Kirby Air Riders Ver. 1.2.0: what changed, what it means, and what to watch for

Kirby Air Riders Ver. 1.2.0: what changed, what it means, and what to watch for

Summary:

Kirby Air Riders Ver. 1.2.0 is the kind of update that quietly changes how a night of racing feels, even before we notice why. On the surface, the headline features are easy to love: we can scan amiibo in the paddock to race with figure players (FPs), we can practice courses solo while online matchmaking does its thing in the background, and we get more control over replay viewing with a proper seek function in Movie Replay under Spectate. But the real story is how these pieces fit together. We get more to do while waiting, more ways to share what just happened, and fewer reasons for the game to stumble when sessions run long.

Online play gets a noticeably smoother rhythm. City Trial now lets us ride around Skyah after matching with at least one person, which turns dead time into warm-up time, like stretching before a sprint instead of sitting on the bench. At the same time, the update draws a clear line on backing out of matchmaking after the test-course screen in Air Ride and Top Ride, with a penalty meant to discourage last-second exits that waste everyone’s time. Balance changes also land with purpose. Rick takes a hit to HP and Defense, plus a reduction to the Rip-Roaring Rick Special, and several machines see changes that make wall contact and near-perpendicular crashes more punishing in specific modes. Add improved online communication stability, fixes for long-play timer issues, and multiple checklist-related corrections, and we end up with an update that aims to make matches fairer, cleaner, and easier to enjoy. There are still known issues, including a Gummies screen error within a very specific count range, but the update clearly nudges the whole experience toward a smoother ride.


Kirby Air Riders Ver. 1.2.0

Ver. 1.2.0 landed on December 11, 2025, and it reads like a checklist of everyday friction getting sanded down. We get new ways to interact with the paddock, more freedom during matchmaking, replay upgrades that make sharing and studying runs easier, and a stack of balance adjustments aimed at reducing extremes. If the game is a busy amusement park, this patch is the crew tightening bolts on the rollercoaster while also adding a better queue system so nobody has to stand around staring at the wall. The update also tackles stability and progression issues, including fixes that affect long sessions and multiple checklist tasks. At the end of the notes, there are confirmed problems that still exist, which matters because it helps us avoid a couple of nasty edge cases until a future patch closes them out.

Amiibo in the paddock and figure players

The most immediately fun addition is that we can now scan amiibo in the paddock and race with figure players (FPs). That single feature is a social spark plug, because it turns the paddock into more than a lobby space. Instead of feeling like a waiting room with nice wallpaper, it becomes a spot where we can set up match variety and bring in extra racers through a simple scan. The key detail is that the scanning happens at the amiibo terminal in the paddock, so the feature is tied to that hub rather than being buried in a menu nobody remembers. If you like mixing familiar faces with new chaos, this is the kind of feature that can make “one last race” turn into “okay, but what if we try one more setup?”

Scanning at the amiibo terminal

The process is straightforward: the paddock now includes an amiibo terminal that handles scanning, and that scan can then be used to race with figure players. It matters that this is anchored to the paddock, because it encourages quick experimentation between matches instead of forcing us to back out and rebuild everything. If we think of a session like cooking, the terminal is the spice rack placed right next to the stove, not locked in the garage. The result is less downtime and more momentum. It also means the paddock is doing more work as the “home base” for play, which pairs nicely with the replay monitor changes and other paddock-focused quality-of-life improvements elsewhere in the update.

What figure players change in races

The patch notes keep the focus on the fact that we can race with figure players, and that alone is enough to change the texture of a session. Even without inventing extra details, we can say the obvious part out loud: more racers can mean more traffic, more opportunistic bumps, and more moments where a clean line becomes a scramble. That is not a complaint, it is the point. Kirby Air Riders has always thrived when a run feels like a pinball machine, where one tap can ricochet into something hilarious or heartbreaking. Adding figure players gives us another knob to turn when we want that kind of energy. If you are the sort of person who laughs when the perfect plan falls apart, this feature is basically a permission slip.

Online matchmaking quality-of-life

This update makes matchmaking feel less like standing in line and more like warming up on the court. The biggest idea is simple: if the game is going to make us wait, it should let us do something useful or fun during that time. Ver. 1.2.0 delivers that in a few ways, including solo course attempts during matchmaking and the ability to ride around Skyah in City Trial after being matched with at least one person. But it also brings in a rule change that matters for group health: leaving matchmaking after reaching the test-course screen can now trigger a penalty in Air Ride and Top Ride. It is a carrot and stick approach, and in this case, both ends aim at smoother online flow.

