Kirby’s Air Ride:

So then I was thinking, let’s talk about a video game since people like reading about visual things with loud noises that you cant put up due to being too lazy to understand copyright. Thus we discuss:

A standard kart racer, a top down arcade style racer, and something more akin to kirby plus a weird fusion of mario kart and gta.  So what exactly is this game about?  Like most Kirby games very little plot is given, in fact this game has zero plot.  I love videogame plots, but this game would have died with a plot as it wasn’t merely a game, it was three games, each unique from eachother.  The cute puff ball rides around as fast as he can on air rides, most notable among them is the warp star.  Each ride controlled differently.  We’ll start with top ride.
The basic arcade style racer, on several short simple tracks with inspired names like metal, sand, fire, and air, you get the idea.  Each lap took mere second but you could set the number of laps so high you’d get annoyed and quit.  (I think it was 99 felt like several thousands) It was supposed to be quick easy and a total blast.  Instead of all the many rides of the other modes, it had just two, it was so simple it couldn’t fail.  Next up is the title mode, Air ride, it’s like top ride plus. More rides (including metaknight) longer tracks (with like actual names) just generally more moreness.  This fleshed out version didn’t diminish the value of top ride, as they were clearly made for different things, air ride was a more serious take on the same concept, while still being easily accessible, you had to unlock tracks and rides via achievements, like getting the wingstar by ending a race first place and in the air, not challenging I’m sure most people got it first and probably by accident I know I did.  City Trial, a fan favourite and with good reason. while the first two modes together made a good game two sides of the same coin, this mode took it beyond.  You have three to seven minutes to prepare for an event, you can set the event type in the options, but best to leave it on random.  seven minutes to prepare for the unknown, collect attribute upgrades (my fav was turn up, just for the name) and use power ups to sabotage your opponents, the whole time scrambling to find the best rides for the event.  All the rides from the air ride mode are present, with an additional three, compact star, the thing you start on, and two legendary stars.  Because each ride functions differently, how useful they were could vary depending upon the event, except the swerve star, which should just go die, but picking the right star on only the vague clues, of the fortune teller was part of the charm, along with strange things happening during the trial, like a UFO showing up or the thick fog, finding a way to use these randomly selected occurrences to your advantage was nonstop fun (that phrasing makes it seem more akin to real life actually). I dove into the eye of a giant bird, enough said ten out of ten, am I right?  But in all seriousness, this game offered something unique, which wasn’t uncommon for the gamecube, but remains memorable none the less, from its high pitched Kirby soundtrack to the lava pits I battled in, this game really made you feel like you were looking through a window into another world, which is the point of video games, also the world in question was nuts, and King DeeDeeDee was actually tough in this game. 

If you enjoyed this unsolicited rant subscribe for more, or suggest another thing to drone on about, could be sophisticated.



One thought on “Kirby’s Air Ride:

  1. Thanks for these last 2 posts! We have a trip coming up and I have been dreaidng the drive! We have some trips where the twins are awesome & then others where they scream the entire 2 1/2 hours. That doesn’t seem like a long trip until you have crying babies the entire distance : ) I especially love the cookie sheet/chalkboard idea – awesome!

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