Submission #10082: Blazingmo's DS Sonic & Sega All-Stars Racing "all Cups" in 18:06.466

Nintendo DS
(Submitted: Sonic & SEGA All-Stars Racing)
all Cups
(Submitted: All Cups)
(Submitted: Sonic & SEGA All-Stars Racing (USA) (En,Fr,Es).nds USA)
Bizhawk 2.9.1
64999
59.82609828808082
7026
! Sram
3e4990287da39f067bb56a1609b2fe5d
Submitted by Blazingmo on 12/11/2025 10:12 PM
Submission Comments
This is a TAS of Sonic & SEGA All-Stars Racing that aims to beat all 6 Cups in 9:46.375 In-Game Time. If this run desyncs, you might have to play this movie file along with this movie file before playing this movie.
Disclaimer: Some tracks beat the Speedrun.com WRs without the Shoe item. Other tracks don't and can't beat them but try their best to be as fast as possible.

Game Objectives:

  • Aims to complete all 6 cups in the fastest time
  • Focuses on in-game time
  • Heavy glitch abuse
  • RNG Manipulation

Final Time:

  • TAS Timing: 18:06.466
  • Standard RTA Timing: 17:33.253
  • In-Game Timing: 9:46.375

Special Thanks

Author's notes:

2 months ago, the first Sonic & SEGA All-Stars Racing TAS was uploaded to TASVideosChannel with a time of 21:52.052. As I was happy that the game was finally published to TASVideos, I felt like it could be beaten in under 21 minutes (TAS time). So right after the TAS was finished, I began experimenting on the new tech, "CPU Bouncing". After I found out that it could be used to preform LRG (Lap Respawn Glitch) in tracks like Shibuya Downtown and Dark Arsenal, I knew I had to remake the TAS from scratch. I really had fun making this project as I got to learn more about this game. I look forward to seeing more crazy glitches and skips in the future. For now though, I am now committing my time into working on the TASes for Sonic & SEGA All-Stars Racing, Sonic Unleashed for the Wii and Secret Saturdays for the DS. Happy Holidays! :)

Tech and glitches used in this run:

Instant Boost Chaining
If you release a drift with a mini-turbo and start another drift the next frame, you can keep the mini-turbo. This trick is actually similar to Wheelie Drifting but it doesn't make lines more straighter.
Lap Respawn Glitch (LRG)
This glitch lets you skip majority of a race. To trigger this, you need airtime near the lap line. This resets the respawn checkpoint, so when you drive up to checkpoint 1, the respawn checkpoint will be set to 1 which normally can't set to that checkpoint. Because of this, you can get your player to respawn in that checkpoint and get a 5 second lap (1 second when it's tracks that has a closer respawn panel like Lost Palace).
Flash Skip
Similar to LRG, Flash Skip is a bit faster than LRG in some tracks. It works because of checkpoint 1 and 0 being intercepted with each other resulting in a very fast lap. As of now (the time of this paragraph being made), It is only useful in Deadly Route and Highway Zero as any other either may not have it or has no way of reaching it because of the invisible walls being too high.
CPU Bounce
So in this game, you can bounce off of the other racers like in Weatherton's Mario Kart 64 TAS. This works only as a plane character though so using Opa-Opa is the most efficient character for this trick. To perform it, the player has to be inside of another racer after they have spun out (Motorcycles excluded). Best characters for this trick are: Tails, Ulala, Zobio, Mobo and Amigo (Likely gonna be updated in the future.)
RNG Manipulation
Like most games, RNG is a common thing in games with this being no exception. While RNG isn't fully figured out yet, there is some things I'd like to mention such as being able to manipulate certain things like items and the CPU picker for each race. Item RNG is manipulated by frames, not in-game though. The most common items that are randomly picked in first place are rockets, punching gloves, x1 shoes, and cones, so I attempt to manipulate shoes and punching gloves because those are the items that are most needed throughout the TAS. CPU RNG works by choosing different characters in different tracks/cups. As this isn't shown in the TAS, I did want to mention it here.