Solo test courses while waiting

We can now try out courses solo in Online Matches during matchmaking, which is a small sentence with big practical impact. This change turns idle time into practice time, and practice time is where muscle memory gets built. Want to test a corner? Want to check how a section feels when you are pushing speed? Now we can do that without breaking the matchmaking process. It is like being allowed to jog in place while the elevator takes its sweet time, instead of staring at the numbers and sighing. The best part is that it supports both casual and competitive moods. Casual players get something to do, and competitive players get a low-friction way to keep their hands warm and their timing sharp.

City Trial roaming on Skyah after matching

In City Trial, Ver. 1.2.0 lets us ride around Skyah after being matched with at least one person. That phrasing matters because it signals a specific threshold: once at least one match connection is in place, we are not stuck waiting motionless. Instead, we can move, explore, and keep our brain in “racing mode” rather than drifting into distraction. It is the difference between sitting in a car with the engine off and taking a slow lap around the block while the rest of the group shows up. The change also makes City Trial sessions feel more alive, since the space is no longer purely functional. If you have ever been matched and then immediately forgotten what you were planning to do, roaming time can help you lock back in before the real chaos begins.

Penalties for quitting after the test-course screen

In Air Ride and Top Ride, attempting to leave mid-matchmaking after entering the test-course screen will now result in a penalty. The update does not spell out the exact penalty details in the notes, but the intent is clear: discourage last-second exits that disrupt other players and waste time. If matchmaking is a group handshake, quitting at the last second is yanking your hand away while everyone else is mid-grip. This change nudges us to commit once we are far enough into the process, which should reduce the number of false starts and stalled lobbies. If you are someone who backs out because you misclicked or changed your mind, the best habit now is to double-check before entering that test-course step, so you stay in control instead of getting slapped with a timeout.

Replay and spectate upgrades

Replays are where the best stories live. They are also where the “how did that happen?” moments finally make sense. Ver. 1.2.0 upgrades replay viewing in ways that make spectating smoother and sharing more fun, especially when you are in a paddock with friends. The update adds seeking in Movie Replay under Spectate in the Connect menu, which is a quality-of-life boost that should have existed from day one. It also changes how replay videos show up in the paddock, including playback on a monitor and random playback of uploaded player videos. In other words, the paddock becomes more like a highlight reel lounge, not just a staging area.

Seeking playback position in Movie Replay

It is now possible to seek playback position when playing a video from Movie Replay under Spectate in the Connect menu. That single change removes a lot of replay frustration. No more watching the entire build-up just to re-check the two-second moment where a wall tap ruined a run, or where a last-millisecond drift somehow saved it. Seeking turns replays from a passive movie into a tool, like being able to flip to the exact page of a comic instead of re-reading the whole issue every time you want to show someone your favorite panel. It also helps when you are comparing routes or trying to understand what went wrong in a specific section. We can now jump to the moment, settle the debate, and get back to racing.

Paddock monitor replays and random uploads

Replay videos will now play on the monitor in the paddock, and replay videos uploaded by players will be played at random. That is a clever way to make the paddock feel lively, even when people are between matches. Instead of silence and menu clicks, we get a rolling stream of clips that can spark conversation. “Wait, how did you pull that off?” becomes a natural question again. The random element matters too, because it means the monitor is not just showing the same local clip on repeat. It becomes a rotating window into what other players are doing, which can be inspiring, intimidating, or just plain funny. If you have ever learned a new trick simply by seeing someone else do it, this is the game gently nudging that process along.

Offline and menu tweaks

Not every change in Ver. 1.2.0 is flashy, but the quieter tweaks often matter the most over time. This patch adds a way to select Local Play through Online Match in each mode when we are not connected to the internet, which is a nice “no Wi-Fi, no problem” safety net. It also tweaks replay-related settings by allowing Featured Player to be set to Auto even when Replay playback is set to Full. On top of that, the version number will now display in the lower-right corner of the pause menu in Free Run and Time Attack, which is helpful when troubleshooting or comparing behavior after updates. Finally, there is a Road Trip fix that ensures the “Everything Resets” memory unlocks at the ending even if it was missed before, including for save data where the ending was already reached.

