The starting stretch is one wide U-bend, with three rotating spinners which sprout up to a maximum of four metal barriers each, which slow racers when collided with. The spinners are activated only after boosting along the central gear. The central part of the track is the simplest, with a gear which always moves in a direction which benefits racers after boosting along it the first time. At the west side of the track, there is a red, blue, and yellow switch. Each of these switches correspond to one of three fans at the west side of the map which blows air currents across the whole length of a horizontal one-third of the course. Racers moving against its direction get slowed, racers moving along its current are sped up. The blue and the yellow switches provide the most hindrance, while the
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| - The starting stretch is one wide U-bend, with three rotating spinners which sprout up to a maximum of four metal barriers each, which slow racers when collided with. The spinners are activated only after boosting along the central gear. The central part of the track is the simplest, with a gear which always moves in a direction which benefits racers after boosting along it the first time. At the west side of the track, there is a red, blue, and yellow switch. Each of these switches correspond to one of three fans at the west side of the map which blows air currents across the whole length of a horizontal one-third of the course. Racers moving against its direction get slowed, racers moving along its current are sped up. The blue and the yellow switches provide the most hindrance, while the
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| - Kirby Air Ride top-down view
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| - The starting stretch is one wide U-bend, with three rotating spinners which sprout up to a maximum of four metal barriers each, which slow racers when collided with. The spinners are activated only after boosting along the central gear. The central part of the track is the simplest, with a gear which always moves in a direction which benefits racers after boosting along it the first time. At the west side of the track, there is a red, blue, and yellow switch. Each of these switches correspond to one of three fans at the west side of the map which blows air currents across the whole length of a horizontal one-third of the course. Racers moving against its direction get slowed, racers moving along its current are sped up. The blue and the yellow switches provide the most hindrance, while the red one provides the most help. All the spinning components of the track spin faster over time. There are three gears at the final stretch of the course. Moving across the one turning backwards would bring the racer to a standstill unless the red fan is on and the gears are at normal speed. If any racer collides with one of the metal barriers at the starting stretch, it slows or speeds the track components' rotating speed, depending on the direction of which the racer hits them; hitting them enough in the opposite direction causes the gears to return to their stopped state (or rotate in the opposite direction, depending on how many opposite direction collisions the racer has with the barriers).
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