History Videogame / CrashTeamRacing

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.

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.
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.
20th Nov '15 9:28:15 PM DragonQuestZ
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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 kart racer heavily inspired by ''VideoGame/MarioKart'', and also drawing several elements from ''DiddyKongRacing''.

to:

The first spin-off of the ''Franchise/CrashBandicoot'' series, as well as the last game of the series developed by Creator/NaughtyDog. A kart racer MascotRacer heavily inspired by ''VideoGame/MarioKart'', and also drawing several elements from ''DiddyKongRacing''.
18th Nov '15 5:43:42 AM Eriorguez
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** PAL!Penta has souped up stats everywhere that perfectly match Oxide's, making him quite the speed demon.

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** PAL!Penta has souped up stats everywhere that perfectly match Oxide's, everywhere, making him quite the speed demon.
25th Sep '15 1:58:43 PM Superjustinbros
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* There's also bosses and multi-race cups through the adventure, and the battle arenas are converted into contests where you have to get all the crystals in the arena before running out of time (which is cut if you hit a Nitro crate).

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* There's also bosses (though unlike the ones in ''Diddy Kong Racing'', they're not giant, and they race you in basic karts) and multi-race cups through the adventure, and the battle arenas are converted into contests where you have to get all the crystals in the arena before running out of time (which is cut if you hit a Nitro crate).



* OneHundredPercentCompletion: You have to complete all the tracks, get all the CTR tokens, all of the relics (including platinum!) and defeat all of Oxide's ghosts in time trial. Beating all of Oxide's ghosts unlocks the scrapbook for the main menu that is otherwise only seen when you complete Adventure mode.
* AbandonedMine: The Dragon Mines.

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* OneHundredPercentCompletion: You have to complete all the tracks, get all the CTR tokens, all of the relics (including platinum!) and defeat all of Oxide's ghosts in time trial. Beating all of Oxide's ghosts unlocks the scrapbook for the main menu that is otherwise only seen when you complete Adventure mode.
mode (or enter a code)
* AbandonedMine: The Dragon Mines.Mines, which serves as Komodo Joe's home track.
25th Sep '15 1:55:35 PM Superjustinbros
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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''.

to:

The first spin-off of the ''Franchise/CrashBandicoot'' series, as well as the last game of the series developed by Creator/NaughtyDog. A MascotRacer kart racer heavily inspired by ''VideoGame/MarioKart'', and also drawing several elements from ''DiddyKongRacing''.
25th Sep '15 1:54:57 PM Superjustinbros
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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.



* SpaceZone: The Oxide Station, which doubles as a MarathonLevel.
* TookALevelInBadass: Every item has a "juiced-up" version if you have the maximum 10 Wumpa Fruit (which are scattered around the course and also slightly increase your speed, like the coins in Mode-7 ''Mario Kart'' titles as well as ''7'' and ''[[Videogame/MarioKart8 8]]'').
** PAL!Penta has souped up stats everywhere, making him quite the speed demon.

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* SpaceZone: The Oxide Station, which doubles as a MarathonLevel.
MarathonLevel due to it's extreme length. It's also the only track that cannot be played in multiplayer.
* TookALevelInBadass: Every item has a "juiced-up" version if you have the maximum 10 Wumpa Fruit (which are scattered around the course and also slightly increase your speed, like the coins in Mode-7 ''Mario Kart'' titles as well as ''7'' ''[[Videogame/MarioKart7 7]]'' and ''[[Videogame/MarioKart8 8]]'').
** PAL!Penta has souped up stats everywhere, everywhere that perfectly match Oxide's, making him quite the speed demon.



* VariableMix: In the hub world.

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* VariableMix: In the hub world.world, each and every hub has a variation of the overworld theme that plays in the background.
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