Local Play through Online Match while offline

We can now select Local Play through Online Match in each mode when we are not connected to the internet. That sounds oddly specific, but it solves a real-life scenario: you and a friend want to play together, but the connection is down, the router is misbehaving, or you are somewhere without internet. Instead of feeling blocked by the “Online Match” pathway, we can still reach Local Play through the same mode flow. It is like finding out a locked door has a side entrance, and the side entrance is clearly marked. This change reduces friction and keeps the game friendly in situations where real-world tech decides to be dramatic. If the internet is acting like a diva, Local Play can still take the stage.

We can now set Featured Player to Auto even when the Replay playback setting is set to Full, which gives more flexibility in how replays present. At the same time, the version number now appears in the lower-right corner of the pause menu in Free Run and Time Attack. These are “small knobs” changes, but they help in two ways. First, replay settings become less restrictive, so we can tailor viewing without hitting a weird limitation. Second, version visibility makes it easier to confirm we are actually on the same build when comparing experiences. Ever had a friend say “that never happens to me,” only to realize they were on a different version? This is the patch quietly reducing that kind of confusion. It is not glamorous, but it is clean design.

Road Trip “Everything Resets” memory unlock fix

When we reach the ending of Road Trip, the “Everything Resets” memory will now be unlocked even if we did not unlock it earlier, and the same applies to save data where the ending had already been reached. That is a meaningful correction because it protects progress from an awkward edge case. Road Trip is the kind of mode where reaching the ending should feel like closing a chapter, not realizing a collectible slipped through a crack in the floorboards. By ensuring the memory unlock triggers properly, the update makes completion feel consistent and fair. It also shows a willingness to retroactively fix the experience for people who already finished, which is the difference between “good luck” and “we want your save to be respected.”

Balance changes for riders

Balance patches are always a little spicy because someone’s favorite setup is going to feel different, and nobody likes finding out their comfort pick got nerfed. Ver. 1.2.0 keeps rider changes focused, with one specific adjustment called out: Rick has been tuned in City Trial and Air Ride. The patch lowers Rick’s HP and Defense, and it lowers the power of the Rip-Roaring Rick Special. That combination suggests a deliberate goal: reduce Rick’s staying power and reduce burst impact from the special, so matches are less likely to revolve around one option feeling too safe or too dominant. If Rick has been your go-to battering ram, this update asks for cleaner driving and smarter timing, not just brute confidence.

Rick’s HP, Defense, and special adjustment

Rick’s adjustments are clear and specific: lowered HP, lowered Defense, and lowered power for the Rip-Roaring Rick Special in City Trial and Air Ride. That means Rick should be easier to knock around and less forgiving when things get messy, which is basically always. If the old Rick felt like bringing a pillow into a dodgeball match, this change makes it more like bringing a hoodie: still helpful, but not a magic shield. The special power reduction also pushes the game toward decision-making over button bravado. Instead of leaning on a big “solve my problems” moment, Rick players will want to set up advantages through positioning, timing, and reading the room. And if you are on the other side of the track, you may find that challenging Rick feels less like punching a brick wall and more like a fair fight.

Balance changes for machines

The bulk of the balance section is machine-focused, and it targets a few themes: wall contact, crash punishment, and defense or speed growth in City Trial across machine types. All machines see a change to Quick Spin behavior when hitting walls, and many specific machines get stronger deceleration penalties when scraping walls or crashing at near-perpendicular angles. That is the update telling us, gently but firmly, that hugging walls is not supposed to be free speed. On top of that, machine type adjustments tweak defense growth in City Trial, which can influence how survivable certain builds feel as a match develops. It is a mix of broad rule changes and targeted tuning, which is often the best recipe when the goal is fairness without erasing variety.

Quick Spin wall backlash changes for all machines

Across all modes, the backlash when hitting a wall with Quick Spin has been weakened. However, for some machines, the condition where we could hit a wall with Quick Spin and still maintain high speed has been reduced. That sounds like two changes pulling in opposite directions, but they actually fit together: the immediate “bonk punishment” is softened, while the “exploit the wall for speed” scenario is tightened. In plain terms, the update is less interested in humiliating us for minor mistakes and more interested in stopping wall contact from becoming a strategy. It is like being less strict about a tiny spill, but finally banning the weird habit of using the kitchen counter as a cutting board. We can still recover from an error, but we should not expect walls to be our secret turbo button.

