There are 64 missions in the single-player menu. You need to earn an AAA rank on all of them, and the requirements for such a rank vary by mission. Most of the missions are pretty simple in design, so they're not too hard to figure out. You may want to go through the grand prix cups and time trials so you know the courses better, but that's up to you. Included is a playlist link to videos showing AAA rank gameplay if you'd like to see how things are done.
Sonic & SEGA All-Stars Racing | AAA Rank Missions
Mission 01: Sonic Crush!
AAA: Beat Sonic by a certain distance.
All you have to do for this mission is beat Sonic in a race to the finish. Since he won't be doing any neat drifting, you're going to want to get ahead by drifting whenever possible for the speed boosts.
Mission 02: Mardi Gras!
AAA: Drift excessively.
You need to drive through about half a lap whilst drifting as much as possible. The more you drift, the higher your score. If you drift often and before turns, you should be able to earn an AAA rank fairly easily.
Mission 03: Fight to the Finish!
AAA: Finish in first place.
This is a race where a timer counts down to 0, eliminating whoever's in last from the race when it does so. Use your drifting expertise over what the CPUs know, as well as proper item use to reach and maintain first place.
Mission 04: Treasure Island!
AAA: Collect a majority of the rings.
You have 60 seconds to drive around a plaza-like area, picking up rings as you go. There's a two-layered set of rings circling the outer area; go for these first, since they comprise most of the total, then drive around the grass in the middle of the area to pick up the border rings there. If you're not at an AAA rank at that point, simply drive into the many clusters of rings you may not have touched yet.
Mission 05: White Knuckle Ride!
AAA: Finish in first place.
This mission is a simple two-lap race on Outer Forest with seven racers. Make use of the corners and gain as many boosts as possible to build a lead.
Mission 06: Hedgehog Target Practice!
AAA: Hit all the targets.
Eggman will drive around a portion of Final Fortress - Turbine Loop. Item containers holding three K.O. gloves each will appear commonly so you may hit targets with them. If you're approaching a new item box and have some spare gloves left over, use them all at once in the hopes of hitting something further down the track.
Mission 07: Graffiti Speed Star!
AAA: Boost excessively.
You need to drive a lap around Tokyo-To, boosting whenever possible. Start the race by holding down [cn_RT] when the countdown moves from 3 to 2 for a nice starting score. Pink boosts, trick boosts, and drift boosts count towards your score, and smaller, blue boosts add more overall than a red boost would. As soon as you can get a boost from a drift, use it and start a new one right away. Try to perform three tricks in the air when you get to the big jump for a trophy.
Mission 08: Seaside Cup
AAA: Finish in first place.
The Seaside Cup is a three-race grand prix in the Seaside Hill courses. Each course is two laps, and if you're coming into these missions after time trials and grand prix, you shouldn't find this too difficult to dominate.
Mission 09: Egg-stremely Simple!
AAA: Pass through all gates to finish the course.
Drive through almost one lap of Icicle Valley while passing through gates. These gates also give you time, which you need a lot of - you almost always have less than 15 seconds on the clock. Driving through every gate is definitely possible if you just focus on moving to the next one from the first.
Mission 10: Race Your Bets!
AAA: Finish in first place.
This is a four-person race on Roulette Road using characters you might not have yet, depending on how you spend your cash. All you need to do is know when to drift and use your items well.
Mission 11: Jet Set Slide!
AAA: Drift excessively.
Run through Shibuya Downtown drifting whenever possible. This is similar to Mission 07, except you want to keep drifting past when your drift boost is at full speed; you can still earn points that way. Early on in the race, there's a branch in the path that leads to either a large jump or the road beneath it - take the low road so you can keep drifting along.
Mission 12: Egg-citing Times!
AAA: Run over lots of crows.
According to Billy Hatcher canon, those yellow things on the Rampart Road course are crows. As soon as the mission starts, Billy will start his all-star move and will use it for an entire lap, giving you an opportunity to run over crows. The egg is hard to move left and right, so it may take a few tries to earn an AAA rank. If you have to try again, try to recall where certain groups of crows cluster in advance. There's a trophy for running over a single crow, so it's granted to you for free here.
Mission 13: Emerald Snatcher!
AAA: Collect all chaos emeralds and a lot of rings.
Eggman needs to drive around Whale Lagoon, collecting all seven chaos emeralds on the track, as well as tons of rings to boost your score. Don't take too long with trying to remain accurate with your rings, but you're still able to drive at a comfortable no-drifting pace and still make it to the finish line.
Mission 14: Beat the Dealer!
AAA: Beat Sonic by a certain distance.
This mission may take a few tries. You need to drive through Roulette Road as Tails, doing exactly what you did in Mission 01. Beating Sonic may sound fairly easy, but he's somewhat competent here and there aren't a lot of things in the course to take advantage of. You need to be at your A-game (or AAA game) in drifting if you want to earn the right rank.