Tracks:

Whale Lagoon (0'18"333)
Uses a CPU Bounce to not have to travel all the way back to the bridge like in the previous movie.
Icicle Valley (0'22"650)
Adds a few mini-turbos to get to the ramp more faster.
Roulette Road (0'20"733)
Adds a mini-turbo to get to the ledge more faster.
Studio Amigo (0'17"066)
Uses a CPU Bounce to not have to travel the whole way around the track backwards like in the previous movie.
Shibuya Downtown (0'18"333)
Uses a CPU Bounce to not have to go around the track for all 3 laps (New Track with LRG)
Outer Forest (0'21"783)
This is the first track in the TAS that saves a few frames because of the track's layout.
Turbine Loop (0'45"516)
Nothing too special here, just optimizes turns better than the previous movie
Treetops (0'41"483)
RNG at the start of the race is better than the previous movie. A few turns are also a bit better than the previous movie.
Rampart Road (0'18"266)
Uses a CPU Bounce to not have to use the ramp backgrounds like in the previous movie.
Dark Arsenal (1'46"966)
The only track in this TAS that is longer than a minute. Small playaround in lap 1 to CPU Bounce off of Zobio in Lap 2 to not go around all 3 times like in the previous movie. (New Track with LRG)
Jump Parade (0'21"100)
Uses a mini-turbo going backwards at the start of the race to activate the automated jump and not go around the entire track like the previous movie.
Pinball Highway (0'21"733)
Nothing too special here, just optimizes the speed to get to the ramp(?) faster.
Sewer Scrapes (0'18"250)
Uses a CPU Bounce to not have to travel all the way back to the ramp. Use the right side of the wall unlike the previous movie because it's faster.
Lost Palace (0'07"766)
2 Frames slower than the previous movie because Alex Kidd gets in the way. I tried about everything and he was in the way. Also this isn't in the TAS but there's this cool thing I encountered when TASing this level, you can get an instant lap on lap 1 by using the starting turbo and holding left until you detach from the ground, and then hold down and right and it counts the lap for some reason. I have no idea of why this happens and the sadder part is LRG isn't active when doing this.
Sandy Drifts (0'21"350)
Nothing special here. This is tied with the previous movie.
Rokkaku Hill (0'25"900)
It's faster to reverse and turn around rather than to turn the vehicle around by accelerating slowly like the previous movie. This track gives a faster lap time because of how the track is laid out.
Sun Fair (0'21"450)
Unable to use CPU Bounce. I tried seeing if I could manipulate different characters to get the bounce in this track but it's only possible if I change characters. This track gives a faster lap time because of how the track is laid out.
Highway Zero (0'07"366)
First track out of the TAS that performs Flash Skip. Sacrifices Lap 2 and 3 times to keep a faster Lap 1 time.
Deadly Route (0'16"500)
Uses Flash Skip instead of LRG because it is faster. Uses a faster out of bounds route to save time.
Ocean Ruin (0'22"066)
Nothing too special here. Faster laps because of character stats.
Bingo Party (0'06"700)
Nothing too special here. Faster laps because of character stats.
Lava Lair (0'24"000)
Nothing too special here. Faster laps because of character stats.
Monkey Target (0'18"233)
Drifts the opposite direction of the previous movie to save extra time.
Thunder Deck (0'21"800)
Nothing too special here. Faster laps because of character stats.
Suggested Screenshot:
Frame #52636
Other cool screenshots:
Frame #21639
Frame #29012
Frame #26350

nymx: Claiming for judging.
nymx: Can't really say much here. I never saw your previous run, so it was really nice to see this strange behavior, with tricking the game into winning so quickly. Nice improvements!
Confirmed the sync, via your SRAM verification and previous movie.
Last Edited by nymx 8 days ago
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