Machine types in City Trial

City Trial balance changes also hit machine types, and the numbers go in different directions depending on the category. Star-type machines have their initial Defense value lowered in City Trial, while Tank-type machines have their initial Defense value raised and their Defense growth rate raised. Bike-type and Chariot-type machines have their Defense growth rate lowered in City Trial. This set of adjustments reshapes how survivable different choices feel over time. Tanks become sturdier as the match develops, while bikes and chariots become relatively more fragile in that specific growth sense. Stars losing initial Defense suggests a push away from “easy early safety” for that category. If City Trial is a long hike, this is the update changing who gets the thicker boots at the start and who has to be more careful with each step.

Star-type highlights

The Star-type list is long, and Ver. 1.2.0 also calls out specific Star machines with wall and crash-related changes across City Trial and Air Ride. Warp Star and Winged Star now see strengthened deceleration when continuing to touch a wall, and Shadow Star sees strengthened deceleration when crashing while nearly perpendicular to a wall. Slick Star gets a Top Speed growth rate increase in City Trial, but it also gets stronger deceleration penalties on wall contact and near-perpendicular crashes in City Trial and Air Ride. Turbo Star gets a City Trial Top Speed growth rate increase when riding on the ground, but it also gets stronger deceleration penalties across modes and in Top Ride for near-perpendicular crashes. The pattern is consistent: speed growth can rise, but careless wall behavior gets punished harder, so skill matters more than scraping by.

Tank, bike, and chariot notes

Tank-type machines in City Trial get stronger defense foundations and growth, which leans into the fantasy of tanks being reliable bruisers. Bike-type and Chariot-type machines get lowered Defense growth rate in City Trial, and Battle Chariot also specifically has its Top Speed growth rate lowered in City Trial. At the same time, several machines across categories get stronger deceleration penalties in Top Ride when crashing nearly perpendicular to a wall, including Formula Star, Bulk Star, Turbo Star, Rex Wheelie, Battle Chariot, Tank Star, and Bull Tank. If Top Ride has been your mode for fast, tight racing lines, this update is basically putting up more “watch your corners” signs. For bikes and chariots, it encourages cleaner movement and smarter risk-taking, because toughness is less likely to carry a sloppy approach.

Wall behavior and crash deceleration on specific machines

Ver. 1.2.0 is especially blunt about wall contact on certain machines: many now lose more speed when continuing to touch a wall, and several lose more speed when crashing at near-perpendicular angles. Warp Star, Winged Star, Slick Star, Turbo Star, Jet Star, Vampire Star, and Transform Star all see stronger deceleration when continuing to touch a wall in City Trial and Air Ride. Shadow Star and several others see stronger punishment for that near-perpendicular crash angle, including Turbo Star, Jet Star, Vampire Star, and Slick Star, with similar near-perpendicular crash penalties appearing in Top Ride for multiple machines. Jet Star also gains raised braking ability when exceeding maximum speed, which sounds like the update giving it better control when things get out of hand. The overall message is simple: walls are no longer a friendly shoulder to lean on. They are more like a hot stove – brush it and you learn quickly.

Bug fixes that matter in day-to-day play

Bug fixes in Ver. 1.2.0 target the kinds of problems that quietly ruin a session: unstable online behavior, long-session timer oddities, progression not counting correctly, and strange edge cases in modes like Road Trip. The update improves communication stability during online play, which is the foundation everything else sits on. It also fixes an issue with timer progression that could appear when playing for a long time in Air Ride or Top Ride Free Run mode, which matters for people who treat Free Run like a relaxing late-night loop. City Trial also gets a fix where “The Mysterious Bird Dyna Blade” event appearance rate could sometimes be lower than expected, and My Music settings now correctly reflect in City Trial Ranked Match or Quick Match. On top of that, there are multiple checklist fixes, including cases where deleting data after meeting certain conditions could prevent tasks from ever being achieved again, plus corrections for specific online counting issues like defeats and platform landings.

Known issues and replay compatibility notes

Even with all the fixes, the update notes confirm a couple of issues that still exist, and those warnings are worth treating like road signs. Ignoring them does not make the cliff disappear. The big one is an error tied to opening the Gummies screen in the Collection menu within a very specific range of Gummies owned. Another issue involves a checklist completion mark potentially disappearing after completing the last task via an Open Block and then moving screens with a particular procedure, which can prevent receiving the completion reward. Finally, there is a replay compatibility note: replays from Ver. 1.1.1 may not be compatible with Ver. 1.2.0. None of these notes are hard to live with, but they do change what “safe habits” look like until a future update resolves them.

