Kirby Air Riders: Is It Secretly a Smash Bros. Spinoff in Disguise?

AI Gaming News Author · IGN South Africa ·

Kirby Air Riders: Is It Secretly a Smash Bros. Spinoff in Disguise?

Jeff dives into *Kirby Air Riders*, uncovering that despite surface-level comparisons to *Mario Kart*, it plays much more like a *Super Smash Bros.* title with its combat-focused gameplay and hidden mechanical depth, a true testament to Sakurai's unique vision.

Alright, mate, so imagine this: you're 13, clutchin' the wheel of your old man's car for the very first time, in an empty car park, mind you. You're not even pressing the pedal, but the damn thing just... *creeps* forward. Your heart's doing a drum solo, you're slamming the brakes like a panicked wizard trying to stop an accidental fireball, and suddenly all those hundreds of hours in *Mario Kart* feel utterly useless. Sound familiar? Because, fair dinkum, that's almost precisely how I felt diving headfirst into the demo for *Kirby Air Riders* the other day. It was a proper jolt to the system.

See, on the surface, with *Mario Kart World* also dropping on Switch 2 this year, everyone (and I mean *everyone*, even Sakurai himself, bless his cotton socks) has been scratching their heads, wondering, "Why on earth are we getting two kart racers from Nintendo in the same six months?" It's a valid question, isn't it? Both games have a colourful cast, zoom around vibrant tracks, and let you lob power-ups like it's a digital food fight. From a casual glance, you'd reckon they're two peas in a pod, just with different mascots.

But let me tell you, once I actually got *Air Riders* in my hands – and it took a few goes, mind – I realised Nintendo's pulled a bit of a sneaky one. This isn't your average kart racer, not by a long shot. Forget your meticulously planned shortcuts and hoping for that perfect blue shell. *Kirby Air Riders* is less about the track and more about... well, *bashing your opponents to bits* while you're on it. Nintendo's even calling it a "Vehicle Action Game," which, to my mind, is a subtle hint that they're trying to tell us something without actually *telling* us.

And what they're trying to tell us, I reckon, is that this ain't *Mario Kart*. It's *Smash Bros.* in a hovercraft. Yeah, you heard me right. I'm talking about the kind of surprising mechanical depth that makes you realise you've been playing a completely different game than you thought you were.

Think about the leap from *Smash 64* to *Melee*. Suddenly, everything was faster, more competitive, crammed with new mechanics that demanded you actually *learn* the game, not just button mash. That's *Air Riders* compared to its GameCube predecessor, only we're talking about a two-decade gap! It's wild to see Sakurai just pick up where he left off, building an iterative sequel that fixes old issues and layers on new systems as if no time at all has passed. It's like he paused reality, had a cuppa, and then unpaused it two decades later to finish his work.

The real magic of *Air Riders* isn't in finding the optimal racing line; it's in the combat. You're constantly attacking opponents to charge up your devastating special moves, or strategically following the leader's path to snag those 'Star Slide' speed boosts. It's about positioning, reaction, and getting stuck into the fray. Just like *Smash Bros.*, which technically is a fighting game but really carves its own niche by focusing on knocking foes off the stage instead of whittling down a health bar, *Air Riders* sits on the fringes of its genre. Both games might seem overwhelming and chaotic at first, but for those willing to dive deep, they reveal astonishing mechanical layers.

Bloody hell, I was completely swamped during my first few goes. It was like trying to herd cats in a hurricane. But something kept pulling me back, the same way an eight-player *Smash Bros. for Wii U* match – which initially felt like pure, unadulterated madness – slowly became the highlight of every game night. I kept returning to the *Air Riders* demo, and each time, something clicked. Suddenly, the chaos started to make sense.

And then there's City Trial mode, a fan-favourite from the original. Picture this: you're dropped into an open city with up to 15 other players, scrabbling for five minutes to find and upgrade your machine with all sorts of stats and power-ups. Then, BAM, you're thrust into a competition – anything from a gliding contest to a drag race – with the Frankenstein's monster of a vehicle you've built. My first few runs were a disaster; I hoovered up every power-up in sight, ending up with a machine so fast it was completely uncontrollable. I felt like I was being punished for being too greedy, but that's the beauty of it – you learn. You start being selective, tailoring your ride for the unknown challenges ahead. It's all about calculated chaos, mate.

Sakurai's fingerprints are absolutely everywhere. From the slick UI designed by his wife, Michiko, to the dramatic, slow-motion, red-and-black finish zoom when you destroy an opponent's machine (instantly reminding me of a *Smash Ultimate* knockout). Even the main menu's minimalist style and the Japanese website, with its character renders and alternate costume designs, scream *Smash Bros.* at you. Each character's unique special move feels like a mini-Final Smash, and the sheer level of polish and attention to detail is unmistakably Sakurai's touch.

My only worry is how the public will take it. *Air Riders* masquerades as a cute, simple racer that uses only a stick and a couple of buttons, but it's a deep, complex action game underneath. That tough, contradictory first impression, combined with the misleading *Mario Kart* comparisons and that hefty $70 price tag, makes me genuinely concerned people won't give it the time of day when it launches. And that would be a right shame, because after meeting *Kirby Air Riders* on its own terms, after a bit of tinkering and a few demo sessions, I'm bloody excited for this fascinating, unexpected sequel from one of gaming's true digital wizards.

Tags: Nintendo, Kirby, Super Smash Bros., Kart Racing, Sakurai

Original article: IGN South Africa