The Bulk Star uses boost energy as fuel and won’t move without it, but bulldozes the competition once it’s topped off. There are over a dozen unlockable vehicles that all have different nuances and gimmicks compared to the vanilla Warp Star. During a race, it can feel off-putting compared to maintaining a high speed while you dangerously drift around a corner. Air Ride takes a drastically different approach to the genre, asking me to cruise and stop in repeated moderation. Most of the racing games I enjoy constantly keep me going at high speeds. ![]() It’s a creative twist but not quite as thrilling given it temporarily stalls most machines until the turn is complete and they rocket forward again. Since most vehicles constantly accelerate automatically, there’s little way to maximize speed other than nailing turns by braking and boosting - not quite drifting, more like gradually slowing down and rapidly re-accelerating once you face the correct direction. These are clever and intuitive controls, but technically, that’s all there is to normal maneuverability mechanics. If pressed in front of an enemy, the A button instead uses Kirby’s traditional inhale, after which he automatically either spits out a projectile or acquires a copy ability (and each ability comes with its own appropriate spin/A button actions). The A button is used for both braking and drifting, slowing Kirby’s machine as it slides in a set direction until it stops, allowing him to turn and charge up energy for a boost to quickly accelerate again. The analog stick steers your character on the ground and in the air, and can also be used for a spinning melee attack by wiggling left and right rapidly. Unlike most racing games, Air Ride only uses the analog stick and a single button. ![]() To understand these modes, it helps to understand the fundamentals of Kirby Air Ride.
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