Gummies screen error range

The confirmed Gummies issue is oddly precise: an error can occur when opening the Gummies screen in the Collection menu when the number of Gummies is between 8,285 and 8,626. The notes also clarify that the error does not occur if we have 8,284 or fewer Gummies or 8,627 or more Gummies. That means the immediate workaround is simple math and a little planning. If you are approaching that range, it is smart to avoid landing inside it before opening the Gummies screen. Think of it like a pothole on a familiar road: once you know exactly where it is, you can steer around it without changing your whole route. Until a future patch fixes it, the safest move is to keep your count outside the danger band whenever you plan to open that menu.

Checklist completion mark issue

The second confirmed issue is about the final checklist task, Open Blocks, and a specific sequence of screen transitions. If we unlock the last task in a checklist using an Open Block and the completion mark is displayed, then transition to another screen using a certain procedure, the completion mark may disappear and we may be unable to receive the completion reward. The update notes do not spell out the exact procedure, so the practical approach is to play conservatively around that moment. If you are about to finish the last task via an Open Block, slow down and treat it like carrying a fragile cake. Avoid rapid menu hopping right after completion, and try to claim rewards as soon as the game allows. It is not glamorous, but it is better than winning the trophy and watching it fall through the floor.

Replay compatibility from Ver. 1.1.1

The update includes a clear note: replays from Ver. 1.1.1 may not be compatible with Ver. 1.2.0. That matters if you have a library of favorite clips or if you like sharing replays with friends. The safest habit is to convert or preserve anything you truly care about before expecting it to work on the new version, and to accept that some older replays may not play correctly after updating. It is like changing a camera file format: sometimes the old files open fine, and sometimes they do not. The key is not getting caught off guard. If you have a “greatest hits” list, treat it as something to safeguard, not something you can assume will always behave the same after major version changes.

Quick checklist after installing the update

After updating to Ver. 1.2.0, a quick routine can help you feel the changes immediately and avoid the known traps. First, head into a paddock and check out the amiibo terminal so you know exactly where scanning lives now, because it is easiest to learn when you are not in a hurry. Next, test the solo course practice during online matchmaking, since that feature changes how waiting time feels and can become part of your rhythm. If you use replays, open Spectate in the Connect menu and try seeking in Movie Replay, then watch what the paddock monitor is showing so you understand how random uploaded replay playback looks in practice. If you are a Rick player, run a few matches in City Trial or Air Ride and pay attention to survivability and special impact, since the tuning is noticeable when you are used to old behavior. Finally, if you track Gummies or chase checklist completion, keep an eye on the confirmed issues: avoid the Gummies count danger range before opening that screen, and be cautious when finishing the last checklist task via Open Blocks until a future update resolves it.

Conclusion

Kirby Air Riders Ver. 1.2.0 is not just a pile of patch notes, it is a clear shift in how the game wants us to spend our time. Waiting becomes practice. The paddock becomes more alive through amiibo scanning and replay playback. Online stability and long-session reliability get attention where it counts. Balance changes push us away from wall-hugging habits and toward cleaner driving, while also trimming Rick’s durability and special power in specific modes. At the same time, the update is honest about what is still broken, especially the Gummies screen error range and the checklist completion mark issue, which gives us the information we need to avoid stepping on a rake. If you have been enjoying the chaos already, this update aims to make that chaos feel more fair, more stable, and more intentional. And really, what more do we want from a racing game where a single wall tap can turn a hero moment into a slapstick blooper?

FAQs
  • What is the biggest new feature in Ver. 1.2.0?
    • We can now scan amiibo in the paddock and race with figure players (FPs), which adds a new way to set up and vary races directly from the paddock hub.
  • Can we really practice while matchmaking online now?
    • Yes. Ver. 1.2.0 lets us try out courses solo during online matchmaking, turning waiting time into warm-up time instead of idle downtime.
  • Why is there a penalty for leaving matchmaking after the test-course screen?
    • The update adds a penalty in Air Ride and Top Ride if we try to leave after reaching the test-course screen, which discourages late exits that disrupt matchmaking flow for other players.
  • What changed with Rick in this update?
    • Rick’s HP and Defense were lowered in City Trial and Air Ride, and the power of the Rip-Roaring Rick Special was reduced in those modes.
  • What should we do about the Gummies screen error?
    • The known issue triggers if the Gummies count is between 8,285 and 8,626 when opening the Gummies screen. The safest workaround is to keep the count at 8,284 or fewer, or 8,627 or more, before opening that menu.
Sources