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Crash Team Racing

Developer: Naughty Dog Publisher: SCE
30 September 1999
Crash Team Racing - cover art
Glitchwave rating
3.92 / 5.0
0.5
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1,036 Ratings / 6 Reviews
#322 All-time
#14 for 1999
The alien racing champion Nitros Oxide challenges Crash Bandicoot and the citizens of Earth to a race for the fate of their planet.
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1999 Naughty Dog SCE  
CD-ROM
XEU 7 11719 86782 1 SCES-02105
1999 Naughty Dog SCE  
CD-ROM
XNA 7 11719 44262 2 SCUS-94426
1999 Naughty Dog SCE  
CD-ROM
JP 4 948872 101189 SCPS 10118
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Crash Team Racing PS One Classic
2010 Naughty Dog SCE  
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I don't care what anybody says, CTR is the best Kart racing game of all time and in terms of variety and controls I feel it blows Mario Kart straight out of the water. CTR just controls and plays so smooth, the drifting in this game makes sense and feels natural, and this game feels more competitive and less luck based. Sure you get your powers too like Mario Kart, you have your bombs, missiles, your blue shell equivalent. Only in this game you need to collect fruit to power up your weapons so they can do more damage. There are even extra modes like an arena battle mode.

Now I think my biggest complaint about CTR is its too small. There are only 16 tracks in this game, and playing more than 2 players at a time doesn't give you the ability to race with NPCs. The track design in this game is fairly good though, and only 2 or 3 of the 16 did I find to be duds or uninteresting. The story mode in this game is okay but it does make you replay things a lot and unlocking certain things in this game can be annoying. The time trials in this game are just horrible, you have to race against an NPC ghost who goes at a godlike speed and the only way to beat him is getting lucking and happening to hit the fastest route with no slow downs and constant boosting. And to be honest you can just skip this and use codes to unlock the hidden characters. There are boss races too who do add variety. But yeah the story mode in this game is pretty average, you just win in all 16 tracks and find hidden collectibles in the tracks then you have a race with the final boss. The game is more fun to play with a friend and its a shame this game just couldn't have more to it. I would have loved to have bigger races with more NPCs or being able to have NPCs with more than 2 players but unfortunately that's one of the few areas Mario Kart has the advantage in. CTR was a game I loved playing a lot as a kid and it still stands as one of the best Kart racers of all time.
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jweber14 2017-07-21T21:52:10Z
2017-07-21T21:52:10Z
4.0
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The best kart racer ever, hands down, only marred by the hardware issues easily escaped by emulation. CTR features an incredible story mode that tests your skills on each course individually before doling out neat token hunting minigames that subtly teach you shortcuts and general handling skills, alongside an inspired twist on the time trial and great re-contextualisation of arena maps. Late game tournaments bring nothing new to proceedings, but otherwise, it is what an arcade racing campaign ought to be. The basic driving mechanics are great, with a boost chain system that would give Mario Kart a run for its money, and power-ups that can mostly be avoided with skill and the right circumstances, and track design that is just off the charts. The PS1's multitap affinity hurt it some, but grab it on PS3 and you have the total package.
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Lowlander2 2017-08-25T20:12:03Z
2017-08-25T20:12:03Z
4.5
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I've never played Mario kart (mainly because I don't own a Nintendo system prior to the Wii) this means that this is my go to game when it comes to unconventional kart racers from a popular game franchise due to how easy it is to pick up yet challenging it is to master.

