Uploaded August 2026 | Updated September 2026, 2 weeks ago
Like the first Riders, this game has a tutorial.
Unlike the first game, this one is more obvious and much more intensive. If you try to start the Heroes Story, you'll get a prompt asking you if you want to play the Tutorial first.
I suggest going for it. Playing game almost feels like a completely different animal compared to playing the first game, even with some similarities. It goes even further than this if you're using Wiimote controls.
----------
First, you go through the Beginner Course:
- Start Dash - (1:10 - 2:05)
Same as before, get a good running start at the very beginning of the race. Besides a nice burst of speed, you also get Gravity Points or GP. More on that later.
Don't be too late, or you'll get less GP. Don't be too soon, or your rider crashes right into the electric gate.
----
- Trick - (2:13 - 2:58)
In Zero Gravity, you just have to press A to jump, not hold it to charge it up to release from a trick zone.
In Riders 1, you manually did your own tricks, but Zero Gravity has that determined from your launch.
It's very weird here is that your chances of getting an X-Rank trick not only depends on your speed and timing off of the Trick Zone, but also your last three directional inputs for every Trick you've done in the race.
----
- Drift - (3:08 - 3:49)
Drifting this time is through Gravity Control. You spend GP to stop in, steer yourself in the air, and then release to launch yourself with a gravity-powered boost.
----
- Gravity Dive - (3:59 - 4:41)
You can also use GP to fly forward at a much faster speed. This holds up for as long as you have GP.
----
- Gear Change - (4:52 - 5:40)
Leveling up your Extreme Gear with Rings isn't automatic this time.
Instead, you get 3 powerups that are strictly accessed by getting 25, 50, or 75. You spend that much on each of them depending on where they are in the lineup.
So you could get 25 Rings, but keep the Gear Change 1 by getting 50 Rings to prepare for Gear Change 2 first, instead.
At default, Gear Change 1 increases the racer's max speed, Gear Change 3 increases the racer's max GP capacity.
Meanwhile, Gear Change 2 will grant the racer a skill based on their racer type. More of that below.
----------
The next part of the Tutorial is the Hands-On Course, which discuss deeper moves to master:
- Meteor Burst - (5:56 - 6:40)
During a Gravity Dive, certain objects on the track may line themselves up in front of you. Steer your character towards them and they'll jettison off of them for an even greater burst of speed!
----
- Gravity Control - (6:51 - 7:44)
Besides using Gravity Control to turn sharp corners, it can also be used to reach new routes in the course.
Find ramps to Trick off of, THEN use Gravity Control and aim your race against wall tracks, and them they'll basically magnetize themselves to them and follow them.
----
- Grind - (7:52 - 8:41)
Special terrain techniques also return, but are utilized differently.
For default Speed-Type characters like Sonic, use their 2nd Gear Change so that they can grind off of rails.
And it's much easier, this time! Just have them jump to the rails and off they'll go! No need to always press Jump twice, this time!
----
- Bike & Wheel - (8:50 - 9:33)
Default Power-Type characters like Knuckles somehow lost the ability to punch through certain walls and obstacles until you use their 2nd Gear Change to switch them into riding a bike or some other kind of wheeled machine.
----
- Air Ride - (9:42 - 10:30)
Default Fly-Type characters with Tails can still soar the skies after using their 2nd Gear Change.
Either ride off of a Fly Ramp or go through an Air Ring to start flying. Be sure to aim your flight, too. If you wanna cancel it, just Jump.
----------
Furthermore...
Characters also can't attack each other on their own anymore.
That has been regulated to a random powerup that you could pick up from an Item Monitor. This will have them racing without their Extreme Gear for a few seconds, and they'll strike any opposing racer they run up to.
In this state, they may also take routes that are only available to on-foot racer as a way to try and keep up with the others. Usually this is shown through Wide Springs, but otherwise these can't be used at all.
----------
Once you have finished the Tutorial (or have decided to skip it at the start), the Heroes Story of this game will finally begin.
Get ready to win some races by bending gravity to your own will!
