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Kirby Air Riders on Switch 2 Isn’t Just a Throwback – Here’s Why It Could Be the Wildest Kirby Yet

Kirby Air Riders on Switch 2 Isn’t Just a Throwback – Here’s Why It Could Be the Wildest Kirby Yet

G
GAIAAugust 26, 2025
6 min read
Gaming

When I first heard about Kirby Air Riders coming exclusively to the Nintendo Switch 2, I raised an eyebrow – not just because “Switch 2 exclusive” is a phrase that immediately grabs my attention, but because it’s Masahiro Sakurai’s name tied to a racing spinoff that’s been dormant for almost two decades. With Mario Kart dominating Nintendo’s tracks, does the world really need another cute racing game? After digging into the details, the answer is: this isn’t another Mario Kart, and for fans of both Sakurai and arcade racers, Kirby Air Riders could actually deliver something wild and new. Here’s what matters most about this announcement, and why it’s got my gamer radar buzzing.

  • Sakurai’s studio is directly involved, in collaboration with Bandai Namco – expect polish and surprise ideas.
  • The cast is way bigger (and more unique) than the old GameCube cult classic.
  • Vehicle and Rider selection add new layers of strategy, with real mechanical differences between them.
  • City Trial mode returns with massive upgrades – 16-player chaos and unpredictable events.

Why This Isn’t Just “Kirby Kart”

Let’s get this straight: Sakurai himself admits at first the idea felt a bit close to Mario Kart for comfort. But what’s coming down the Switch 2 pipeline looks bolder. Instead of just racing cute characters on pastel tracks, we’re getting mechanical differentiation between Riders and their vehicles, special character abilities mapped to new buttons, and a much wider cast that pulls deep from Kirby lore. If you’re tired of “everyone’s the same, just reskinned,” this is refreshing. For example, Cappenois absorbs hits, Magolor’s better at sliding, and each Rider has a unique special to deploy mid-race. That actually matters: strategy isn’t just in items, but in character-vehicle synergy and when to unleash your moves.

And it feels freer than the original’s single-button design. You get complexity without overwhelming controls — something Sakurai’s proven works with Smash Bros, if you remember how easy it is to jump in, but tough to master. The fact that Riders and vehicles are picked separately also opens classic meta discussion: do you maximize speed, or pick weird vehicle abilities like the one that stops dead and pivots, puzzling your friends? That kind of mechanical depth was missing from the GameCube version but feels right at home in today’s competitive party games.

The Return of City Trial: Why Gamers Should Care

If you played the original Kirby Air Ride, you probably remember City Trial — that chaotic, almost open-world mode where you knocked around a map, collected wild power-ups, and then threw down in randomized competitions. The City Trial mode in Kirby Air Riders is way bigger, hosting up to 16 players roaming freely on the island of Skaia, grabbing upgrades for five minutes, then facing off in various stadium events. We’re talking a laundry list of minigame objectives: battle royales, gliding challenges, score jumps, food-eating races, and more.

This is what really sets Kirby Air Riders apart from most kart racers — it’s not just about crossing the finish line, but adapting on the fly, bluffing, scavenging, and pivoting strategies based on what events pop up. Mario Kart’s random items are fun, but City Trial ramps up the chaos by mixing genres: it’s party, battle royale, and racing all at once. Given the growing popularity of games like Fall Guys and the trend toward more social, less predictable multiplayer, this is exactly the kind of riskier design I want to see Nintendo push. Throw in that classic Sakurai sense of balance (or, let’s be real, barely controlled mayhem), and you know every round will feel different. For real couch sessions or online brawls, there’s tons of potential here — especially if the Switch 2 finally nails smooth multiplayer.

From Nostalgia to Something New – What Could Go Wrong?

Is there such a thing as too much chaos? Definitely. Some Nintendo experiments end up more gimmick than game (looking at you, early Mario Party boards). Since each vehicle and Rider brings unique abilities, balancing will be crucial: no one wants to see an obvious “meta” that tanks variety after week one. And going Switch 2 exclusive is a bold move — this will be a real test of how ready the new hardware is for big, dynamic online play. We haven’t seen Sakurai’s team try networking of this scale outside of Smash, and that’s been hit-or-miss before.

Still, the fact that HAL Laboratory isn’t involved, and Sakurai’s own crew is working with Bandai Namco again, gives me hope. Their work with Smash Bros turned collaboration into a competitive advantage, and if that mix of talent shows up here, we could get a racing game that really shakes up Nintendo’s catalog. On the other hand, if Nintendo buries the important multiplayer details until the last minute, all this promise could fizzle. Here’s hoping they deliver what’s teased.

Confirmed Tracks, Modes, and Characters

The initial course and character list goes deeper than just Kirby and friends. You’ve got classics like Meta Knight and King Dedede, but also Susie, Starman, and Bandana Waddle Dee — impressive fan picks that show the devs aren’t phoning it in. With courses ranging from aquatic routes to cyber networks and cave worlds, nostalgia is here, but so’s a welcome sense of variety. If Nintendo shares multiplayer tests before release, watch the reaction: real players will sniff out jank way before launch day. November can’t come soon enough for a hands-on.

TL;DR

Kirby Air Riders could be a sleeper hit for Switch 2, thanks to its roguelike City Trial mode and mechanically distinct Rider-vehicle combos. If the devs can balance chaos and skill — and give us functional, fun multiplayer — you’ll want this at your next game night. But if Nintendo drops the ball on online or over-complicates the mayhem, it could just be another pretty also-ran.

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