While there is a story mode here, the real star of the show is the multiplayer as there's a ton of features to allow you to race with your friends including cup tournament, time trials and even standard races. Of course, the game wants you to compete in its adventure mode where you get to choose out of eight characters to save the planet from being destroyed by a villain named oxide. This involves winning trophies in each area which then leads to facing that areas champion (who is a former henchman of cortex) with you being able to progress to the next area as well as compete to win ctr tokens and time relics. The former is done by collecting the letters c t and r whilst coming in first place while the latter has you smashing time crates while completing three laps of a track to earn a relic. There's also a side challenge in each area where you collect 20 crystals in a battle arena to earn a ctr token, said battle arenas are another campaign from the multiplayer aspect of the game. The tokens are used to unlock gem cups where you race against the opponents in a cup tournament to win a gem, the crystal tokens have you racing against the champions in their specified tracks. Winning these cups also unlocks these champions in multiplayer mode which incentivises you to compete in them. The relics are required for the true ending of the game as oxide doesn't conceded defeat if you beat him without earning them. Regardless of which mode you’re playing in, you have tight controls for your kart as well as unique weapons to use against the other racers and can also be used against you (particularly in multiplayer where all players have access to every weapon.) Theres also powers unique to the battle arenas, which incentivises you to duke it out with your friends in this mode.

I've only covered the tip of the iceberg with what this game has to offer, suffice to say, it's a masterpiece as I didn't even mention how well designed the tracks are or how great the graphics are. Check it out if you haven't already.
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Foxylover92 2021-06-23T00:19:47Z
2021-06-23T00:19:47Z
5.0
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There have ever been 2 racing games I have ever taken seriously; Trackmania United which I have been playing for the past 15 years and this one. You may think that "guy, these games have nothing in common" and while that may be mostly true, they share one common principle; Being hard to master and having infinite potential for improving your time.

When I was younger, I would watch world record runs for individual levels and spend hours in time trial in each level trying to replicate all of the tricks that were used, until I reached the point where the runs would become too optimized and hard to beat. Not to compete with the community but rather just for my own personal enjoyment. Even when replaying the game now, I have to resist the itch of just dropping everything and starting to grind individual levels to perfection again; This shyt is like crack to my brain.

So what makes Crash Team Racing such a special game? Naturally, it's heavily inspired by Mario Kart as every kart racing game that came afterwards, but CTR has it's own identity that seperates it from the other games in the genre: While courses in Mario Kart are generally flat (and even when there are changes in elevations, they barely serve any purpose), in this game the levels are intentionally designed to be heavily sloped since every time you jump high enough you get a boost on the landing which you use to your advantage. Maximizing your jumps and landing perfectly on a downhill while automatically initiating mini-turbos afterwards never ceases to be fun, and what makes the levels interesting from character usage point is that some of them are designed to be played with characters that have better turning, while the others favor more the max speed characters.

How mini-turbos work in this game are fairly unique as well since you can do either one, two or three MTs in a row with the boost being higher the more MTs you do, and when you initiate a power slide, you are given a gauge on a bar showing how effective your boost is when performing an MT, and you essentially have to time them at the highest point of the bar for them to have maximum effect which adds another layer of mastery to the game, and hear me out, by doing multiple successful MTs in a row, these are added to your "reserves" which increases the length of the boost effect after doing a mini-turbo, but if you lose your speed or stop doing MTs your reserves die out as well and you have to start building them back up again from the base speed.

And what do you do when you manage to maximize your reserves? Not only are your MTs now more powerful but instead of doing MTs repeatedly you are given a new strategy that can be applied to save time which is simply hopping. The boost time you get from MT is limited when on ground but you can extend it quite logically by repeatedly hopping which reduces the time you spend on ground and thus extending the boost time which makes it useful especially for straights.

Another usage of reserves and the most broken mechanic of the game can be done by simply driving over turbo ramps without jumping. If you only steer afterwards without doing MTs you get a huge boost that lasts for an extremely long time, but since it requires a turbo ramp for it to work out, and for you to actually make the jump without jumping, you can only use it in limited amount of the levels.

Anyways, this game is fucken deep mang.


