
Media: Sonic & SEGA All-Stars Racing - 11 New Screens, 1st Wii Screens, and New Info
October 22, 2009 | 5:39 PM PST

Good news, SEGA fans: Our Sonic & SEGA All-Stars Racing galleries for Xbox 360 and PlayStation 3 each have 11 new screenshots, featuring Ryo Hazuki in action and what appears to be Beat's All-Star move, among other fun stuff, such as the above. "Get off the road, Kidd!"
In addition, the Wii gallery has a special bonus: the first four screenshots of that specific version. For whatever reason, they're actually significantly smaller than the rest of the screens, but still look pretty good.
Scroll down to see the high definition version's screens, or here to find the Wii screens.
The new December issue of Nintendo Power, volume 248, also has a look at the game with some new information that should be relevant to all versions. But first, for those wondering about the Wii version's controls, it reveals that you can not only turn the Wii Remote (presumably with the Wii Wheel optional), but you can connect a Nunchuk for analog steering, while the Classic Controller is "pending." No word on the GameCube controller yet, though.
The article details the difference between different vehicles types, with them taking to different types of terrain the way you might expect: "racecars are best on hard surfaces, but slower on offroad; motorcycles have average speed on all surfaces but better acceleration and handling; off-road vehicles have an advantage on terrain, such as grass, mud, sand, and water; and flying vehicles have no terrain benefits but can get a boost during jumps."
We've caught a glimpse of special items during videos, but not much else in the way of details. As you might expect, Sonic's sneakers give you added speed, just as they do in his games, and the defensive shield works as you would expect.
There is also a paintball bomb which obscures an opponent's vision (presumably similar to the Bloopers in Mario Kart), a Big Bomb that "knocks your adversaries for a loop," and the professed favorite of Producer Steve Lycett, the Confusing Star.
"When this hits you," he explains, "it rolls the screen 180 degrees. For some reason you just can't switch left and right in your head and although we don't do anything to the controls, it always takes you by surprise."
Moving on to courses, the game will feature 20 of them, including Sonic's Seaside Hill, Casino Park, and Final Fortress, Billy Hatcher's Blizzard Beach, Jet Set Radio's Tokyo-To, Curien's Mansion from The House of the Dead, and some unspecified tracks from Super Monkey Ball and Samba de Amigo.
And speaking of tracks, albeit of a different kind, SEGA Superstars Tennis had around 80 pieces of music, but for Sonic & SEGA All-Stars Racing, Lycett says, without getting into specifics, that "this is going to be a lot, lot, lot bigger."
Finally, when the game hits early next year, players will find several modes to compete in, including traditional grand prix races, time trials, split-screen local versus play, eight-player online, and over 50 single-player challenge missions, ranging from performing perfect drifts through a course to collecting rings to eliminating all enemies.
Personally, I can't wait. With any luck, it will make a great companion to Mario Kart Wii. With a lot of luck, perhaps it will even surpass it.


















