. KAR’s Air Ride’s tracks often made appearances as City Trial’s match-determining Stadiums, but Top Ride played no part in it. It’s probably been binned.

Another thing missing is KAR’s Checklist feature, a grid of squares for each of the three game modes, and each space representing a single challenge. Clearing the grid offered meta-progression in a game that made absolutely no attempt at storytelling. The Checklist was one of KAR’s big unique ideas, and it migrated over to a couple of titles in the Smash Bros. series. It’d be a shame if it was entirely gone from the game that birthed it. But Sakurai is known to discard even prominent features if he’s bored with them; remember the “Special Bonuses” in the first two Smash Bros. games, and how they vanished starting with Brawl? Remember how its Trophies didn’t make it into Smash Ultimate?

Even without the Checklists, there’s so much in the video to be excited about. This is unquestionably the Switch 2 game I’m most excited about. It’s true, it’s a sequel to a game that Masahiro Sakurai has made before, but it’s also an opportunity to iterate on ideas that deserve to be given another chance. Kirby Air Ride was something unique, and how often do we see that these days? Kirby Air Riders may be that utter rarity here in the 53rd year of video gaming: the birth of a new genre. It’s a personal pleasure to witness.

The End of Masahiro Sakurai on Creating Games

He mentions that it’s possible that he might dust off the channel from time to time, but that he feels it has accomplished its mission. Here it is (46 minutes):

To remind everyone: Sakurai is the famed creator of Kirby, Meteos and Smash Bros. In the video, he relates the surprising fact that no only did he write out nearly every script, 256 in all, before the first episode even aired, but he also filmed them all in advance too! That’s why he looks older in this video: it’s the first time he’s been before the camera, with just three exceptions, since it started. The video, in fact, is mostly about how the series itself was made, which as it turns out was done without a camera crew, and in a residence of his too, outside of a recording studio and without soundproofing, so production had to pause if am ambulance drove by outside, and couldn’t happen at all if it was raining.

I have no doubt that these videos will be an important document in the coming years, not just as a guide to making video games, but also preserving the processes of current-day game development, and the words and thoughts off one of the foremost game designers of our age. BTW, note the split second of Rogue at 18:58!

The video has always had a feel like maybe Nintendo was helping out with it, but as it turns out, other than approving the use of their game footage, they weren’t greatly involved. The similar feel may be due to the use to HIKE, a.k.a. QBIST, a production company that Nintendo also uses for some of their videos.

To close this out, I’ll link a short bit from earlier on, at a mere 2 1/2 minutes, the video about Sakurai’s cat, Fukurashi. Meow, or perhaps, nya!

Masahiro Sakurai on Satoru Iwata

I haven’t posted much from Kirby and Smash Bros. creator’s prolific Youtube channel on game development. There’s a lot of good information in there. The channel is winding down now after a good run, but now, near the end, he’s posted at one of his final videos a remembrance of his old boss, and beloved Nintendo company president, the late Satoru Iwata. (10 minutes)

It’s now been nearly 10 years since Iwata’s passing, and the outpouring of respect, admiration, and even affection, for him over that time has been remarkable. There’s a sense that we lost an amazing figure. Sakurai is brilliant in many ways, but he calls Iwata the smartest man he’s ever known. He strove to be polite, not to take offense in conflict, and to always act with logic instead of emotion. He helped transition Nintendo from being under the sole control of the Yamaguchi family to the more varied and ingenious company they’re known for being today.

In addition to running the company, Mr. Iwata started out as a programmer a HAL Laboratory. Think of how rare that is for a multi-billion-dollar company. They didn’t hire your standard MBA out off a business school, but put their future in the hands of a former coder. I have no illusions that, in many cases, that could have been disastrous, because programming and management require different skill sets, but Mr. Iwata pulled it off.

Sakurai finishes the video with a story of the last time he saw Iwata alive. He calls Iwata the person in the world who understood him the most. When Iwata wanted to see him, he didn’t delegate it to an assistant but always emailed him directly. It seems that Iwata was a good person who many admired and respected, but to Masahiro Sakurai, he meant something more.

The video isn’t very long, and there’s a sense of finality to it, not just in Sakurai’s memories of Iwata, but of the ending of his Youtube channel. Masahirro Sakurai on Creating Games is such an unusual series: an important and brilliant working game creator telling the world personally of his views as a creator. Such an unusual move! But Iwata created both the Iwata Asks series, and the Nintendo Direct promotional videos, which may have inspired Sakurai’s own series. Both men understand the importance, often neglected I think, of clear communication, both between others and the world.