Talking about the game itself and not just its mechanics, it is Crash Bandicoot but on wheels, meaning on adventure mode you do the usual stuff of collecting Trophies, Tokens, Relics, Gems and whatever the heck by playing different gamemodes. Of these relic races are by far the most interesting where you collect boxes to reduce your time to gather one of the three types of Relics; Sapphire, Gold or Platinum. Some Platinum times are fairly easy to get while some are really hard and basically require you to break every single box for a 10 second time bonus which ain't easy. To beat the game fully you don't have to get all Platinum relics though, it's enough if you just get Sapphire, but it is an interesting challenge regardless to go for them and you are awarded with 101% completion if you do so after collecting everything else as well.

Adventure mode is quite fun overall and gives you a bang for your buck since it's not just driving the tracks through once and quitting, but will take you a somewhat significant time to 100% the game.

The main course for a perfectionist lies in the time trial mode however. On it you can play any of the 18 levels of the game without the party-mode gimmicks of adventure mode and put your knowledge of the game to a test. If you drive fast enough time on an individual track you unlock N. Tropy's ghost, which by itself is not hard to beat but by doing so you unlock N. Oxide's ghost whom to beat you actually need to know how to play the game, as depending on the track, it's not an easy task for a beginner as you need to understand the above-mentioned mechanics of the game of which some are "hidden".


That being said, this is up there as one of the best in the kart racing games.
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guy_jin 2022-12-22T03:48:41Z
2022-12-22T03:48:41Z
4.0
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Everyone is always trying to beat Mario at his own game. Nintendo’s golden Italian meatball influenced countless of other plucky fictional characters to run and jump on platforms and enemies restricted to a horizontal axis plane. When Nintendo decided it was time to broaden Mario’s horizons by expanding his spatial movement to the third dimension, this revolutionary venture proved to be just as impactful for the plumber and inspired several old and new IPs to take the same plunge with varying rates of success. As much as other platformer series cite Mario as an influence, those who admire Nintendo’s mustachioed mascot also want to surpass him. Somehow, Mario has always managed never to let any of the exorbitant number of franchises that ape his formula lay even a finger on his crown as the king of gaming, much less of the platformer genre. Even if one platformer franchise manages to slip through the cracks and assassinate Mario Julius Caesar style, Mario is a renaissance man with valuable assets in other genres. Among Mario’s several lucrative vocations, his racing derivative Mario Kart is arguably the most successful. Mario’s racing series even dominates the market of the kart genre, a more accessible, outrageous subgenre of the racing game. No other kart racer comes even close to Mario Kart in regards to success, evolutionary progress, and number of titles. However, there was one point in the PS1 era where Naughty Dog’s Crash Bandicoot gave Mario Kart a run for its money.

Already, Crash Bandicoot seems like the perfect franchise for a kart racer. If there is anything that remained consistent with the orange marsupial in his trilogy of 3D platformers on the PS1, it never ceased in its wacky, cartoonish tone. Karts racers by nature are goofier and more imaginative than its quasi-realistic racing counterparts, fitting for the plethora of video game characters with less-than realistic physical attributes in the fantastical realms they reside in. While the case for a Crash Bandicoot kart racer is solid as stone, it’s difficult not to compare the game to Mario Kart and make some soaring assumptions about Sony trying to piggyback off of Nintendo and try to extract some kart racing revenue while the money river was still flowing. Crash Bandicoot has always tactfully worn its influences from Sonic, Donkey Kong Country, and Mario on its sleeves, but releasing a kart racer is bound to draw direct comparisons to Mario Kart due to the franchise’s borderline monopoly on the subgenre. However, there are quite a bevy of advantages to unabashedly ripping pages straight from Mario Kart’s handbook. Nintendo can only innovate so much for Mario Kart because a key factor of the franchise's success is accessibility. Because the Crash Bandicoot series has been less inclined to hold the player’s hand, perhaps a Crash kart racer could expand on the aspects of the kart racing subgenre that Mario can’t.

