
Masahiro Sakurai had a great moment earlier this year during one of his Kirby Air Riders directs where he wondered out loud why Nintendo would ask him to make a sequel to Kirby Air Ride.
"You might be asking yourself if it's basically Mario Kart. You race and battle with familiar characters around courses with different features, or so they say. OK, so it basically is like Mario Kart."
When introducing Kirby Air Riders to my friends and family, that is how I have been starting my pitch. It's like Mario Kart... At its heart, this is an arcadey racing game where you pick your favorites from a colorful roster of characters and vehicles, and partake in chaotic races in a curated list of tracks. Based on that description, anyone who bought into Mario Kart World's steep $80 asking price would be rightfully confused as to why they should ever consider this game.
But let me ask you this. Have you ever played Mario Kart and felt that its mechanics are too shallow? Mario Kart World features a gargantuan list of 50 playable characters that is superficially vast, but offers only very small variations in actual gameplay. Do you ever feel annoyed that Mario Kart's item system punishes you for being in first place? After all, it needs to make sure casual players have a chance to catch up to keep it as a viable party game. Do you ever feel like there isn't enough variety in what you actually do while playing the game? Once you get a feel for Mario Kart's drifting and boosting mechanics, you can kind of play the game on auto-pilot.
Well, friend, what if I told you it doesn't have to be like this! But let me take a step back and quickly set the stage for what Kirby Air Riders is.

Back in 2003, Kirby Air Ride offered an alternative vision for the kart racer. It deconstructed the genre and rebuilt it around the idea of tying every action to a single button. Kirby accelerates automatically, and a press of the A button serves both as your brake and how you charge your boosts. The resulting ruleset creates a constant tension. Since you have to slow down to boost, each turn forces you to decide if you want to gamble your position for a perfectly executed boost. It's the core idea that the game orbits around, and one of the reasons it feels so unique.
Layered on top of this is an involved combat system. Much like in the mainline Kirby titles, you can suck up NPC enemies and gain copy abilities. These abilities are used to damage and slow other players. This gives the game a more deliberate action flavor that Mario Kart only hints at with its randomized shells and bananas, forcing you to always keep positioning and timing at the front of your mind.
All of this came together into an incredibly memorable, if unorthodox package that showed the scars of its tumultuous development. Its one-button control scheme became a target of criticism, with many misinterpreting its simplicity as shallowness. And despite its variety of modes, Air Ride also felt like it had a paradoxical lack of content due to its small number of playable characters and tracks.
This is the foundation that Masahiro Sakurai's SORA Ltd. and Bandai Namco worked from when Nintendo made the unlikely decision to create a sequel to Air Ride. I run through all of that because Kirby Air Riders is simply the original game, luxuriously expanded in almost every way imaginable.

The first new feature here is the greatly expanded roster of playable characters. The original Air Ride offered Meta Knight and King Dedede as unlockable characters in addition to Kirby, but they felt more like playable cameos rather than actual competitive options. Air Riders gives us 21 playable characters, each with their own unique gimmicks. In addition to this, every character also has a Special skill that is charged over time and can be activated with the Y button. For example, King Dedede activates his Jet Hammer to rocket forward, Waddle Doo activates a beam rod to blast their enemies, and Taranza throws spiderwebs to slow down other riders. Kirby still gets special treatment, of course, and has four different specials depending on what color you pick.
The expanded roster adds an additional layer of depth to the game, especially when combined with your choice of kart, or rather, "machine." All machines from Air Ride return, and there are some interesting new additions such as the Paper Star and Transform Star. Unlike in Mario Kart, the difference between how each machine handles is drastic. You have the Warp Star, which is the most balanced option, the Wing Star that favors being in the air, or the Wagon Star that trades the ability to boost for better handling and speed. Then there's the completely off-the-wall options, such as the Swerve Star, which has incredible speed, but forces you to make a complete stop in order to turn, or the Bulk Star which requires you to boost occasionally in order to "charge" it.
The variety on offer makes your selection feel more akin to picking a character in a fighting game, rather than the more aesthetic nature of picking your character in most other kart racers.
All three modes from the original game return, with Air Ride still being the primary racing mode. There have been a number of small tweaks that all add up to a greatly improved game feel. The overall speed of the game seems to have been increased, but not so much that it feels unreasonable to grasp. The drafting system has been overhauled, with every character leaving behind a visible trail of little stars that give you a boost when you drive over them. You also get a tiny boost when attacking other players, further incentivizing combat. It's better than ever, and it's got that addictive "just one more race" feeling that makes the hours just melt away.
City Trial also makes its triumphant return, and it works much the same as in the original game. You are dropped in a small city with 15 other players, and are let loose for 5 minutes while you scramble to find a machine and power up its stats with power-ups littered around the map. Once the time is up, you unleash your unholy creation on the other players via a Stadium match, random mini-games that include things such as short races, target flights and brawls. It's a deliciously chaotic party mode that can be enjoyed more casually than the primary racing modes.
Tying everything together is the new Road Trip single-player mode, which perfectly stitches together a grab-bag of bite-sized chunks of the other modes in a similar fashion to the single-player experiences you find in the Super Smash Bros. games. It presents the perfect opportunity to get a taste of all the mechanics and familiarize yourself with everything. Challenges also return, giving you a reason to branch out and play all the modes. Then, once you feel confident enough, you can take your skills online with the excellent online features. You can play every mode online (except Road Trip), and Air Riders potentially features the best online implementation of any Nintendo game I have played. Everything is snappy, smooth and seamless.
It's not all perfect; Kirby Air Riders still suffers a little bit from its overly-simplified control scheme. Sucking up enemies is still tied to your boost button, leading to some contextual wonkiness at times. Attacking by wiggling your stick still doesn't feel great. And while City Trial is an excellent party mode, I wish that the Stadium mini-game was revealed to players before the match rather than after, in order to encourage competition for specific power-up types rather than having it be an aimless free-for-all. Visually, it also looks like a pretty standard (albeit good-looking) Switch 1 game. It performs excellently, but I'm not quite sure why it is a Switch 2 exclusive.
While I think this is an excellent and complete package, I do feel a little sad that there is no DLC on its way, because this game is just begging for more courses and City Trial maps.

So, let me return to my initial thesis: Why would you consider this over Mario Kart? If all you are looking for is a casual and accessible racer you can easily play with family and friends, then look no further than Mario Kart World. I don't want to come across as a Mario Kart hater here, but that series has its time and place. But if you want a game with depth and an extremely high skill ceiling, then Kirby Air Riders is your pick.
While its simple control scheme is easy to pick up on paper, its ultra-fast pace and diverse set of characters and machines can be pretty difficult for the casual gamer to wrap their head around without practice. The systems in Air Riders are much more preoccupied with rewarding skill, offering a refreshing alternative to the randomness of Mario Kart's item system. And then there's just the fact that it's filled with so many innumerable little bells and whistles: you can customize your machines and share them online, buy little hats for your characters, save your replays, take part in time-limited exclusive modes... All of those great little details add up to a fantastic experience.
I can really only put it this way: You've played a Sakurai game before, right? Imagine a frenetic kart racer made with the same outstanding level of depth and care as Super Smash Bros. Ultimate. That is Kirby Air Riders!