Mission 15: Fiesta Food Dodge!
AAA: Avoid all the pots.
Big the Cat rides a tiny motorcycle, which is nice because you need to avoid running into all the pots on the track. The pots carve out a clear path you need to take, so just take it slow (but not too slow near the end) and you should be able to earn an AAA rank quickly.
Mission 16: Blizzard Cup
AAA: Finish in first place.
The Blizzard Cup is a three-race grand prix in the Billy Hatcher courses. Each course is two laps, and if you're coming into these missions after time trials and grand prix, you shouldn't find this too difficult to dominate.
Mission 17: Fiesta Clean-Up Crew!
AAA: Break lots of pots.
Now that the festival is over, Big is given the pleasure of breaking as many pots as he can. They'll be in the same layout as they were in Mission 15, but you'll have less time to break pots. Don't take your time unless you're in the pot-heavy section in the middle. You should be cleaning up your AAA rank in the final stretch of the course.
Mission 18: Jet Set Race!
AAA: Finish in first place.
Another knockout race, this time on Rokkaku Hill. Avoid being in last at all costs by drifting and boosting at the appropriate times. Items may be lifesavers in this mission.
Mission 19: Nitro Nights!
AAA: Boost excessively.
Boost often (as soon as you earn the small drift boost) throughout this portion of the Outer Forest course. After hitting the first pink boost, do one trick in the air, then do two more after hitting the second pink boost.
Mission 20: Seafood Dinner!
AAA: Hit lots of crabs.
You'll be driving through about half a lap of Lost Palace while tons of crabs patrol the course. You're given infinite K.O. gloves, but you can only launch another one after a second or so. Don't take too long on each crab, and skip one if you have to. If you're really picky about hitting a certain crab, you can always try shooting a glove backward as a last resort.
Mission 21: Egg-ceptional!
AAA: Finish in first place.
This event is a simple two-lap, four-person race. Since there's nothing special one way or the other here, you shouldn't find it too hard to win.
Mission 22: Monkey Capsules, I Love 'Em!
AAA: Pass through all gates to finish the course.
There are more time bonus gates on the Treetops course. The half-lap you have to drive around is fairly short, but it's windy and filled with gates that make you lose time. Take your time to make sure you don't pass through any of the red gates.
Mission 23: Sky Pirate!
AAA: Attack enemies a lot.
The Bonanza Bros. will use their all-star move for an entire lap of Jump Parade, giving you the chance to lob bombs at the racers below. You can move your aiming left and right and can throw bombs right after the other. Keep chucking them the whole lap and you'll very likely finish with the best rank.
Mission 24: Tokyo-To Cup
AAA: Finish in first place.
The Tokyo-To Cup is a three-race grand prix in the Jet Set Radio Future courses. Each course is two laps, and if you're coming into these missions after time trials and grand prix, you shouldn't find this too difficult to dominate.
Mission 25: Egg-straordinary!
AAA: Hit Billy Hatcher six times.
Billy Hatcher has six lives as he leaves mines in front of you. You have infinite K.O. gloves, so fire them towards him at all times. You may want to shoot some at the walls to avoid some of his mines, but either way, you should pass this mission with flying colors.
Mission 26: Spooky Speedway!
AAA: Drift excessively.
Another drifting mission. Like with previous drifting missions, you should try to drift at all times, but the time you have can be a bit short; don't slow down too much for long drifts. Take a right at the intersection early in the track for a longer segment of road to drift on.
Mission 27: Maraca Madness!
AAA: Finish in first place.
You'll be racing as Eggman in another knockout race. Do whatever you can to get into first place and keep using items to keep everyone else behind you. The mega horn may save your life.
Mission 28: Banana Bonus!
AAA: Collect lots of bananas.
A bunch of bananas have appeared on the Treetops course for AiAi to pick up. You don't have a lot of time, but you should drive at a pace slightly slower than normal as you drive into lines of bananas. Once you have about an A rank and a half, book it to the finish line.
Mission 29: Water Slide!
AAA: Pass through almost all gates to finish the course.
There are time gates placed around a large portion of Ocean Ruin. Some come in pairs, so you can only pass through one of them, but you can skip the extras. I actually skipped a few others on accident and still ended up with an AAA rank.
Mission 30: Fare Game!
AAA: Beat Beat by a certain distance.
You'll be racing as B.D. Joe against Beat in his home turf. A crucial point to passing Beat by a far enough distance is to take the shortcut in the tunnels - drive up a ramp to the right and through a parking lot to gain a huge lead. A big plus to this is that if you take the shortcut, Beat is more likely not to.
Mission 31: Chu Chu Avenue!
AAA: Hit lots of robots.