Mario Kart has always been presented very matter-of-factly. Many gamers, myself included, always assumed that the Mario characters partake in kart racing as healthy competition to blow off steam, or they’re all the combatants in a Mushroom Kingdom tradition as celebrated and long-standing as the Olympic games. The player is forced to make their own assumptions because the game gives absolutely zero context to what has possessed these characters to blow burning tire smoke in each other’s faces. In Crash Team Racing, that missing context is granted with a fairly high concept premise. Alien invader and kart enthusiast Nitrous Oxide has arrived on Crash’s planet to flaunt his self-imposed racing credentials. He claims there isn’t a soul alive across the entire solar system that can beat him in a race and if the select racer from the planet loses to him, he’s going to make like Joni Mitchell and pave the planet into a paradise in the form of a parking lot where he will be its tyrannical leader. The plot sounds silly enough for a Crash game until the player reads into the subtext. An airborne menace named after a noxious gas who plans to industrialize Crash’s world to a comically bleak degree is an on-the-nose ecological message. Providing a premise to a kart racer made for an adequate evolutionary step, but Naughty Dog decided to exceed their expectations with a surprising hint of depth.

Each Mario Kart title offers a grand-prix mode with four cups consisting of four separate races, with each subsequent cup providing tracks that are harder to traverse through. Racing on each track individually can be done via the versus menu, mainly against one or more human players. Extra modes like the battle mode can also be played to scratch the itch of combat-oriented driving gameplay. Exiting every gameplay mode either upon finishing or quitting the game ultimately circles the player back to the main menu, the calculated hub of the game. Crash Team Racing expands on Mario Kart’s streamlined approach to menu navigation by borrowing from fellow kart racer Diddy Kong Racing, adding a hub world in the single player campaign fully traversable by driving. Admittedly, the fact that Diddy Kong Racing did it first does diminish the impact of Crash Team Racing including this, but the fact that Mario Kart has never even attempted something like this in the decades its been the dominant kart racing series slightly elevates any game that includes a traversable hub over it. Driving around the field without the strain of competing against other racers feels liberating, and it can also serve as a practice ground for sharp turns.

In an open environment, the races are coordinated differently than selecting a cup in Mario Kart. Crash Team Racing’s hub is divided into four separate areas, each with four tracks located in every corner. Instead of selecting the area, the game starts the player with the four tracks of N. Sanity Beach, which provides the supposed easiest four tracks in the game. As restricted as this might seem at a first glance, having the player climb up the difficulty ladder instead of picking and choosing a track feels better suited to a game with a story. The player races through each track individually as opposed to racing through the four tracks sequentially in a grand prix. While only racing on one track at a time might negate the difficulty associated with needing to accumulate enough points to earn a gold trophy, the game offers more after simply winning the race. Another reason why the kart racer subgenre and Crash Bandicoot are natural soulmates is because for the last two mainline titles, the player had to race through Crash’s levels on foot with the time relic challenges. The developers, of course, easily transcribed the relic challenges over to Crash Team Racing as the player earns a specifically colored relic based on the amount of time they took to finish driving through three laps on a course, breaking open the multiple time blocks to momentarily freeze the ticking clock for a better score in the process. The other challenge offered is the “CTR” challenge where the player races against the other characters again, only with the stipulation of collecting the letters C,T, and R scattered around the course. This challenge is kind of lame and pointless as the time relic trials already added a satisfactory enough extra challenge. All the same, completing all of these tasks for a single course feels fulfilling and lets the player become readily acquainted with each course.

