
The newly launched *Sonic Racing: Crossworlds* has garnered a great deal of critical praise, delighting long-time fans of Sonic the Hedgehog like myself. Seeing iconic stages from Sonic’s legacy transformed into exhilarating racing tracks is a true joy for any enthusiast.
This game stands out with some of the most enjoyable racing courses I’ve encountered across various titles, prompting me to rank each track based on the driving experience it offers. After spending numerous hours navigating through these environments, I’m excited to share my personal rankings.
For the purpose of this ranking, I’ll focus solely on the primary tracks since the *Crossworlds* experience leans more towards fun, one-off distractions rather than the comprehensive layouts typical of the main tracks. Furthermore, as of this writing, the six downloadable content (DLC) tracks remain untested, meaning they will not be included in this discussion. The Minecraft-themed track appears intriguing, but without firsthand experience, I cannot provide a fair assessment.
24 Water Palace
Not In A Rush

Although *Water Palace* has potential, my appreciation might have been higher if it featured the dynamic “Back 2 Back”from *Sonic Rush*.As it stands, the course, predominantly composed of water, comes across as rather unchallenging — a common theme evident in this compilation.
This track serves well in introducing players to the game’s mechanics in the Grand Prix’s first cup, yet it ultimately fails to captivate. While the overall design is competent, it lacks the complexity I would prefer in a second track; *Water Palace* might seem more like a warm-up rather than an engaging challenge. Nevertheless, a lackluster track in a quality lineup is still a commendable achievement.
23 E-Stadium
Straight Roads

*E-Stadium* opens the game as a straightforward introductory track. It’s characterized by wide turns, easy shortcuts enhanced by white wisps, and an enjoyable downhill dash with a unique twist on lap three.
The simplicity means the game mechanics take center stage, though the track doesn’t offer much variation in terms of gameplay. While I enjoy the adrenaline rush of gliding downhill and deftly maneuvering turns, the lack of distinctive features keeps the course from being remarkable. It draws a comparison to *Mario Kart Stadium* from *Mario Kart 8*, though the latter elevates the concept with greater excitement. In short, while not groundbreaking, it remains an acceptable choice when played.
22 Metal Harbor
Not Carrier Zone, Trust

I must admit, *Metal Harbor* doesn’t evoke the same thrilling sensation as its namesake. Perhaps it resembles *Carrier Zone* from *All-Stars Racing Transformed* more closely. The absence of soaring rockets or exciting metal tubes feels like a missed creative opportunity.
The course itself is decent, though admittedly a tad bland. The altered third lap doesn’t introduce significant changes, yet I appreciate the two shortcuts toward the end. However, the track leans heavily on straight paths, even if less so than in previous games.
It would rank higher if it didn’t share a name with one of *Adventure 2*’s most exhilarating stages; unfortunately, the actual gameplay does not deliver nearly the same level of excitement.
21 Chao Park
Up and Down and All Around

While I’m glad *Chao Park* avoids replicating *Baby Park*, the track’s challenging twists can be overwhelming. Rapid camera shifts make it feel like a rollercoaster, but not in the most enjoyable way.
The water section in the final lap tends to decelerate the action, and navigating the unnervingly steep ascent on the split paths can be infuriating—even easing off the accelerator may lead to disaster.
Although it might rank as the most chaotic track, with its sharp turns and narrow paths, racing solo can unfortunately render it dull. It offers excitement but leans toward frustration more often than I would prefer.
20 Apotos
Monster Truck Heaven

*Apotos* presents a slight conundrum for me. While the music is fantastic and the layout is reminiscent of *Windmill Isle*, the visuals are washed out compared to a game from 2008, which is puzzling.
I appreciate the introduction of tight tunnels as a unique feature, though they can lead to chaotic gameplay. I’m game for that, but the flying segment is less appealing.
In summary, the track successfully utilizes simplicity to create variation in gameplay by forcing players into narrow passages. Yet, its brevity and underwhelming aesthetic prevent it from standing out in an otherwise vibrant lineup.
19 Aqua Forest
Pirate’s Storm

Once again, my aversion to water driving surfaces with *Aqua Forest*, which is notably heavy with aquatic elements. The upbeat music and appealing shortcuts are redeeming features; however, the turns often feel sluggish.
That said, for those who enjoy water tracks, I can understand why someone might declare it their favorite. The thrill of executing a significant turn by leaping through hoops is undeniably enjoyable, and the track’s overall aesthetic captivates me.
Still, I may require a vehicle with tighter handling to fully embrace the experience, yet I consistently enjoy racing through *Aqua Forest* for its unique charm.
18 Urban Canyon
Drift King

For some reason, *Urban Canyon* isn’t a track I eagerly anticipate. The extended aerial section leading into an underground tunnel is a creative concept, but the tube itself is disappointingly slow, diminishing its appeal.
I enjoy the tight corners that open up in the third lap when barriers are removed. However, I often forget about this track, despite its exhilarating finishing moments thanks to timing a boost at the end.
If only the canyon’s design had reflected a more engaging environment rather than a sterile, futuristic aesthetic that occupies most of the course, it could have been a lot more memorable.
17 Eggman Expo
Pure Evil

The charm of *Eggman Expo* lies in its entertaining aesthetic. The concept of Eggman displaying his ingenious inventions on his personally designed track is a delightful and believable facet of his character.
However, the overall track design leaves something to be desired. I appreciate expansive turns, yet when they dominate the course, it can feel excessive. The water tunnel is particularly frustrating, as I often find myself crashing into the walls.
The variations introduced in the third lap, featuring roaming robots and fresh hazards, provide some excitement, but it feels as though the design could benefit from additional changes to create a more enjoyable experience.
16 Market Street
Rooftop Road

I’m generally receptive to nostalgia-driven stages from previous *All-Stars* and *Team Sonic Racing* games, but *Market Street* strikes me as the weakest among the revisited tracks for *Crossworlds*.
The soundtrack is outstanding, and I enjoy launching off rooftops to access alternative routes, but beyond that, details about the course fade quickly from memory. The third lap provides minimal changes aside from a single shortcut, which feels inadequate.
The track feels oddly brief, mainly consisting of a few turns without exploiting the full potential of its inspiration from Rooftop Run in *Unleashed*.
15 Ocean View
We’re Sonic Heroes

*Ocean View* resonates as one of the most familiar tracks in the game, having transitioned from *Sonic Heroes* to *Generations*, appearing in *All-Stars Racing Transformed*, and reappearing in *Team Sonic Racing* as well.
While I’m starting to tire of its familiar presence—almost reaching the overused status of *Chemical Plant*—I can’t deny the excitement I feel hearing “Super Sonic Racing”in the final lap, and I do appreciate the shortcuts incorporated.
Though it remains a frequent selection for me, a fresh aesthetic could have easily strengthened its identity without compromising its core charm.*Ocean View* is solid but ultimately feels like it could have injected more creative and thrilling elements.
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