The ChuChus will summon a KapuKapu that rampages across most of a lap of Dark Arsenal. Thankfully, the KapuKapu can move more easily than Billy Hatcher's giant egg, so it shouldn't be too hard to pilot it into a fair majority of the robots in your path. The bigger robots on conveyors moving across the stage can also be hit for points.
Mission 32: Carnival Cup
AAA: Finish in first place.
The Carnival Cup is a three-race grand prix in the Samba de Amigo courses. Each course is two laps, and if you're coming into these missions after time trials and grand prix, you shouldn't find this too difficult to dominate.
Mission 33: Big Banker Payout!
AAA: Collect lots of rings.
Ulala needs to collect a bunch of rings simply because they are here. Drive at a normal pace for the entire mission, but drive into large chunks and lines of rings as you progress towards the finish line. There's a line of rings slapped onto a wall right before you reach the course's roundabout; if you need to retry the mission, go for these rings next time.
Mission 34: Creepy Crawlies!
AAA: Finish in first place.
There are only five racers in this knockout race, but that means you have less time to mess around. Constantly throw items around so you can pick up more and do whatever it takes to finish in first place.
Mission 35: Fortress Fiasco!
AAA: Drift excessively.
Boost as much has possible, including the start of the race. Turbine Loop has many boost pads on it, and like the previous boosting mission, you're going to want to boost as soon as you get one instead of when it turns yellow or red. Quantity over quality.
Mission 36: Hidden Ring Stash!
AAA: Collect lots of rings.
Want to do another ring collecting mission? Here it is. The course here is super short, but there's a big stash of rings just before you reach the boost pads leading to the end of the mission. Turn back down the track when you get there and pick up as many as you can before time runs out.
Mission 37: To Drift or Not to Drift?
AAA: Pass through all gates to finish the course.
Now that B.D. Joe has beaten Beat at his own course, it's his turn to drive through time gates. You need to drive through all gates except one (since you have to choose between two rings at the end) if you want a shot at actually finishing the course. Drifting is very important here, but once you pass through the traditional finish line, drive normally without drifting so you can pass through gates more accurately.
Mission 38: Monkey Muddle!
AAA: Finish in first place.
This is a standard two-lap race on Rocky-Coaster. The enemy CPUs are actually a bit scary here, and you might find it hard to even reach first place. Keeping that position is easy as long as the course hazards don't choose to blow you off the track.
Mission 39: Drift from a Rose!
AAA: Drift excessively.
You're tasked with drifting through most of the Treetops course as Amy. Boosting has been turned off, so you can hold drifts for as long as you like. You essentially have to drift for the entire length of the course to get an AAA rank.
Mission 40: Casino Cup
AAA: Finish in first place.
The Casino Cup is a three-race grand prix in the Casino Park courses. Each course is two laps, and if you're coming into these missions after time trials and grand prix, you shouldn't find this too difficult to dominate.
Mission 41: Things Go Bump in the Night!
AAA: Hit Beat six times.
Beat will drive around Sewer Scrapes dropping mines, and you just need to pelt him with K.O. gloves until he falls. He only has six lives against your infinite gloves, so this should be a piece of cake.
Mission 42: Monkey Trouble!
AAA: Pass through almost all gates to get a high enough score.
I cannot stress enough how painful this mission is. There is no room for error here, unless it's intentional. There's basically one path you need to take, and it looks like this:
Mission 43: Egg-splosive Slide!
AAA: Drift excessively.
Drive as Billy Hatcher through one lap of Lava Lair while drifting as much as possible. There are a few seconds of room for error, and if you're on track, you should be earning an A rank by time you're done drifting at the top of the large wooden bridge leading to the top of the final slope.
Mission 44: Tailspin!
AAA: Finish in first place.
This is a standard race on Sandy Drifts. Tails isn't the fastest character out there, so it's super important to keep drifting and never slow down.
Mission 45: Tokyo-To Show!
AAA: Pass through all gates to finish the course.
You'll need to drift a lot to save time when driving through Shibuya Downtown. Make sure you do three tricks on the big jump. The long ramp leading upwards after the big jump should be drifted on when you move from right to left between gates.
Mission 46: Have You Seen Lan Di?
AAA: Finish in first place.
A simple knockout race. If you couldn't tell by now, these mission names are almost always pointless. Just do what you have been doing for these types of missions, which really isn't too off from a standard race, when you think about it.
Mission 47: Factory Frolics!
AAA: Beat Sonic by a certain distance.
This is definitely the most difficult rival race so far, and perhaps will be for the rest of the missions. You need to drive almost perfectly to get far enough ahead of Sonic to get the rank. Early on in a circular area is a ramp you can use for a small shortcut (and a trick boost). After the second corkscrew, take the right path to go faster than the normal one.
Mission 48: Horrible Cup
AAA: Finish in first place.
