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Few characters in gaming are as curiously likeable as Kirby. He’s a pink
ball with a few expressions, yet ever since his Adventure debut on the NES all
those years ago, he (it?) has managed to display more personality than many other
gaming leads since. But why is this?
Who cares. What matters is that he isn’t just likeable, but his games
are ridiculously good fun, and thankfully his Air ride goes a long way to living-up
to that name.
Air Ride plays like a little bit like Mario Kart, but with the powers Kirby
is famous for thrown-in for good measure. One to four players get to zoom about
nine tracks (one of which must be unlocked), sucking up various enemies and
stealing their powers. You may, for example, suck up a wobbling snowman and
then briefly get to use a snow-based power. What sets Air Ride apart from just
about anything else is that everything bar steering is handled with the A button
- sucking up enemies, using their powers, slowing down, turbo – all used
via one button. Kirby will always be accelerating, pressing A will act as a
brake, and yet letting go of the button will give you a brief turbo. So as you
approach a hairpin bend, for example, you hold A to slow down and slide past
the apex of the corner, line yourself up with the track and let go of A to boost
away. Quite clever when you think about it.
The name Air Ride comes from the various craft Kirby can ride, most of which
hover slightly above the ground. Each vehicle possesses certain characteristics
and, impressively, each can completely alter the way the game must be played.
The initial Warp Star for example has a good top speed, good acceleration, a
fairly strong boost and good handling in mid air, though it cannot fly far.
It’s a jack-of-all-trades, but a master of none. Conversely, an alien-like
craft called Click Spin can only steer when the A button is pressed,although
the top speed is extremely high. A particular favourite is the small green scooter,
which chugs away at a fair old rate and has Kirby leaning through the corners
in true MotoGP fashion.
Different vehicles work best for certain tracks, and its here where Kirby’s
Air Ride impresses the most. HAL Laboratories' attention to detail is exceptional,
displaying a vast array of lively backgrounds and moving parts within the track.
Whilst the same events will happen on the track for every race, the joyous use
of colour and general enthusiastic atmosphere keep things from getting too depressing.
The tracks are all generic in theme, and the standard Fire\Ice\Desert\Space
combo all make a predictable appearance, yet the combination of original gameplay
mechanics and clever interaction with the scenery make for a more involving
experience than one may initially think.
Speed boosts litter the tracks, and are often placed off of the ideal racing
line, meaning risks must be taken to reap their rewards. Rails too, something
Kirby can ride on Jet Set Radio-style, are often placed in such a way that you
need to be well placed some time before they begin. The second stage, based
around a watery valley theme, has one instance where the player must cross a
bridge. If you manage to get airborne on the previous corner and successfully
negotiate the bend while flying, it is possible to land on the bridge railings
and take advantage of the speed boost it offers.
Kirby’s Air Ride is an unashamedly simplistic game. Once the best lines
have been worked out, keeping to them won’t be much of a challenge. Indeed,
in less than half an hour it is possible to win all of the eight initial tracks
in single player without even feeling as though you've tried. This does hurt
the experience, especially without any championship structure, but HAL have
been quite clever in extending the life of the game.
After every race when you first get the game, you will be presented with a
large 12*10 grid, which is occasionally filled-in with either red or green blocks.
It’s when certain criteria are met that these blocks are filled in, and
if the colour is red, something new has been unlocked (if green, challenge has
been completed but there is nothing to unlock). To begin with the more simplistic
challenges will be completed, such as winning a track or beating a certain time,
but eventually more advanced tasks will reveal themselves. These can include
winning a race without pressing A, or beating/sucking up a certain quantity
of a specified enemy.
It is possible to view the grid and have a look at each challenge criteria,
although everything is written in Japanese, which is likely to put some off.
The grid is something which has been designed to run in the background; something
which occasionally pops up to offer new rewards when playing for fun, but when
playing just solo completing the grid is the only challenge the game offers.
Indeed, for the single player gamer, Kirby is enjoyable but lacks substance.
HAL have made further effort in extending the game's life by successfully implementing
an overhead mode that plays like the old Super Sprint games. This is fun and
pleasingly over the top, yet despite presenting beautifully crafted tracks,
the enjoyment only lasts for as long as it takes to win each race once. There
is a whole new bonus grid for this mode, but the lack of any depth makes repeated
play only feel like a chore.
Since Kirby has been so clearly designed for four players though, the lack
of things to do with just one is almost entirely excusable.
Joining the Air Ride and Overhead modes is the intriguing City Trial. Still
playable with one player, this mode is perhaps the biggest surprise of the package.
To begin with, each of the 4 Kirby’s will begin the mode with the most
basic of craft, and they all must explore a small (yet feature-filled) city
to gain new powers and craft upgrades. Upgrades can be collected by destroying
large boxes that fall from the sky, and can increase or decrease attributes
of your craft. It’s also possible to jump off your craft, which allows
you to run about as Kirby and select new craft if found. More than this, collecting
three special parts will create a secret vehicle with vastly over the top statistics.
After the time limit as run down, the game will stop and a random ‘Stadium’
level will begin, which can be anything from a long jump challenge, a lap around
any of the tracks or even a straight forward death match. In all there are around
25 stadium games, which can either be played randomly at the end of each City
game, or played separately at your leisure. A new bonus grid also makes an appearance,
except here the challenges are harder to pull off and usually rely on random
occurrences, such as a certain vehicle being used to kill another specified
vehicle. City mode is well designed, but like much of the game it doesn’t
manage to reach its full potential. HAL have introduced special events within
the City, but they usually occur with a whimper rather than the expected bang.
It is fun, but perhaps too random, lacking the emphasis on skill.
Kirby’s Air Ride offers an enjoyable yet limited single player game,
but one that is vastly improved with more people. Unfortunately, the problems
within the game harm the multiplayer experience. With just nine tracks, there
simply isn’t enough to do in the main Air Ride mode. Rather than take
a system similar to F-Zero, where there are a number of tracks designed around
each theme, Kirby just features one track per theme. The tracks are well designed,
but with such simplistic gameplay it can get repetitive quickly. The greatest
sin, though, is the lack of tournament or tally within the multiplayer game.
The only option when playing is one-off races or battles, which results in an
experience that is fun for only around an hour at a time.
A real shame, as Kirby’s Air Ride displays such a joyous, charming exterior
that just begs to be played. Expressions on Kirby’s face are simply magical;
the most gormless and amusing range of emotions seen since Link’s most
recent adventure. The music too, is some of the best on the Gamecube. Undoubtedly,
this is a game to be enjoyed by all, enjoyed with the family, but it isn’t
something that is likely to hold your attention for long.
Kirby appears to be a game designed around the premise of a quick multiplayer
blast, and it has succeeded in doing this. But you have to ask the question:
with the Monkey Ball series already tying-up a similar market - and Mario Kart:
Double Dash just around the corner - is there any need for Kirby? |