Sonic Racing: CrossWorlds

Sonic Racing: CrossWorlds

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Time Trials [Updated 02/10] - Build, Gadgets and Advanced Techniques for All S-Ranks
Av Asahaka
Here are a few tips, tricks and techniques to improve your gameplay in Time Trial mode!
Whether you're chasing for the all A-rank achievement, or if you want to get good, give this a quick read. You might learn something (hopefully)
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Changelog (& Introduction)
  • [02/10/2025] Several basic driving tips added, video for snaking added.
    Chapters reorganised.
    Techs per track coming soon (after my holidays, back 19/10), please be patient!
!!! GUIDE IS A WORK IN PROGRESS !!!
Please give me some time to actually clear and record all S-ranks :v
If you want to add something I might have missed, please comment and I'll add your suggestion with credits!


This guide is here to give you simple guidelines to help you figure out things about the game.

This is NOT a cheat sheet, this is NOT a "do this and GG" guide.
The game is complex, has nuances for every track and every build.
Therefore, PLEASE experiment with the content included in this guide.

That being said, here are a few tips to lead you the right way.
Driving Techniques
Snaking

If you're an adept of another game series featuring a plumber in a kart, you already know what I'm talking about.

Snaking, literally going in an S-shape around the track, will help you charge your boost constantly even during downtime.

Drift right, release, drift left, release.
If you're running counter-steer boost, charge a level 2 or even 3.

More boost = more speed, maths are fast.
But here is a comparison video with equivalent gadget slots used, if you need facts.

Video:


Soft Drifting

Are you wondering why you can't charge that boost gauge fast enough, even with the same build as the replays you're watching?

The answer is: Soft Drifting.

Instead of holding a direction while drifting, try releasing any directional input while drifting.
Your drift gauge will charge much faster than counter-steering.

This technique can be used on every single straight line or soft turns. You'll still turn, you'll get more boost than going in a straight line, it's just... better.

Taking sharp turns while steering the same way as your drift will always be faster. As everything, it's all about adaptability. Add this to your driving skills, and you'll instantly see improvements.
(Can't really showcase this one with a video, so you'll have to try it out by yourself)


Jump Drifting

Hard turn right after a jump? Try drifting before that jump, you'll turn much sharper.

Some jumps may feel slow or have some downtime after your initial trick boost. When that happens, charging the drift before taking off will let you land with a pre-charged level 1 (or even 2) drift boost.

Careful, this does not work on all jumps.
Any "autoscroller" jump (the ones where your vehicle follows a path that links to the other side of the track, either really high or really low) will most likely break your drift charge. You'll learn which ones can or cannot be jump drifted by experimenting.

Showcase (on Timestamp, 31:46):

Boost Trajectory correction

If you're hitting the edges of the road in a drift, you are most likely holding your drift for too long.

Drift boosts are a good way to correct that trajectory if you're about to slide out because of a wide drift.
It sure is painful to release your drift earlier than expected, but keeping these 100 rings while taking a tighter turn is much more valuable in the long run.

Common examples would be Wonder Museum's spiral climb, where you most likely end up on the outside line when you didn't intend to. Release your drift earlier, hold left stick, and you'll keep that beautiful inside line with good speed.

Here's a video comparison of both trajectories:
[COMING SOON]


Minor Driving advices
  • Keep drift boosting when using mushrooms speed wisps. Yes, you're gaining speed on top of the item boost.

  • When flying, Boost Lv.1 is faster than Lv.2 if you're going on a straight line. Alternate L/R drifts and release on Lv.1 to keep the best possible line while always boosting.
    Use Lv.2 whenever the air track has a turn.

  • Your Water Boosts should ALWAYS be Lv.2. This allows you to trick once (twice with Trick Adept/Expert). Lv.1 is to be used only if you need a small boost before setting up for a full Lv.3 sharp turn. As such, Lv.3 is only used after a sharp turn.

