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20 hours with Kirby Air Riders on Switch 2 left me torn—in the best possible way

20 hours with Kirby Air Riders on Switch 2 left me torn—in the best possible way

G
GAIA
Published 11/20/2025
12 min read
Reviews

I booted up Kirby Air Riders expecting a cute throwback and a short nostalgia hit. Thirty minutes later I was doing tiny finger drums on the controller-lift, drift, release-finding the beat of a racing game that pretends to be simple while quietly daring you to internalize its rhythm. That first session ended with me shouting at a meteor shower for ruining my perfect City Trial build and then laughing about it five minutes later. That’s the loop: a grin, a micro-groan, then another go.

My setup, my headspace, my bias

I put in just over 23 hours on Switch 2-roughly half docked on a TV with a Pro Controller, half handheld on the couch. I finished the new Road Trip solo mode to 100%, cleared a good chunk of the challenge boards, and spent most nights bouncing between Air Ride sprints and City Trial chaos with friends and randoms online. Background-wise, I loved the GameCube original for being weird and stubborn, and I have a soft spot for speed games that hide depth under approachability. I’m also the kind of player who bounced between F-Zero GX, Fast RMX, and Mario Kart time trials for a decade—so if there’s a skill ceiling, I’ll try to climb it.

Three things I learned quickly

  • The “one-button” control idea is not a gimmick; it’s the game’s identity. Brake to charge, release to boost—everything flows from that.
  • City Trial is still the main course. It’s thrilling, sometimes unfair, always the story generator.
  • Road Trip is a welcome solo backbone, but it plateaus in flavor before the credits roll.

The first hour: from cute to committed

Air Ride’s first cup taught me two things. One: you don’t “hold accelerate” here. Vehicles move on their own. Your job is to steer and master that single action button that somehow does braking, drift, attack, and the release-to-boost cadence. Two: letting go at the right micro-beat matters more than any item you pick up. I flubbed it constantly at first—charging too long, letting go too early—then felt it click on a course with a stacked set of S-bends. Drift, release, drift, release, every turbo stacking, the screen alive with speed trails. That was the moment I stopped thinking “party racer” and started thinking “rhythm game with wheels.”

One-button, two minds: the philosophy that will split you

Kirby Air Riders doesn’t meet you halfway. It’s all-in on ultra-accessible controls. Left stick to steer, one button for brake/boost/attack, a second for the Rider ability once a gauge is full. That’s it. A child can join a race and be effective almost immediately. And if you’re competitive? The skill expression isn’t in finger gymnastics but decision timing—charging just enough to nail the corner and not stick to it, stacking boosts to build momentum, positioning to slap a rival without losing your own cadence.

I’ll be honest: in the first few hours I missed the granular control I get from more technical racers. But around hour six, the “depth” here stopped being theoretical. I learned to feather the charge to smooth half-boosts on gentle curves, to pivot machines mid-City Trial when drops weren’t rolling in, and to use character abilities as tempo shifters rather than panic buttons. It’s a different kind of mastery—less “combo in the fingers” and more “tempo in the head.” That won’t scratch every itch, but it’s coherent and intentional.

Road Trip: a fruit salad of Kirby-flavored challenges

The big addition over the GameCube ancestor is Road Trip, an honest-to-goodness solo backbone. It’s a map of bite-sized challenges drawing from Air Ride, Top Ride, and City Trial. You pick a Rider from a roster that leans greatest-hits—Kirby, Meta Knight, King Dedede, Bandana Waddle Dee and friends—then tackle nodes that branch into different task types: straight races, score attacks, collection sprees, arena scuffles. Between nodes, you can hit rest zones or shops to tweak stats like turning, flight, acceleration, and attack. The shops are light-touch but useful; if a track was chewing me up, one or two points into turning often turned a disaster into a clean rhythm.

I appreciated the little cinematic beats that justify the road trip without trying to inflate the lore. They’re charming, well-directed, and fit the series’ energy. More importantly, the mode is a great onboarding ramp. It taught me to handle heavy machines that hate tight corners, and light flyers that soar through wind tunnels but bounce off elbow room. By the halfway point, though, repetition sets in. The recipes remix, but the spice blend doesn’t. I still cleared it to 100% because I’m a completion goblin, and I liked the steady drip of new machines and abilities, but Road Trip is a primer, not the dish you’ll crave at midnight.

