The Gamecube has always been a controversial console amongst gamers, mainly because it was a very experimental console for Nintendo. They were trying a lot of new concepts during this period, and came out much wiser from the experience. In the process, many fans felt like their favorite series strayed too far from their paths, and became too different than what they are used to. This happened to Mario, Zelda, Metroid, and yes, also Kirby. All these series received Gamecube games that were radically different than previous games in their respective series. While all of these were arguably great games, the latter franchise's Gamecube entry always gets the most flak among this crowd. The game of which I speak is Kirby Air Ride. Many fans have dismissed it for being too simplistic, even for a kart racer. Also, of course, for not being a traditional platformer. But, does it really deserve all the hate? Is Kirby's Gamecube debut something that should be overlooked by gamers? Well, to put it bluntly...
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GameplayThe main point of contention for Kirby Air Ride was that it is essentially a one-button game. Yes, all of the game's racing functions can be performed with the Analog Stick and "A" button. Mario Kart used multiple buttons, so gamers were wondering why Nintendo decided to take an even more simplistic route. Well, just let me say that it is always better to build a game around the functions it was designed for, rather than try and shoehorn in a bunch of different ones. There is a reason why Kirby Air Ride technically only uses one button; it only needs one. Your character automatically accelerates to the fastest speed over time, and the A button is either used for breaking and boosting, or is context-sensitive based on different parts of the track. Sound confusing? Well, I will admit that it did take some getting used to, but the end result actually ends up being one of the more intuitive control schemes I have seen in a Kart Racer. The game employs a "Boost" system, which, when you press the A button, slows you down, and a meter builds up at the bottom of the screen. When the meter reaches the maximum point, you can perform a speed boost. This allows the button to function as a brake, as well. The game's tracks allow for some rather clever exploitations of this mechanic, as well. Braking and boosting around sharp turns, or boosting when you are on moving portions of the track are ways that you can use boosting creatively. As I said, the A button can also be context-sensitive. If you press the button while over a flashing green arrow on the track, you will automatically boost, even at full speed. Pressing the button over curious-looking patches of track can open up secret passageways, shortcuts, or generate different power-ups. The implementation of all these functions into one button would almost certainly spell disaster in most games, but Nintendo's masterful game design shines through as clear as day in Kirby Air Ride. All the tracks are designed in such a way that the times in which the button does not do what you intend are few and far between, creating a brilliantly simple yet adaptable racing experience.
Kirby Air Ride has three gameplay modes, all of which support 4-player multiplayer. The main mode, Air Ride, is the racing game that most people were expecting to get. There are nine tracks to choose from, and over a dozen vehicles to ride. Other than the notably well-designed and intricate tracks, there is not much else to say about Air Ride mode. If you have played a kart racing game before, then you know what to expect: Fast, fun, and cartoony racing action. Although, I have to say that the tracks in Kirby Air Ride do have a very different feel to them than ones in Mario Kart. In Mario Kart, your racer is, for the most part, not going to leave the ground throughout the whole race. Kirby Air Ride, however, has vehicles that allow you to fly for a short period after jumping, and even one that allows you to fly from anywhere. This means that you will not only be able to explore the lateral areas of a track, but the vertical ones, too. It makes the tracks feel very 3-dimensional by allowing this degree of freedom. The second game mode available is called Top Ride, a single-screen, top-down racing game reminiscent of games like RC Pro Am or Speed Sprint. The tracks in this mode are short but nicely-detailed, and should be more than sufficient for fans of this subgenre of racing games. I personally am not a fan of this kind of game, but I know that people who are say that this game mode is very good, and has a lot of personality. The last mode is possibly the best on of them all, called City Trial. This mode puts you and 3 other racers in an open city area to explore and collect power-ups for a brief period of time. After time is up, you race your upgraded vehicles in a randomly-chosen arena, track, or mini-game. I cannot stress how much fun this mode is in multiplayer. You and three other friends battling over power-ups, stealing items from one another, or even another person's upgraded vehicle makes for some hilarious and competitive gameplay. Random stage events also occur throughout the course of a City Trial match: A giant monster comes out of nowhere and wreaks havoc on the city, the nearby volcano erupts, etc. If this mode ends up being total chaos in multiplayer, then you're doing it right.
Gameplay: 9/10StoryThere is no story in Kirby Air Ride. Absolutely none. Not in the main game, not in the end credits, not even in the instruction manual. There is absolutely no explanation for why Kirby is racing with clones of himself on Warp Stars. I was kind of expecting to find something in the game, but now that I think about it, there are actually very few racing games, especially kart games, with stories to them. In fact, the only major kart racer that I remember to have a real story to it was ModNation Racers, so maybe racing games don't need a story. I am not going to be able to say much more here, as I can only stall for so long before you realize that I just wrote a whole paragraph specifically about nothing, so I will just end here.