As for the tracks themselves, each of them is stripped right from the various levels from the PS1 Crash trilogy. Not literally, of course. The developers don’t expect the players to suspend their disbelief that a race track is located a couple of blocks away from levels like Cold Hard Crash and Slippery Climb, faintly seen out of the player’s peripheral visions. Crash Team Racing simply recognizes the series' various level motifs such as jungles, sewers, laboratories, and icy levels seen across the trilogy and rendered them into racing courses. Not only do the varied themes create a wide array of tracks that feel appropriately Crash Bandicoot, but the track design is equally diverse. Tracks are brimming with the frills of boosters, half pipes, ramps, moving obstacles, and tons of other thrilling attributes synonymous with the kart racer subgenre. Most courses have their own unique gimmicks that make them discernable like the submerging ramps in Mystery Caves, the thick mud of Tiny Arena, the ravenous plants that snatch up and chew anything in their vicinity in Papu’s Pyramid, etc. Courses in kart racers should feel as distinctive as the elemental levels from platformer games, and Crash Team Racing nails the selection.

As par for the course, item boxes are strewn across every track situated in a symmetrically-paired line of four or five separated by only a few meters. Kart racers wouldn’t be the same without a slew of weapons and other advantages to even the playing field, something that would be highly unethical in any realistic racer. Of course, flinging the various tools that randomly appear after hitting any item box is another liberal helping from Mario Kart. The task at hand here to avoid even more accusations of creative appropriation is masking them with notable Crash Bandicoot properties. Even with the effort to disguise the items from Mario Kart here, it doesn’t take a genius to discern that chemical beakers are bananas, the tracking missiles and bombs are green and red shells, and the Aku Aku/Uka Uka masks act the same as the invincible star power with musical quips accompanying them. Crossing a TNT crate requires more proactive measures to prevent being inconvenienced by an explosion than a fake item box from Mario Kart, but it essentially functions the same. Crash Team Racing’s means of innovating on the items is through the wumpa fruit crates located alongside the item boxes on the track. Collecting ten of Crash’s go-to snacks and holding that amount without getting hit evolves a weapon and gives it advanced properties. TNT crates become Nitro Crates that explode on impact, red beakers add a rain cloud affliction, etc. Upgraded versions of the items are excellent rewards for maintaining a certain rhythm while on the course.

Actually, the items, whether or not they are evolved, don’t really factor too much while racing. Holding onto a few in a pinch can be useful in a pinch, but the player can’t use them as a crutch to carry them to victory like in Mario Kart. Because the player competes on each track one at a time instead of in a grand prix, any of the CPUs can potentially win, so bombarding the CPU in first place with an onslaught of items will only aid another CPU dragging behind. The key to success in Crash Team Racing is pure, ferocious speed. Blazing past the competition is a matter of mastering the drift move. By holding down either the L1 or R1 button and pressing the alternate trigger three times in succession will grant the player a boost for a short period. Given how much space the player has to drift at a crooked angle matched with how accurate their timing is, the player can rev themselves to the speeds of a cocaine-addled NASCAR driver. Executing this isn’t too difficult as the drift controls are as tight as a Chinese finger trap. It’s a matter of combining triple boosts to really burn some rubber. The layered secrets planted in inconspicuous routes around the layered courses can accommodate the player’s skill with short cuts that are hard to reach for any novice player. With impeccable skill, the player can zoom through these courses and seem like a speck of stardust in the eyes of the competing players.

The ease at which the player can become the elusive speed demon in Crash Team Racing also depends on which character they choose. Only one character per campaign can conquer Nitrous Oxide, and they are all displayed working on their karts in a garage like a group of steamy pin up girls ready to be picked. Crash Bandicoot’s roster may not be as recognizable as Mario Kart’s but at least every character will register somewhat for anyone who has played each game in the PS1 trilogy. Crash is a requisite for the game, Coco fulfills the role as the token female character like Peach, numerous boss villains like Cortex, N. Gin, and Tiny Tiger, to furry creatures like Pura and Polar. Unlike Mario Kart, it would be unwise to select your character based on cuteness or your arbitrary affinity for them from the mainline games. Each racer has three separate stats: speed, acceleration, and turn. Some characters like Crash are balanced for beginners while characters like Dingodile are speed savants that turn more rigidly, and require more skill to hone effectively. Differentiating characters based on stats is far more complex and interesting rather than picking a character for superficial reasons like in Mario Kart. The player may have to be reminded what the character’s relevance is to the series, but they’ll become more familiar with them through their individual driving prowess which also extends the game’s replay value.

