History Videogame / CrashTeamRacing

16th Jan '17 2:43:42 PM Xtifr
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The first spin-off of the ''Franchise/CrashBandicoot'' series, as well as the last game of the series developed by Creator/NaughtyDog. A MascotRacer heavily inspired by ''VideoGame/MarioKart'', and also drawing several elements from ''DiddyKongRacing''.

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The first spin-off of the ''Franchise/CrashBandicoot'' series, as well as the last game of the series developed by Creator/NaughtyDog. A MascotRacer heavily inspired by ''VideoGame/MarioKart'', and also drawing several elements from ''DiddyKongRacing''.
''VideoGame/DiddyKongRacing''.



The game has a ''DiddyKongRacing'' styled 1-player adventure mode; most levels have one of each of these items to get:

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The game has a ''DiddyKongRacing'' ''VideoGame/DiddyKongRacing'' styled 1-player adventure mode; most levels have one of each of these items to get:
13th Dec '16 6:18:51 AM Getta
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* ComebackMechanic:

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* CheatCode: There are codes that unlock all of the unlockable racers (including N. Tropy), gives unlimited Wumpa Fruit, automatic and unlimited turbo, automatic weapon gain (without breaking crates), unlocking the scrapbook (you need to 100% the Adventure mode normally), etc. Those that modify the gameplay can't be used in Adventure mode, however.
* ComebackMechanic: These weapons appear in more frequency if you're at the last (8th) place or close to it.



** And the Aku-Aku/Uka-Uka mask, which provides increased speed and invulnerability for a short time, as well as able to knock over other karts by colliding into them.

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** And the Aku-Aku/Uka-Uka mask, which provides increased speed and invulnerability [[InvincibilityPowerUp invulnerability]] for a short time, as well as able to knock over other karts by [[CarFu colliding into them.]]



** Oxide is also resistant to traps and missiles, merely spinning just like when hit with the chemicals rather than tumbling like with the TNT and Nitro, you have to hit him twice.

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** Oxide is also resistant to traps and missiles, merely spinning just like when hit with the chemicals rather than tumbling like with the TNT and Nitro, Nitro; he would only tumble if you have to hit him twice.



** Hot Air Skyway, in fact, has three. The first (jumping the barrier midway through the level) is relatively simple. The second is almost Rainbow Road-esque, involving turning around and jumping to a lower layer. The third is just about impossible to non-competitive gamers, and involves jumping from the ramp on the straight to the finish line.

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** Hot Air Skyway, in fact, has three. four. The first is the obvious branching to the right of the normal track when you jump off the first ramp. The second (jumping the barrier midway through the level) is relatively simple. The second third is almost Rainbow Road-esque, involving turning around and jumping to a lower layer. The third fourth is just about impossible to non-competitive gamers, and involves jumping from the last ramp on the straight to the finish line.


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* MetaPowerup: The Wumpa Fruits are used to increase your max speed and, when you reach 10, upgrades all of your acquired weapons.


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* ThrowDownTheBomblet: The rolling bomb weapons, which can only be shot in a straight line. It can also be shot backwards.
29th Nov '16 8:01:14 PM Getta
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* CoolGate: The way to enter race levels in Adventure Mode is by driving onto a shining pod on the ground, which sucks the racer into it. The "boss garages" are also cool in their own ways, especially Oxide's.
* CoolKey: The award for beating bosses is keys, that you'll need to open later areas of Adventure Mode and, in the end, the way to Oxide's boss race.
23rd Nov '16 4:30:27 PM N8han11
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* FollowTheLeader: [[SincerestFormOfFlattery Openly copies]] the formula of ''VideoGame/MarioKart''. [[TropesAreNotBad Perfectly.]] Some might say it even surpasses ''Videogame/MarioKart64''.
** Some of the tracks are based off of Mario originals as well, mostly those from ''Mario Kart 64''. For example - Coco Park is like Luigi Raceway, while Tiny Arena is similar to Wario Stadium. A really clear one is Cortex Castle, a go-cart race through the castle of the series' (usual) BigBad filled with right-angle turns.
** The items follow the same formula for the most part. Rockets instead of Red Shells, Clocks instead of Lightning, Warp Orbs instead of Spiny Shells, Bowling Bombs instead of Green Shells, Chemical Beakers instead of Bananas and TNT/Nitro Crates instead of Fake Item Boxes, etc. Differentiated in that they get boosted if you have 10 Wumpa Fruits.
** In the other direction, [=CTR=] brought back some Mario Kart features into [=3D=] that only appeared in Mode-7 ''Mario Karts'' until ''Wii'' and ''7'': namely, not having to wiggle the stick for drift boosting (though you do press a button to gain a boost in place of wiggling the stick), and having speed-increasing pickups on the field.
** In an interesting inversion of this trope, CTR created a system where hopping off a jump gives a racer a boost upon landing, which Mario Kart games later implemented after seeing it work so well in this game. You know you [[WellDoneSonGuy did well]] when the work you were imitating later goes on to imitate you.
20th Nov '16 8:06:47 PM Getta
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* AstralFinale: The final boss race with Oxide takes place in his track, Oxide Station, which is situated in space just off the Earth.