Like the first Riders, this game has a tutorial.
Unlike the first game, this one is more obvious and much more intensive. If you try to start the Heroes Story, you'll get a prompt asking you if you want to play the Tutorial first.
I suggest going for it. Playing game almost feels like a completely different animal compared to playing the first game, even with some similarities. It goes even further than this if you're using Wiimote controls.
----------
First, you go through the Beginner Course:
- Start Dash - (1:10 - 2:05)
Same as before, get a good running start at the very beginning of the race. Besides a nice burst of speed, you also get Gravity Points or GP. More on that later.
Don't be too late, or you'll get less GP. Don't be too soon, or your rider crashes right into the electric gate.
----
- Trick - (2:13 - 2:58)
In Zero Gravity, you just have to press A to jump, not hold it to charge it up to release from a trick zone.
In Riders 1, you manually did your own tricks, but Zero Gravity has that determined from your launch.
It's very weird here is that your chances of getting an X-Rank trick not only depends on your speed and timing off of the Trick Zone, but also your last three directional inputs for every Trick you've done in the race.
----
- Drift - (3:08 - 3:49)
Drifting this time is through Gravity Control. You spend GP to stop in, steer yourself in the air, and then release to launch yourself with a gravity-powered boost.
----
- Gravity Dive - (3:59 - 4:41)
You can also use GP to fly forward at a much faster speed. This holds up for as long as you have GP.
----
- Gear Change - (4:52 - 5:40)
Leveling up your Extreme Gear with Rings isn't automatic this time.
Instead, you get 3 powerups that are strictly accessed by getting 25, 50, or 75. You spend that much on each of them depending on where they are in the lineup.
So you could get 25 Rings, but keep the Gear Change 1 by getting 50 Rings to prepare for Gear Change 2 first, instead.
At default, Gear Change 1 increases the racer's max speed, Gear Change 3 increases the racer's max GP capacity.
Meanwhile, Gear Change 2 will grant the racer a skill based on their racer type. More of that below.
----------
The next part of the Tutorial is the Hands-On Course, which discuss deeper moves to master:
- Meteor Burst - (5:56 - 6:40)
During a Gravity Dive, certain objects on the track may line themselves up in front of you. Steer your character towards them and they'll jettison off of them for an even greater burst of speed!
----
- Gravity Control - (6:51 - 7:44)
Besides using Gravity Control to turn sharp corners, it can also be used to reach new routes in the course.
Find ramps to Trick off of, THEN use Gravity Control and aim your race against wall tracks, and them they'll basically magnetize themselves to them and follow them.
----
- Grind - (7:52 - 8:41)
Special terrain techniques also return, but are utilized differently.
For default Speed-Type characters like Sonic, use their 2nd Gear Change so that they can grind off of rails.
And it's much easier, this time! Just have them jump to the rails and off they'll go! No need to always press Jump twice, this time!
----
- Bike & Wheel - (8:50 - 9:33)
Default Power-Type characters like Knuckles somehow lost the ability to punch through certain walls and obstacles until you use their 2nd Gear Change to switch them into riding a bike or some other kind of wheeled machine.
----
- Air Ride - (9:42 - 10:30)
Default Fly-Type characters with Tails can still soar the skies after using their 2nd Gear Change.
Either ride off of a Fly Ramp or go through an Air Ring to start flying. Be sure to aim your flight, too. If you wanna cancel it, just Jump.
----------
Furthermore...
Characters also can't attack each other on their own anymore.
That has been regulated to a random powerup that you could pick up from an Item Monitor. This will have them racing without their Extreme Gear for a few seconds, and they'll strike any opposing racer they run up to.
In this state, they may also take routes that are only available to on-foot racer as a way to try and keep up with the others. Usually this is shown through Wide Springs, but otherwise these can't be used at all.
----------
Once you have finished the Tutorial (or have decided to skip it at the start), the Heroes Story of this game will finally begin.
Get ready to win some races by bending gravity to your own will!