The three pillars: Air Ride, Top Ride, and the City Trial that ate my nights

Air Ride is the straight shot: up to six players, branching tracks, lots of “don’t blink” velocity. It’s the mode where the brake-release rhythm feels purest. I kept coming back to a course with tight spirals opening onto a long glide section—sculpting that drift chain into a perfect launch never got old. Items matter, but they’re more tempo nudges than round-enders. Compared to the bombast of modern kart racers, it’s less “blue shell from the heavens,” more “I beat you because I charged cleaner.” That design choice will delight some and disappoint others.

Top Ride shifts to a top-down view with tiny, punchy circuits that can be over in a breath. It supports up to eight players, though in practice four feels like the sweet spot for readability. When we jammed eight into a lava-themed track, the screen devolved into happy nonsense, which was hilarious for a few rounds and then exhausting. With four, the chaos still sparks but you can track your machine and plan micro-lines. It’s the “one more before bed” mode.

City Trial, though—that’s the headliner. Up to 16 players drop into a sprawling floating island, scavenging stat pickups, swapping machines, and dodging (or embracing) dynamic events. Then, after the timer runs down, the game throws you into a randomized finale: a race, a jump challenge, a combat bash, a boss chase. On my best run, I leaned hard into flight and light weight, built a hummingbird of a ride, and got rewarded with an aerial sprint finale that felt made for me. On my worst, I tuned into a bulldozer with ridiculous attack and acceleration… just in time for a height-jump challenge that made my tank feel like a brick. I cursed, I laughed, I queued again.

That volatility is the point. City Trial isn’t “balanced” in the esports sense; it’s a chaos engine with room for smart choices. The ceiling lives in your map awareness—learning routes to high-yield pickups, knowing when to abandon a middling machine for a situational one, reading the event teasers to hedge your build, and mastering the micro-combat dance so you steal upgrades instead of losing your own. If you need deterministic outcomes, this mode will drive you up a wall. If you love shared stories and petty grudges, welcome home.

Content, progression, and the Smash-like layer cake

Kirby Air Riders ships with a healthy spread: about twenty Riders, roughly the same number of circuits, and three modes that refresh each other when played in rotation. The “Smash DNA” shows up in the challenge boards—specific goals across modes and especially online that pop rewards like cosmetics, music tracks, and stickers. It’s the good kind of meta: objectives point you toward skill-building (“win a race with a heavy machine,” “survive an event without losing a stat”) instead of asking you to grind mindlessly. Unlocks funnel into a surprisingly robust garage, where you can repaint, pattern, and accessorize your rides until they look like a toy aisle fever dream. I made a polka-dotted monster with a grinning star hood ornament and felt unreasonably proud of it.

There’s also the philosophical choice from Sakurai’s camp: no DLC planned. In 2025, that’s nearly an act of rebellion. It makes the package feel complete today, with no carrot dangling in the future. The flip side is obvious—you won’t get new tracks or Riders down the line—but I respect the clarity. The game is the game. It’s enough.

Presentation: not cutting-edge, but sharp where it counts

Visually, Kirby Air Riders sticks to bright and bold. It doesn’t scream “next-gen showcase,” but the art direction sings: chunky shapes, candy colors, lush parallax and background gags, and a flamboyant use of speed trails that make momentum feel alive. The real star is consistency. Even with a pile of players and particle spam, the frame rate held steady for me in both docked and handheld, including the warp-speed portal transitions in City Trial that could have been a stutter factory. Top Ride with eight on-screen can get visually busy, but that’s more about the camera scale than raw performance.

Audio-wise, it’s a party. The soundtrack blends remixes and new tracks with the kind of sunburst cheer the series has perfected. You can even listen to the full OST in a dedicated menu like an old-school media player, which I used more than I expected while browsing unlocks. The only miss for me was the French announcer, who sounded a bit flat compared to the English and Japanese options—but you can swap languages easily, so pick your vibe.