* SpaceZone: The Oxide Station, which doubles as a MarathonLevel due to it's extreme length. It's also the only track that cannot be played in multiplayer.

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* SpaceZone: The Oxide Station, which doubles as a MarathonLevel due to it's its extreme length. It's also the only track that cannot be played in multiplayer.
23rd Sep '16 11:05:34 AM Mcnickel
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** Oxide is also immune to traps and missiles, merely spinning just like when hit with the chemicals rather than tumbling like with the TNT and Nitro.

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** Oxide is also immune resistant to traps and missiles, merely spinning just like when hit with the chemicals rather than tumbling like with the TNT and Nitro.Nitro, you have to hit him twice.
3rd Sep '16 8:51:08 AM Getta
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* Relics: Similar to ''Crash 3'', the courses are littered with time-stopping crates. Finish 3 laps with a good time for a sapphire or gold relic. Or platinum.

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* Relics: Similar to ''Crash 3'', the courses are littered with time-stopping crates. Break all the crates (if you can) for 10-second subtraction from your final time. Finish 3 laps with a good time for a sapphire or gold relic. Or platinum.



* AbandonedMine: The Dragon Mines, which serves as Komodo Joe's home track.

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* AbandonedMine: The Dragon Mines, which serves as Komodo Joe's home track. There exist [[MinecartMadness minecarts]] that serve as obstacles.



* CarFu: Battle Mode.



* DeflectorShields: The bubble shield weapon you can take from the crates. They can protect you once from any attacks, you can knock another racer off their wheels when you collide into one, and you can also launch them forward as an attack. Normally if nothing happens to the shields, they'll dissipate after a time passes, but when juiced up, they'll remain up indefinitely (unless, again, something happens to the shields). The Aku Aku/Uka Uka masks also function as this, on top of boosting your speed.



* HomingProjectile: The Missile weapon will track the opponent in front of you, provided that you don't aim it too far. When juiced up, it gets better tracking capability.
** The warp-ball is one for the leading racer, and as such a racer can only get it if they're lagging behind. When juiced up, the ball will also knock over other racers in the way.



* {{Invisibility}}: One Battle mode-only weapon lets the user become invisible for a time. Only their wheels can be seen during this state.



** Also Penta Penguin in the PAL version of the game, having ''perfect 5/5 stats' all round.

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** Also Penta Penguin in the PAL version of the game, having ''perfect 5/5 stats' stats'' all round.



* NitroBoost: The sliding boost mechanic can give the racers additional speed boosts while sliding. There are speed-up pads on many sections of the track, usually for crossing gaps. You can also acquire the Turbo and Super Engine weapons, both of which gives you a free boost, with Super Engine giving up much more (but is only available in Battle mode plays). The Aku Aku/Uka Uka masks also functions as this, on top of making you invincible.



* NonlethalBottomlessPits: Whenever a kart falls into a pit, Aku Aku/Uka Uka will lift them back up.



* OneStatToRuleThemAll: Due to how power sliding works, acceleration tends to not be much of a factor for a good player, who will remain at top speed the whole race, and having a high turning stat may prove to be hindering, preventing a character from power sliding in a straight line ([[VideoGame/MarioKartDS sound familiar?]]); so characters are tiered pretty much based on their speed.