  • Charging Lv.2 instead of Lv.1 on straight road is debatable. Don't feel pressured to drift switch if you can't do it, that's not a major time loss (difference as far as I tested is milliseconds, depends on the sharpness of the turn, if you can soft drift, etc...).

  • Do not press the brake input constantly if you need to take a sharp turn. Micro taps will improve your racing line tremendously if you brake earlier than you're used to. Plus, you won't come to a halt atop of Wonder Museum's spiral anymore.
Gadgets
Forget about character differences, Gadgets will actually make a significant difference on your racing times.

There are plenty of gadgets, and most of them are useful.
While there's no clear winner so far, here is a list of good ones you will always rely on.

I'll only cover useful Gadgets for Time Trial mode.

Gadget Name
Gadget Icon
Description
What it actually does
Starting Boost Bounty
Get Rings with a successful Starting Boost
Does what it says on the tin.

+30 rings when starting the race. Since you're always rushing for these precious 100 rings in Time Trial, this is extremely good if the first rings are out of the optimal path.

Time Trial Staple.
Counter Quick Charge
Fill 1 level of the gauge once when doing a Counter Drift in land form.
The goat. The legend. The one everyone wants to be.

This playstyle is quite hard to pick up, and if you're uncomfortable with drifts, I'd keep you away from this one.
But, if you know how to switch your drifts... You'll be fast. Really fast.

Time Trial Staple, if you know what you're doing.
Drift Charge Kit
A kit that makes the Drift Gauge fill faster, and slightly improves handling
This Gadget is the all-in-one drifting staple for good movement.

This combines Lv1, Lv2 and Lv3 Quick Charge Gadgets in a single, three-slot Gadget.

I've used this one for all my S-rank Time Trials, and is just extremely efficient.
Air Trick Expert (/ Adept) + Air Trick Bounty
Expert (/ Adept): Perform Air Tricks much faster (Adept: Faster).

Bounty: Get a small number of Rings for each rotation from an Air Trick.
My personal favourite combo. When a track has these long, unskippable jumps, spamming tricks and building your ring collection during downtime is insanely useful.

Starting Boost Bounty, Air Trick Adept and Air Trick Bounty could very well be your three go-to Gadgets if you like this playstyle.
Perfect Charge Boost
Release the Drift as soon as a Charge Level is filled to Boost even faster.
If, like me, you like drifting all the time, this is easier to pick up than it sounds.

Good speed boost with a perfectly timed release as the drift gauge is filled. Shame it's two slots imo, but I've seen a lot of people play this one.
Speed Machine Kit
A kit for getting more Rings and accelerating with them.
Speed Machines get stat adjustments.
So uh, "A kit for getting more Rings" is a lie. It doesn't give you more rings, nor allows you to carry more. But it does make you accelerate with every ring collected, yay!

The useful part is +20 to your speed (up to 100), and -16 to acceleration. Still, 3-slot for this is quite expensive for what it is, but hey, it could work.
Lv1 / Lv2 / Lv3 Quick Charge
Level 1 / 2 / 3 Drift Charge fills faster
Same thing than the kit above, but for specific gauges. Your pick, I prefer having all three boosted with the kit, with the handling bonus.
Just know it exists if you're short one slot, and don't care about the second level quick charge.

Or, combo Lv.1 + 3 kits, slap Counter Quick Charge, counter drift that second gauge to skip it, and
you'll be good to go.
Air Drift (/ Charge Boost) Mobility UP
Too long for this small box
If you're struggling to stay in line with these alt-vehicles, picking one up could be interesting.

The boat one is much more useful (because you'll most likely overdrift in air form anyway, why would you want more of that), but can be tricky to use since it only works DURING TRICKS.
Your call.
Dash Panel Bounty
Get Rings when using a Dash Panel or Dash Gate
Stronger than you think on some tracks.

Some tracks are littered with these Boost pads, so if you're running all track into them... why not?
I could see one of these becoming really good on some tracks.
Universal Build for ALL S-Ranks
So, I know why you're here.
I know what you want. You want the best build ever.

