I'm glad to say that the consistently low quality of the main series Sonic the Hedgehog games does not come through in the awkwardly-titled Sonic & Sega All-Stars Racing (or, as the boxart for the Xbox 360 version seems to imply, the even awkwarder Sonic & Sega All-Stars Racing with Banjo-Kazooie). It's about as unsubtle at copying the Mario Kart franchise as Saints Row was at copying Grand Theft Auto, but this is no mere rip-off. It doesn't quite surpass the original, as Saints Row did, but Sega All-Stars manages to be, at the very least, a worthy rival to the Mario Kart series, easily equal to the quality of Mario Kart Wii, the latest entry in that franchise.

The game is what the majority of gamers would refer to as a 'kart racer'; incredibly simple controls (drifting is easier than it ever was in Mario Kart), wild and zany tracks, and power-ups that let the players fight amongst themselves to a degree. But Sega All-Stars has answered something that's always bugged me about these kinds of games: None of the characters drive actual go-karts, which are possibly the lamest vehicle ever built. Instead, each character has a unique vehicle that suits their personalities and, whenever possible, is an actual call-out to their games. Tails, for example, rides an airplane, something he does surprisingly often in the Sonic games, and Ulala rides the same "Astro Glider" that she used in Space Channel 5. Others are sort of made up to fit the 'theme' of the characters; AiAi, the monkey from Super Monkey Ball, rides in a car shaped like a bunch of bananas, and Sonic rides a sports car designed to resemble him.

In addition, each racer has a unique "All-Star Move" that gives them a massive boost of speed and a unique attack to strike out at their opponents with. These are always fun to see, but in practice, they mostly feel the same; you probably won't be picking one character over another solely because of their All-Star Move.

The gameplay is solid; there's nothing wrong with the racing that you won't find in every other kart racer. The primary issue with Sega All-Stars is the All-Stars themselves. Many of the characters in this game are nowhere near as well-known as any given Mario character. They go back as far as Opa-Opa, the living spaceship from the 25-year-old Fantasy Zone games, and a pair of zombies named Zobio and Zobiko, who only appeared in The House of the Dead EX, which was never released outside of Japan. In addition, the fact that the inclusion of Ryo Hazuki doesn't actually mean that they're working on Shenmue 3 may rub salt in series fans' wounds.

The problem is actually worse in terms of level selection. All the levels are inspired by only six franchises; Sonic, Super Monkey Ball, Samba de Amigo, Billy Hatcher and the Giant Egg, Jet Set Radio Future, and The House of the Dead (which, to avoid referring to blood-hungry zombies in an E-rated game, is referred to as "Curien Mansion" instead). Come on, Sega, Billy Hatcher had one game, and he gets three levels, but you don't give a single track to Alex Kidd? I mean, okay, it would be difficult to make up a level based on Virtua Fighter, for example, but B.D. Joe is present, and there's no Crazy Taxi level? Weird.
On a side note, I would think that if they went to the trouble to make a console-exclusive racer like Banjo & Kazooie, they would also have at least one console-exclusive track to go with them.

There's an online mode, which is probably the only place where Sega All-Stars definitively has the edge over Mario Kart, and that's due to the relative ease of use of Xbox Live and the Playstation Network over the Wii's needlessly complicated online system.
It has an especially awkward title, the choice of characters could use a little work, it would be nice to see little explanations for who these guys are, and I'd really like some more variety in the level design, but even as it stands, Sonic & Sega All-Stars Racing is a very nice game to play with your friends, and a worthy alternative to Nintendo's own kart racer.