With only one character, Crash Team Racing’s replay value is still prolonged through the numerous unlockables. Another note from Diddy Kong Racing that Crash Team Racing peered over was the inclusion of boss races. Once the player earns every trophy per race in an area, a familiar foe will challenge the player to a race. How the developers decided which Crash bosses would be apex challenges and regular racers I’m not sure, but beating them will unlock the next area with a “boss key.” Their advanced mano a mano race only includes a track the player has already won on, plus the constant flinging of bombs and other items behind them. Once the player accelerates past them, their cackling and trash talking will only be heard faintly until the player beats them. These boss races themselves are not what makes their inclusion exciting, however. If the player wins a grand prix with all the races in their area, that boss is available as a racer. Unfortunately, this is not the case for Nitrous Oxide because apparently, the PS1 engine couldn’t handle his presence on every track. Maybe if the player was manning his kart, he wouldn’t have to gain a cheating head start like a cheeky fucker. Three additional characters on top of the bosses can also be unlocked in other ways, totalling to seven unlockable characters. It all gives the player more incentive to keep playing than Mario Kart ever did.

They’ve always said that a great work of art doesn’t have to be original to be exemplary. Kart racers always carry an apt comparison to Mario Kart, but Nintendo doesn’t own the intellectual rights to any racing game with the premise of a dozen kooky characters pelting each other with shit on topsy-turvy pavement. The Crash Bandicoot series was destined for kart racing greatness and while it’s obvious that the developers might have scanned over several properties from multiple kart racers, it is anything but derivative imitation. Crash Team Racing is the racing game’s answer to kart racers, and that’s why it excels over every kart racer before it. It’s as accessible as any other game from the subgenre, but the skill ceiling is elevated to the top floor of a skyscraper, allowing the player to perform feats that surpass anything in Mario Kart. The game also benevolently rewards the player for honing their skill with a bounty of unlockables and rewards, something Mario Kart 64 doesn’t. Even though I’m comparing Crash Team Racing to Mario Kart 64, it’s now antiquated influence, none of the subsequent Mario Kart games have matched Crash Team Racing’s unique aspects. That is impressive.
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Erockthestrange 2021-01-08T09:17:02Z
2021-01-08T09:17:02Z
8.5
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Crash Team Racing: Despite not having made a racing game, Naughty Dog created the best kart racing game. Controls can make or break a racing, Crash Team Racing has tight and fluid controls. Every drift feels so smooth and jumps of edges feel so satisfying to perform, mastering the control of the kart or casual play result in amazing gameplay. CTR offers many different game modes including; Adventure mode, arcade mode, time trials and battle mode. With the main attraction being the Adventure mode, you are provided with great replay value to keep you coming back, the game doesn’t get dry shortly after. The only issue in CTR is within the Adventure mode, where the gem cups required for 100% completion feel like unnecessary padding as it is just more standard racing, some unique challenges or even playing in the battle arenas with the AI would have been good replacements. However, it is a minor gripe and is nowhere near taking this game down to a near perfect status.
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Skidsinmyute 2022-09-08T12:18:18Z
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Catalog