Thank you, Mr. Sakurai, for what you’ve told us. And thank you, Mr. Iwata, for all your hard work.

About Kirby Air Ride City Trial

One of the best Kirby games isn’t a traditional Kirby game at all. Long before Kirby and the Forgotten Land finally worked out how the game should work in three dimensions, there was Kirby Air Ride, a Gamecube racing game that’s so weird. Kirby tools around on the Warp Stars that are his trademark ride through a number of courses at speeds usually only seen in an F-Zero game. There’s a variety of stars that can be ridden, more to unlock, it was the second game in which Meta Knight was fully playable, and the first where King Dedede was (unless you count short sequences in Kirby 64).

Kirby Air Ride had three modes, but they all felt a bit half-baked except for one. The standard Air Ride mode wasn’t bad, but could only be played one course at a time, with no overarching mode that connected them. That’s right, it didn’t have a “Grand Prix” mode. And the other competitors were only differently-colored Kirbys (Kirbies?) anyway. The courses were pretty good, but it didn’t give you much to keep you playing except for its checklist (which we’ll get to).

There was also a special racing mode that took place from an overhead view, on special one-screen courses, like Atari’s Sprint games, which felt even less substantive than the standard racing mode.

Possibly the best multiplayer experience on the Gamecube

But the reason Kirby Air Ride is special, and the reason I still have my copy of the game after all these years, is City Trial, which is one of the most engaging racing game experiences I’ve ever seen. It’s really good. Not because it has any overarching structure the other modes lack (other than its checkbox screen). But because it’s so novel; no other game I can think of provides the kind of gameplay that City Trial does, unless you count Smash Run from the 3DS version of Super Smash Bros., which was also made by Masahiro Sakauri. But even it isn’t really the same thing, because you can’t interact with the other players during it!

“Forget it Jake, it’s Kirbytown.”

City Trial puts from one to four players, either human-played or computer-controlled, in a free-roaming city area. It’s not really a “race” at all. While the city is, spatially, quite large, the players’ warp stars are so fast that it only takes about 20 or so seconds from one end to the other, and the game also keeps you appraised of where the other Kirbys are with on-screen indicators and a map in the corner. Over a period of between three to seven minutes, you zoom around trying to collect powerups for your star. They come in a variety of types: Top Speed, Acceleration, Charge, Turning, Gliding, Weight and more, all taking the form of 2D icons scattered randomly around the city.

Giving your warp star a tune-up is as easy as scooping up these symbols.

As you collect icons, each provides a small permanent (for the duration of the match) improvement in that one area of your star’s performance. Some are in boxes, which must be broken apart either by colliding with them repeatedly or spin attacks. Some of them are gray-colored, which are permanent power-downs.

Throughout the time limit, you seek out and collect as many as you can. If there is a maximum stat you can reach I’ve never seen it; I think it can go at least as high as 20 icon’s worth, but it’s nearly impossible to get that high. It’s gratifying to feel your default “Compact Star” get steadily better and better as you snatch powerups. But also, there are other vehicles throughout the city, and you can get off your default star at any time by holding down on the control stick and the A button and board another one. All of the varied stars from Air Ride mode (some of which aren’t really stars at all) are present, and they all control really differently from each other. Some even have special properties, it’s not a case at all of them just having different stats. When you switch stars, you get to take all of your collected powerups with you, though if you have a lot you’ll drop some, and have to spend a few seconds picking them back up again.

The amount of care that went into this one mode is almost shocking. You can attack other players and steal their powerups! You can even destroy their warp star, and force them to wander around on foot to find a replacement! Some of the traditional Kirby copy abilities can be found and used against the other players! There’s random events, with a lot of variety, that can happen, providing different dangers, or opportunities. You can sail out over the ocean on your hovering star. If you get enough height, you can fly over the invisible border wall and explore even more ocean.

What cosmic horror is invading Popstar this week?

You can also collect Legendary Machine parts, which are hidden in some of the boxes. The Hydra, from the more recent Super Smash Bros. games, is a direct reference to this. If you manage to find all three parts, to either the Hydra (the green one) or the Dragoon (the red one), you get to ride it. They’re both ludicrously overpowered, although they can also be difficult to control.

Target Flight is one of the more common competitions. It’s like a lost Monkey Ball minigame.

The real mark of genius in this mode is what happens when time runs out. The game shows a chart with everyone’s vehicle stats on it, then throws all the players into a random event. Your vehicle’s stats may make this event easy or hard! If you end up in an event where you have to attack enemies or aim to collide with targets, you might find yourself wishing you had laid off getting all those speed-ups, but plenty of the events are races too, including all of the race courses from Air Ride mode. How do you know what kind of event it coming up? There are two ways: sometimes, during the City Trial portion, the game will drop you a text hint as a message. (Hilariously, once in a great while it lies.) Or else, if you don’t like the randomness, you can choose broadly what kind of event will happen in the game settings.

