Everybody is “CrossWorlds this”, “CrossWorlds that”… I am not nearly as cool. And besides I’ve got, like, three racing Sonic games in the backlog. I might as well start with the first of those, chronologically.
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| Shadow's bike is fast. We've got to find a way to slow him down. Rockets or punches, anything! |
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| Speed boosts are always welcome around here. |
Cups follow the classic system; four courses per cup, with characters getting a score after reaching the finish line based on their position. The player with the highest score after the fourth race wins! Beating a cup unlocks the next, all the way to the sixth (thus, there are 24 tracks to race on). And the cups can be played on three difficulties: Beginner, Advanced and Expert, with the first cup unlocked in all three from the start.
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| Most All-Star moves boil down to "huge speed boost" with an extra effect to attack, disorient, or slow down the racers before the All-Star user. |
This game separates itself from Mario Kart in a few ways; for starters, every character has an All-Star Move they can obtain from an item box if they’re way behind, and that item can help them regain momentum and go up a couple of places. As one example, Tails’ All-Star gives him a big speed boost and releases a tornado that makes the racers it hits spin out.
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| Alex Kidd I've heard of, but the other two? I haven't the foggiest. |
-12 more characters from SEGA’s history, bringing the total to 20;
-New courses for single-course racing or time trials (otherwise, only the first 8 are available out of 24);
-And new songs that can play during races. The music is great from the beginning, but you’ve only got the first 8 songs from the get-go, meaning you must buy the other 32.
The most obvious addition, though, is the announcer. While the overhead narrating voice can make good points and warn players about incoming threats (such as a racer activating their All-Star move), many of the comments unrelated to racers’ actions are jokes that eventually get old, because there are few of them and narration cycles through them quickly. Decent idea, needed extra lines for non-specific banter. At least the voice has lines for each of the twenty racers, which is cool.
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| A mission about collecting rings? Yeah, figures that'd be here. |
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| Drifting isn't going to save you here. Only slowing down so you can do the 180° turn proper. Yes. Slowing down, in a racing game. Featuring SONIC. |
A minor annoyance: Some versions of the game had Metal Sonic as a DLC, but the Steam version doesn’t. Another gripe I have is that courses are designed with the drifting in mind, featuring a LOT of right angles and other circular turns that cannot be driven properly otherwise. If you don’t master drifting fast, those courses become troublesome. One of the final courses has several 180° turns in a row, and I legitimately hated it. Other than that, it’s very easy to fall off the road in key places; thankfully, the return to the road is quicker here than in Mario Kart, with a quick wipe of the game logo before your racer reappears on the road, so you might not lose your place as a result.
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| Not as bad, but a late course has an upwards spiraling path. At least that one makes it easy to get a couple of drift boosts in. |
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| I got it! All-Star moves are... the Final Smashes of racing games! |
Sonic & SEGA All-Stars Racing is available on Steam for 9.99$ USD.









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