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Kirby Air Ride: Difference between revisions

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2,278 bytes added ,  9 January 2023
→‎Checklist: Added a development section, based on Sakurai-san's new video.
m (→‎Trivia: Adding another detail that's exclusive to the original Japanese release.)
(→‎Checklist: Added a development section, based on Sakurai-san's new video.)
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==Checklist==
==Checklist==
{{Main|Checklist}}
{{Main|Checklist}}
Each game mode has a [[Checklist]], which consists of 120 objectives each. Completing at least 100 is necessary to 'complete' the game mode and unlock a special movie for it, which often includes the credits.
Each game mode has a [[Checklist]], which consists of 120 objectives. Completing at least 100 is necessary to 'complete' the game mode and unlock a special movie for it, which often includes the credits.
 
== Development ==
Much of the information on the development of ''Kirby Air Ride'' comes from [[Masahiro Sakurai]]'s [https://www.youtube.com/watch?v=bRDAYgRns4E 2023 video] on the subject. He begins by explaining that it was decided to make a racing game as part of an overall strategy to to create "a more robust game lineup to coincide with [[Kirby: Right Back at Ya!|the anime]]", and that making a racing game would take less time and resources than making a more traditional title for the system. Although Sakurai was acting as Chief Director for the ''Kirby'' series at this time, he chose to focus his attention on ''Kirby Air Ride'', and let the other two games ''[[Kirby: Nightmare in Dream Land]]'' and ''[[Kirby & The Amazing Mirror]]'' be largely handled by their respective teams.
 
When designing ''Kirby Air Ride'', Sakurai explains that he started with the fundamental concept of drifting in racing games, and built the gameplay to pivot around this mechanic, giving it more "push and pull" by allowing Kirby to charge up a boost while drifting and release it afterwards. Once this was in place, Sakurai's other main prerogative was to ensure that the game wasn't pressuring players to aim for perfection by incrementally improving their fastest time using the same strategy over and over. This latter point became the main inspiration for the City Trial mode and the varied Air Ride Machines.
 
Sakurai also elaborates on how much time and effort was made by the development team on the art assets and course designs for the game. However, even with all this work done, they couldn't quite get the game to feel right to play, as "...not even a single Warp Star worked right." Seeing this, Sakurai concluded that the entire game needed to be "rebuilt from scratch" and, by reusing assets completed earlier and building a new streamlined game base that relied primarily on simple adjustable parameters for the machines, the dev team was able to completely rebuild the game and finish it in only 3.5 months. The release of ''Kirby Air Ride'' coincided closely with the conclusion of ''Kirby: Right Back at Ya!'', which Sakurai had also been in charge of. After both of these projects were complete, Sakurai retired from his role as Chief Director and went independent.


== Crossover with ''Kirby: Right Back at Ya!'' ==
== Crossover with ''Kirby: Right Back at Ya!'' ==
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