Whichever player comes out on top in the event, the victory is short-lived. There is no huge victory celebration, no advantage to be gained. The game doesn’t even save player profiles. But City Trial mode is entertaining enough that we don’t really end up caring much? It’s even fun to play against computer opponents.

It was a long time ago, but at one point I had every one of these squares checked off.

Each of the three modes in Kirby Air Ride has a “checklist,” a grid of squares, each representing some accomplishment, or at least occurrence, that can happen in its game. This is the closest thing Air Ride has to progression. If you’ve seen the Challenges in Super Smash Bros. Ultimate, this is the same kind of thing. All of the challenges are hidden at first, but when you unlock one, the requirements for the ones around it are revealed to you. Some of the boxes unlock things, like new events, being able to play as Meta Knight or Dedede in the practice mode, or more Kirby colors. But mostly it’s just something to give obsessive players (like myself) something to work for. In a racing game without even a Grand Prix mode (seriously what is up with that?), I’ll take what I can get.

An aerial view of the bad part of Kirbytown, where the Waddles Dee all wear eyepatches and have goatees.

One more cool thing? Until fairly recently (and ignoring that non-canonical anime series), City Trial was our only glimpse into what day-to-day life was like in Dream Land. This city is evidently where Kirby and his friends live and play (I don’t think any of them have a job). There’s skyscrapers, a river, an ocean, an underground region, mass transit rails, a golf course (overseen by Wispy Woods), a castle and a volcano, and even “dilapidated houses,” which the players can demolish with their vehicles. I guess even Planet Popstar has a seedy part of its towns.

Apparently, day-to-day life in Kirbyland is spent in endless vehicular combat sessions. I’d like to say that I’m surprised, but for some reason, I’m not.

If you’d like to see how this works out in play, here’s an hour and 54 minutes of City Trial play, without commentary, on Youtube:

Masahiro Sakurai talks about Kirby Air Ride

Just about everyone respects Masahiro Sakurai! I’m no different! He’s made some wonderful games, and even his more obscure works are really cool and fun!

I’ve linked to his series on game design before, released on Youtube with Nintendo’s help. It’s really popular! We try not to link too frequently to the same series or blog, instead waiting to find something in it that connects with me personally, in the hopes that whatever it is will be something that connects with my readers as well, and that’s why I’m linking to him talking a bit about Kirby Air Ride.


Like The Speed Rumbler, I feel like I have to say something really specific and detailed about KAR. (What a cool and appropriate acronym, both in the context of Kirby and Speed Rumbler!) Especially City Trial, which I think is just waiting for some interested party to revisit an expand. In the meantime though, enjoy Sakurai talking about what may be the most unique Kirby game, even in a series containing Star Stacker, Pinball Land and Tilt ‘n Tumble.

Masahiro Sakurai on Creating Games: Kirby Air Ride (Youtube, 7 minutes)

Link Roundup 4/29/22

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar drebnar!” – your faithful reporter

Cian Maher for IGN, on players who obsessively chase rare “shiny” variants of Pokemon.

Ted Litchfield for PC Gamer, on the disappointment of FFXIV‘s producer on player taunting.

Morgan Park of PC Gamer tells us Call of Duty has lost 50 million players in a year, a third of their base

Andrew Kiya of Siliconera noticed a tweet in which Kirby creator Masahiro Sakurai revealed facts about the origins of the Kirby Dance (what dance? this dance).

Keith Stuart of The Guardian (wow, drebnar!) on why Sonic the Hedgehog is great.

Michael McWhertor for Polygon tells us that Yuji Naka was kicked off the Balan Wonderworld project six months before it finished, partly for bringing up quality issues. He mentioned possibly retiring from the games industry.

Steven Blackburn of Screen Rant informs us that some fans are working on a third season of the old Saturday Morning Sonic the Hedgehog cartoon show. That’s the “darker” one, with Princess Sally and Bunny Rabbot. The other one from the time, made for syndication, was sillier, and the podcast What A Cartoon did an episode on it with Ian Jones Quartey.

Jody Macgregor for PC Gamer on the D&D Gold Box games coming to Steam, and why they’re great.

And Jason Fitzsimmons of Ghostbusters News points us to a tweet about a fan project to hack the character of Winston Zeddemore into the Sega Genesis Ghostbusters game, where he had been originally excluded.