Online play: smooth roads, occasional pebbles

I played a mix of friend lobbies and quick matches, and the netcode kept up. Air Ride felt crisp, with only a handful of ghost bumps across all my sessions. City Trial, even at 16 players, managed the madness without melting—occasional micro-hitches during island-wide events, but nothing match-breaking. Matchmaking was snappy in my region, and the lobby tools did what I needed: get a group in, shuffle modes, keep the train rolling. The game is at its best with a full house, and it makes getting one shockingly easy.

What rubbed me the wrong way (and why I still kept playing)

Kirby Air Riders is proud of its simplicity. That’s admirable, and also the source of most friction. If you’re hunting for a deep competitive sandbox—think snaking lines in F-Zero or the increasingly technical meta of modern kart time trials—you may find the ceiling here arrives early. Road Trip’s mission variants begin to blur before the finale, and Top Ride over eight players is visually more slapstick than sport. City Trial’s randomized finales create unbeatable cocktail-party stories, but there will be runs where your build is hilariously mismatched and there’s nothing you can do about it. If that stings more than it amuses, the love affair might be brief.

And yet, I stuck around. The reason is that the core feel—the release of a properly charged boost into a clean line through a chaotic screen—is just joyful. I can teach a nephew to play in five minutes, get a group going in ten, and carve a masterful out-lap on my own at midnight. That balance is rare. It won’t satisfy everyone, but it satisfied the exact itch I hoped it would.

Moments that sold me

Two snapshots. In Air Ride, last lap, I hit a series of banks so cleanly that my boost never fully decayed—a single shimmering ribbon of momentum all the way to the line, edging a friend by a nose. No items, no nonsense, just rhythm. In City Trial, I spent six minutes hoarding flight and top speed, switched machines in the last minute to a sleek sky-friendly ride, and then the event rolled a ground-pound brawl. I knew I was toast, but the scramble—dodging, nipping for stray stat pickups, timing my ability to slip out of dogpiles—was so stupidly fun I didn’t care that I finished mid-pack. It’s rare for a racer to make me okay with losing. This one did.

Who it’s for (and who should steer clear)

If you want a racer you can boot at a party where half the room doesn’t usually play games, Kirby Air Riders is gold. If you loved the 2003 original and felt like the world misread it, this is a sincere, faithful revival with a better solo spine. If Mario Kart’s item RNG exhausts you, Air Ride’s focus on momentum and lines will be a relief. But if your heart belongs to shaving milliseconds in meticulous time trials or you live for high-stakes competitive ladders, you might be tapping the ceiling here within a week. It’s not shallow; it’s just not built for that kind of obsession.

Quick tips I wish I knew on day one

  • Practice “half-charges.” You don’t always need full brake/boost—feathering gives you smoother exits on gentle corners.
  • In City Trial, keep a balanced build unless the event hints scream otherwise; extreme min-maxing is a gamble.
  • Learn a few machine archetypes. Heavy bruisers demand earlier drift charges, light flyers reward later releases and clean glides.
  • Save Rider abilities for tempo shifts—use them to maintain a boost chain or break out of a scrum, not just on cooldown.
  • Top Ride is best at four players. At eight, embrace the chaos or swap modes before fatigue sets in.

The bottom line

Kirby Air Riders is an anachronism in the best way: a complete, confident package that knows exactly what it is. It’s not chasing trends or content calendars. It’s a brilliant teaching tool for momentum-based racing, a riotously fun multiplayer playground, and a cozy solo tour that’s better as a tutorial than a destination. The visuals land more in “vivid and playful” than “jaw-dropping,” but the performance is rock solid, and the soundtrack carries the kind of pep only this series can get away with.

It won’t turn you into an esports pro. It will turn an ordinary Tuesday night into two extra hours you didn’t plan to spend smiling at your TV. For me, that’s worth the seat time.

Score: 8/10

TL;DR

  • Ultra-accessible one-button controls with surprising depth in timing and momentum.
  • Road Trip adds a welcome solo spine, though it gets repetitive before the end.
  • Air Ride is clean, fast racing; Top Ride shines at four players; City Trial is the chaotic MVP.
  • Performance is excellent; visuals are colorful but not cutting-edge; soundtrack slaps.
  • No DLC planned—what’s here feels complete and generous, but the ceiling isn’t built for hardcore competitive grinders.
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