I'll keep telling you to adapt your gadgets/vehicles for Time Trials during this entire guide, but... truth is, you can clear all S-Ranks with the exact same build.

Check out my compilation of all main tracks S-rank with this build here:
[CrossWorlds Tracks coming soon]


It's stupid, some S-Ranks are brutal (hi Metal Harbor), but 90% of the tracks are quite easy with this kit.
I did it, so you can certainly do it as well.

Gadgets
- Air Trick Expert (Technique Upgrade)
- Air Trick Bounty (Ring Gain)
- Drift Charge Kit (Standard)

I told you this was a stupid build, didn't I?

Vehicle
Front: Dark Reaper
Back: Speedster Lightning
Wheels: Dark Reaper

Yes, these are default parts. Did I tell you I was really stupid?

Character
Just pick a speed character. Blaze is the correct pick though.
S-Rank Requirements
Main Tracks

Track
S Rank (Sonic Speed)
S Rank (Super Sonic Speed)
E-Stadium
2:16.000
2:00.500
Rainbow Garden
2:26.000
2:00.500
Water Palace
2:41.000
2:19.000
Metal Harbor
2:37.000
2:18.000
Sand Road
2:27.000
2:07.500
Colorful Mall
2:15.000
2:00.000
Mystic Jungle
2:01.000
1:44.000
Apotos
2:19.000
2:00.000
Wonder Museum
2:42.000
2:23.000
Crystal Mine
2:26.000
2:05.000
Ocean View
2:26.000
2:02.000
Pumpkin Mansion
2:43.000
2:18.500
Urban Canyon
2:36.000
2:18.000
Market Street
2:11.000
1:51.500
Coral Town
2:02.000
1:47.000
Blizzard Valley
2:45.000
2:22.500
Radical Highway
3:01.000
2:42.000
Chao Park
2:22.500
2:06.000
Donpa Factory
2:21.000
2:02.500
Aqua Forest
2:37.500
2:16.500
Eggman Expo
2:49.000
2:27.000
Kronos Island
2:55.000
2:30.000
Northstar Islands
2:31.000
2:12.500
White Space
2:25.000
2:05.000

CrossWorlds

Track
S Rank (Sonic Speed)
S Rank (Super Sonic Speed)
Sky Road
2:11.000
1:54.000
Roulette Road
2:06.000
1:50.000
Kraken Bay
2:29.000
2:09.500
Golden Temple
2:31.000
2:12.000
Magma Planet
?????
2:04.000
Hidden World
?????
2:02.500
Steampunk City
?????
?????
Dragon Road
?????
?????
Holoska
?????
?????
Galactic Parade
?????
?????
Dinosaur Jungle
?????
?????
Sweet Mountain
?????
?????
White Cave
?????
?????
Cyber Space
?????
?????
Digital Circuit
?????
?????


Credits: Sonic Fandom Wiki[sonic.fandom.com]
Final Worlds
I would've never thought I would write an entire guide for a Sonic game, yet here we are :v

Enjoy the game. Have fun. Experiment with builds and tracks.

Instead of fishing for award points, I'd rather have you rate the game on Steam directly.
Guide ratings are appreciated if it helped you, but please show your support to the devs instead.
2 kommentarer
Asahaka  [skapare] 30 sep @ 0:50 
@xavoskantavarren Cheers! I'll most likely add a detailed guide on every track and recommended builds for each of them in the near future, as you said Metal Harbor definitely requires a handling bump if you want to perform well enough through those hairpins.

CrossWorlds tracks video is coming soon too!
xavoskantavarren 29 sep @ 18:37 
Cheers for the guide and video, I finally beat the S rank on Metal Harbor by over a second with just a few differences to your setup, used a handling vehicle with drift kit, start boost bounty and and air trick expert. I also took the right hand path at the first split on the first lap to grab the boost but the real important part was nailing that hairpin all 3 times.

Looking forward to a video on the crossworld tracks if you make one.