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* OneStatToRuleThemAll: Due to how power sliding works, acceleration tends to not be much of a factor for a good player, who will remain at top speed the whole race, and having a high turning stat may prove to be hindering, preventing a character from power sliding in a straight line ([[VideoGame/MarioKartDS sound familiar?]]); so characters are tiered pretty much based on their top speed.



* PlayerExclusiveMechanic: The CPU racers never get any of the ComebackMechanic weapons, unlike the player. They also never use the (harder) shortcuts, even in the hardest difficulty.



* SchizophrenicDifficulty: The tracks in Adventure Mode aren't placed in ascending difficulty. Many times, the courses are chosen because it fits into the theme of the world rather than difficulty. This is why, for example, Coco Park is in the second world when it's probably the easiest track, or why Papu's Pyramid is in the second world when it's a pretty hard track. The Arcade Mode cups fix this and the tracks are in ascending difficulty.

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* SchizophrenicDifficulty: The tracks in Adventure Mode aren't placed in ascending difficulty. Many times, the courses are chosen because it fits into the theme of the world rather than difficulty. This is why, for example, Coco Park is in the second world when it's probably the easiest track, or why has both Coco Park and Papu's Pyramid is in the second world when it's Pyramid, a simple track and a pretty hard track.track respectively. The Arcade Mode cups fix this and the tracks are in ascending difficulty.



* SquashedFlat: A number of the track-specific obstacles can flatten the racers and make them run slower for a time, such as the rolling barrels in Sewer Speedway or the rolling rocks in Blizzard Bluff. You can also inflict this on other players with the Turbo weapon by activating it and then pressing the hop button when you're crashing behind them (it needs good timing).



* VehicularCombat: Battle Mode, where players try to shoot each other while speeding on their karts.



* WhereAreTheyNowEpilogue: PlayedForLaughs, of course.

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* WhereAreTheyNowEpilogue: PlayedForLaughs, of course. Like how Pinstripe becomes an used car salesman in New Jersey or how Cortex found a new element he calls (and patents as) "Cortexrulestheworldium".
11th Jun '16 1:56:27 PM Morgenthaler
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* GettingCrapPastTheRadar: The WhereAreTheyNowEpilogue references ''Series/{{Baywatch}}'' and ''{{Playboy}},'' by way of {{expy}}.

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* GettingCrapPastTheRadar: The WhereAreTheyNowEpilogue references ''Series/{{Baywatch}}'' and ''{{Playboy}},'' ''Magazine/{{Playboy}},'' by way of {{expy}}.
8th Jan '16 4:21:19 PM N8han11
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* DamnYouMuscleMemory: Going into ''Crash Team Racing'' expecting ''Mario Kart''-style short hops before initiating a drift. Due to the height gained with a hop being much higher than in any of the ''Mario Kart'' games (not counting ''[[Videogame/MarioKartDoubleDash Double Dash!!'']]), there's a bit more of a delay before you actually start drifting.

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* DamnYouMuscleMemory: Going into ''Crash Team Racing'' expecting ''Mario Kart''-style short hops before initiating a drift. Due to the height gained with a hop being much higher than in any of the ''Mario Kart'' games (not counting ''[[Videogame/MarioKartDoubleDash Double Dash!!'']]), Dash!!]]''), there's a bit more of a delay before you actually start drifting.
8th Jan '16 4:20:40 PM N8han11
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* DamnYouMuscleMemory: Going into ''Crash Team Racing'' expecting ''Mario Kart''-style short hops before initiating a drift. Due to the height gained with a hop being much higher than in any of the ''Mario Kart'' games (not counting ''[[Videogame/MarioKartDoubleDash Double Dash!!''), there's a bit more of a delay before you actually start drifting.

to:

* DamnYouMuscleMemory: Going into ''Crash Team Racing'' expecting ''Mario Kart''-style short hops before initiating a drift. Due to the height gained with a hop being much higher than in any of the ''Mario Kart'' games (not counting ''[[Videogame/MarioKartDoubleDash Double Dash!!''), Dash!!'']]), there's a bit more of a delay before you actually start drifting.
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