Story: 5/10[img width=700 height=437]http://images2.fanpop.com/images/photos/5500000/Kirby-Air-Ride-Wallpaper-kirby-5558741-1280-800.jpg[/img]
SoundI was pleasantly surprised by the music in Kirby Air Ride. Like Star Fox Assault, most of the music is orchestral, and very well-done. Kirby's music however, has a much more lively and perky tone to it than Star Fox. Every track is well-written, and is perfectly suited to each track. I greatly enjoyed listening to the music, and it stands out as one of the best parts of the game. I don't think I will ever forget Kirby Air Ride's soundtrack. I am hesitant to say this, but it may be worth getting the game just to hear the music. The audio quality is astounding, and uses the Gamecube Disc's enhanced storage capacity to the fullest. If you have a good speaker setup in your gaming den, then prepare for some serious ear candy. HAL put their heart and soul into creating this game's music, and it shows by passing with flying colors. It is just a shame that there was never an official soundtrack released, because I would buy it in a heartbeat. As for the sound effects, they are all crisp and clear, but my only complaint is that some variety in the effects would have helped. Different crashing sounds, etc. But, that is a minor complaint.
Sound: 9.5/10GraphicsKirby Air Ride features some awfully respectable visuals for a Gamecube game. The environments are detailed with features that often go deep into the fantastical and give each track its own distinct personality. The lava dragons in the Magma Flows level, the futuristic lighting in the Machine Passage stage, and plenty of other things make the game feel alive. The character models are quite good; Kirby certainly looks as puffy and round as ever, with none of the jagged edges that were in the beta version of Kirby Air Ride when it was still a Nintendo 64 game. Yes, the graphics were completely revamped for the Gamecube final version, and I am certainly glad they did. The game's textures could have used some work though; you can still see the boundary lines on the edges of some tracks, which looks awfully bizarre when compared to the good character models. If you have a component cable for your 'Cube (and you really should by now), the game can run in 480p, which helps smooth things out even more, and makes for a much cleaner picture. I will say it again; the Gamecube has probably the best-quality 480p of the past generation. Kirby Air Ride isn't the best demonstration of this higher resolution, at least, it doesn't use it as well as The Legend of Zelda: The Wind Waker, but it is a nice touch that I like to have in Gamecube games. As this is a racing game, the game has to be able to handle a lot of action on-screen at once. Thankfully, I never saw Kirby Air Ride drop in framerate even once while playing it, even in multiplayer! Behold the processing power of the mighty Gamecube!
Graphics: 8/10[img width=377 height=300]http://img.neoseeker.com/screenshots/R2FtZXMvR2FtZUN1YmUvUmFjaW5nL0dlbmVyYWw=/kirbys_air_ride_image4.jpg[/img]
Extras/ValueThere is something interesting in this game that often gets overlooked, but I always regard as an important inclusion. It has somewhat of a precursor to achievements, in that by completing certain hidden tasks, you can open up squares on a grid. Some squares give you unlockables upon clearing them, such as new vehicles, characters, tracks, modes, etc. There are a ton of things to unlock, so you can be sure that there will always be something to do in Kirby Air Ride. Nintendo later re-used this unlockables grid in Super Smash Bros. Brawl for the Wii. I don't think many people will ever legitimately complete this game, but that level of replay value certainly means you will get your money's worth. It should also be mentioned that this game was one of the few Gamecube games to support multiplayer LAN play, allowing you to hook up 1-3 other Gamecubes, and play over the wired network. I have not been able to try this, as I do not have two Gamecubes with Broadband adapters, but I can assume that it is quite fun to play. Don't forget that with the help of a program like Xlink Kai, you can actually play Kirby Air Ride online by tricking the Gamecube into thinking it is connected to a local network, when it is really online. The Gamecube's online scene is still alive and kicking, so get a friend or two to join for an online match together. If you all have Gamecubes with Broadband adapters, that is. Kirby Air Ride is currently selling at Gamestop for $20. That is certainly a bit more expensive than I expected, even for a first-party Gamecube game. This is an excellent game, but I am not sure if a used copy is worth that much. I recommend buying it, just find somewhere where it is cheaper.
Extras/Value: 7.5/10[img width=605 height=388]http://firsthour.net/screenshots/kirby-air-ride/kirby-air-ride-checklist-filled.png[/img]
OverallNintendo is arguably the king of kart racing games with Mario Kart, which all but invented the genre, but Kirby Air Ride is a good enough and unique enough game to stand on its own. It is still a kart racer at heart, but it does things different enough that it is a worthy contender for Mario Kart and other games of the genre. It is absolutely worth your time, and should be in every well-rounded Gamecube library. Nintendo may have lost the console war in the last generation, but that doesn't mean that it didn't show the Gamecube all the love that they could while it was around. Games like Kirby Air Ride show that trademark Nintendo gusto and heart that reminds us why we became gamers in the first place.
Overall: 8/10This is Lisalover1, wishing on a shooting warp star for a maxim tomato.