The Horrible Cup is a three-race grand prix in the Curien Mansion courses. Each course is two laps, and if you're coming into these missions after time trials and grand prix, you shouldn't find this too difficult to dominate.
Mission 49: Going Bananas!
AAA: Drift excessively.
You're given just about as much time as you could need to move Opa-Opa through Sandy Drifts while drifting enough for the score. Since Opa-Opa isn't a vehicle (or maybe he is), it may be hard to control him simply because you can't comprehend him like other vehicles. This mission may take a few tries.
Mission 50: Space Channel Drive!
AAA: Hit Amigo six times.
Like the previous battle missions, hitting Amigo six times is going to be pretty easy. He drops pocket rainbows, which your gloves can hit, but they don't slow you down like mines do. You may find this mission easier than the others.
Mission 51: Haunted Hoedown!
AAA: Defeat the beast without being hit.
There are loads of creatures all around the arena, with your target in the center. He doesn't attack, and you can see his health underneath a T-posing model of him in the upper right corner. As soon as the mission starts, take an immediate sharp right to face backward and pick up an item container. The containers on the dirt hold three K.O. gloves each, the ones on the outer rim hold three bombs, and the ones near the center hold useless mega horns. There's a cooldown to when the beast can be hit again, so give about a half-second of time between firing your weapons.
Mission 52: Bonanza Blast!
AAA: Finish in first place.
A simple race. Finishing in first place should be straight-forward at this point.
Mission 53: Factory Crash!
AAA: Pass through almost all gates to finish the course.
This time gate course is very generous with the amount of time it gives you. There are some pairs of gates to choose from, of course, but you could really miss a few more of these and still have enough time to reach the end of the course.
Mission 54: House of the Dread!
AAA: Finish in first place.
A knockout race on Deadly Route. You know how these work. Make sure you're drifting up the tower leading to the roof; there's also a hidden item container behind some crates there.
Mission 55: Slip Slide!
AAA: Drift excessively.
There's lots of land to drift on here, and since you can hold your drifts instead of boosting, you can sit there and glide for a long, long time. Despite this, you may be cutting your score a bit close at the end. If you have spare time, do circles back and forth before crossing the finish line.
Mission 56: Super Monkey Cup
AAA: Finish in first place.
The Super Monkey Cup is a three-race grand prix in the Super Monkey Ball courses. Each course is two laps, and if you're coming into these missions after time trials and grand prix, you shouldn't find this too difficult to dominate.
Mission 57: Lethal Lava!
AAA: Finish in first place.
The last knockout race in the game. Your opponents will be giving it their all for this one, so be aware of what they might be up to.
Mission 58: Final Countdown!
AAA: Collect all chaos emeralds and a lot of rings.
Eggman took them from Seaside Hill, now it's time for Sonic to take them back from Eggman. There's no need to drift here, so focus on being accurate with driving into rings. Performing a starting boost doesn't hurt. Make sure you collect every single chaos emerald.
Mission 59: Super Monkey's All!
AAA: Beat AiAi by a certain distance.
This rival race contains items in it, which you can use to keep AiAi at bay. The big winding slopes are at the end of the course, too, so if you know how to get through those properly, AiAi might slip behind here as well.
Mission 60: Graffiti Dash!
AAA: Boost excessively.
All boost pads have been removed for this one. There's a big straightaway leading up to a few ramps, so keep doing small boosts there. I personally had an AAA rank before I went onto those jumps.
Mission 61: Beach Party!
AAA: Hit Sonic six times.
One final bout of an easy win. Though this battle is going to be a bit harder since Sonic will be dropping three mines at once, it's still going to be a pushover.
Mission 62: Every Second Counts!
AAA: Pass through almost all gates to finish the course.
Big is slow. But more importantly, Big cannot drift very well. Make no mistakes leading up to the big spiral tower, then drift up it as you avoid the red gates on the left and right. If you make it to the roof, you should have a good chance of making it out to the end.
Mission 63: Robot Cup
AAA: Finish in first place.
The Robot Cup is a three-race grand prix in the Final Fortress courses. Each course is two laps, and if you're coming into these missions after time trials and grand prix, you shouldn't find this too difficult to dominate.
Mission 64: Save the Day Sonic!!
AAA: Defeat the robot without being hit.
This is a tough final fight. The robot moves to each opening in its central square and can move from any opening to the other. Start by collecting the item container in front of you for a glove, then use it at the robot. There are three gloves in the container in the middle of the robot's territory, as well as three more in each corner of the map overall. Don't bother using any containers in the middle ring's corners, since these are just mines. If you accurately land almost all of the 16 gloves you've used through the trio pickups and the starting one, you should only have to land a few more hits on the robot to win. Drive carefully into the corners of the center square and bop it a few more times to deliver the final blow.
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