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There are at least some obscure references integral to the Sonic & SEGA All-Star Racing design. But even with certain unfortunate omissions, it’s great to drive around tracks based on Billy Hatcher and the Giant Egg with Alex Kidd or the Fantasy Zone ship. Games like Golden Axe, Altered Beast, and Streets of Rage don’t get any representation outside of a mere mention in the game’s Achievement system (Golden Acts is one of the game’s reward goals, for example), and fans of SEGA games like Zaxxon and Virtua Cop won’t see any references at all. I wouldn’t say that that SEGA’s racer is as in-depth to the company as Nintendo’s fighter: as plentiful as the roster of characters and courses are in All-Stars Racing, the developer had to draw the line somewhere. And it never feels like egotistical back-patting here, either.
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There are very, very few publishers in the videogame industry that can get away with designing a game around a legacy of recognizable franchises and characters across multiple decades. Just like Nintendo’s Super Smash Bros., All-Stars Racing is a celebration of all things the company represents.
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Sonic & SEGA All-Stars Racing has no back-story nor does it put into context why characters from all walks of SEGA life – from Sonic the Hedgehog to Shenmue to Chu Chu Rocket – decided to have a race through environments based around the games they star in. While SEGA’s game may not have too much it can claim as “original” to the franchise, what the developer does in All-Stars Racing it does very well, turning a “me-too” project into a tightly developed racer with a lot of charm and character of its own. I say that with all respect: if you’re put to the task of building a racing game that revolves around a company’s franchises, you’re going to benefit from looking at the one game that’s considered the best in its class. There’s absolutely no question that Sumo Digital looked at Mario Kart Wii, as nearly every part of All-Stars Racing is nicked from Nintendo’s design.
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