MF_IGUIN Crash Team Racing 2024-03-26T17:34:37Z
PS1 • XNA
2024-03-26T17:34:37Z
5.0
In collection Want to buy Used to own  
MOPPIE Crash Team Racing 2024-03-25T08:27:36Z
2024-03-25T08:27:36Z
2.5
In collection Want to buy Used to own  
SciCore Crash Team Racing 2024-03-25T06:27:02Z
2024-03-25T06:27:02Z
4.5
In collection Want to buy Used to own  
Nubedemazapan Crash Team Racing 2024-03-25T03:26:26Z
PS1 • XNA
2024-03-25T03:26:26Z
5.0
In collection Want to buy Used to own  
Great_Skull_Music Crash Team Racing 2024-03-20T11:55:14Z
2024-03-20T11:55:14Z
In collection Want to buy Used to own  
eliottstaten Crash Team Racing 2024-03-15T06:14:32Z
2024-03-15T06:14:32Z
In collection Want to buy Used to own  
Action52 Crash Team Racing 2024-03-11T02:08:18Z
2024-03-11T02:08:18Z
4.5
In collection Want to buy Used to own  
Toddisodd21 Crash Team Racing 2024-03-07T06:03:22Z
2024-03-07T06:03:22Z
4.0
In collection Want to buy Used to own  
Paleness Crash Team Racing 2024-03-05T02:51:27Z
2024-03-05T02:51:27Z
4.0
In collection Want to buy Used to own  
5COTT Crash Team Racing 2024-03-04T23:42:09Z
2024-03-04T23:42:09Z
4.5
In collection Want to buy Used to own  
Nomorechie Crash Team Racing 2024-03-04T07:32:21Z
2024-03-04T07:32:21Z
3.0
In collection Want to buy Used to own  
Legionend09 Crash Team Racing 2024-03-03T22:28:12Z
2024-03-03T22:28:12Z
3.5
In collection Want to buy Used to own  
Content rating
ESRB: E
Player modes
1-4 players
Media
1x CD-ROM
Multiplayer modes
Deathmatch / FFA, Team play
Multiplayer options
Local
Franchises
Also known as
  • CTR (Crash Team Racing)
  • View all [1] Hide

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  • Previous comments (2) Loading...
  • 1p2r3 2018-03-01 22:43:26.997799+00
    I've never played CTR and my entire life I assumed it was a shoddy knock-off of Mario Kart. Does it really add to a e-karting experience if I've played Mario Kart?
    reply
    • Rakitox 2018-04-03 20:53:22.339844+00
      It's a fun game. It doesn't need to be anything other than that.
    • StreetsDisciple 2018-12-02 05:16:32.868224+00
      It adds a lot, especially as a single player game.
    • IshmaelBlack 2019-04-24 17:26:25.475871+00
      The three biggest ones of the 90s seem to be Mario Kart 64, Diddy Kong Racing, and Crash Team Racing. For what it's worth, I think that this one is easily the best. I've found it's the most balanced, has the best mechanics, and has the most interesting level design and layouts. It may be less ambitious than DKR in some ways, and it doesn't have the different speed classes of MK64 (but if that's what you want then go play WipEout instead tbh), but it plays so much better, and the different game modes are all refined.
    • renegadexavier06 2023-03-16 09:54:48.902378+00
      The mechanics and the feeling of control is completely different from Mario Kart
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  • PhrostByte 2019-01-17 04:28:16.383928+00
    Legendary game
    reply
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  • Froot 2019-06-09 14:02:48.195919+00
    that japanese cover art tho....
    reply
    • A_Latin_Guy 2019-11-20 17:49:28.916565+00
      Firts japanese cover that went me go like "yuck!".
    • warioman 2020-11-10 07:10:43.899979+00
      i kinda like it
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  • NickShutter 2020-04-26 20:28:24.985642+00
    Just now noticing that Crash looks fucking evil on the cover and promotional stuff for this.
    reply
    • ... 2020-05-29 08:24:56.55157+00
      it’s the eyebrows
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  • HeatherMadhouse 2023-05-14 13:08:38.078695+00
    people seem to be praising controls of this game but to me it always felt incredibly stiff and rough playing it on the original ps1 controller. beautiful kart racer though, the stages here annihilate mario kart 64
    reply
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  • yourdadcosplay 2023-10-02 04:28:23.512891+00
    i honestly hated all of the main crash bandicoot games that i played, but i LOVE this game, does anyone know why that is? i mean, they are from the same franchise.
    reply
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