Professional's Guide to
 Crash Team Racing 

 

 

 

The Professional’s Guide to Crash Team Racing

 

                                  By Thomas60

 

________________________________________________________

 

FAQ/Guide      Thomas60       Version 1.9       12/12/05

________________________________________________________

 

Thomas_Seal60@hotmail.com

Crash Team Racing Ultimate Guide to Perfection

 

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CONTENTS

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Contents

Updates

Videos & Forums

Introduction

My History

                Getting Started

Special Character Stats
Hidden Techniques/Bugs

-Froggy

-Cresting

-Projectiling

-Mid-Air Powersliding

-Yellow Fire

-Sacred Fire

-Ultimate Sacred Fire

-Mega Turn

-Speed Ghost

-Ultra Ghost

-Saffi Fire

-"Sewer Speedway bug"

- Bouncing Syndrome

Table of Techniques

Virtual Energy Gauge Theory

Positions of default Super Turbo Pads

All Shortcuts

Blizzards Bluff

Coco Park

Cortex Castle

Crash Cove

Dingo Canyon

Dragon Mines

Hot-Air Skyway

Mystery Caves

Oxide Station

Papu’s Pyramids

Polar Pass

Roo’s Tubes

Sewer Speedway

Slide Coliseum

Tiger Temple

                Track Techniques

                Recognising your speed

                Playtime - Stunts

FAQ's

Rumoured Challenges

Credits

Copyright Information

Legal Information

Contact Details

 

Updates

 

Version 1.0 –1st version (3/10/05)

Version 1.1 –Corrected spacing, added contents, Technique Table

and extra shortcuts, Credits + Title. (7/10/05)

Version 1.2 – Changed to Microsoft Word format, added history section plus bookmarks.  (15/10/05)

Version 1.3 –Added all shortcuts in. (17/10/05)

Version 1.4 –Added newly discovered shortcuts + track techniques section. (1/12/05)

Version 1.5 –Corrected a few mistakes, Added Video’s and Recognising speed section (used for reference). (08/12/05)

Version 1.6 –Removed a few errors and hopefully made this more findable on search engines.

Version 1.7 –More links, + Papu’s pyramids racing strategy, positioning of contents.

Version 1.8 –Rearranging contents. Rumoured Challenges section. Cortex Castle racing strategy. Also a few more questions with answers in FAQ’s. Extra discovered Technique.

Version 1.9 –Added the final extra shortcuts for Oxide Station, removed name stamp for effort reasons. More accurate stats for ripper roo. Getting started section.

 

Video’s and Forums

 

http://i.domaindlx.com/Stelzig/ctr

http://ctr4ever.free.fr/videos.php

http://youtube.com (search Crash Team Racing)

 

http://ctrgamers.forum.ijijiji.com/

http://neoseeker.com/forums/index.php?fn=browse_forum&forumid=1161

http://cyberscore.net/

 

Introduction

 

Ok so you've beaten Oxide Ghost on every track, you've got all platinum relics. You declare yourself a CTR Expert

 

But now a new challenge awaits you search for competitors across the globe to compare your best times with, you find some scoreboards at Ctr4ever.free.fr and Cyberscore.net

 

You take one look at the best times and a big gasp goes over your face (and usually the thought they've cheated or its impossible).

 

This Guide is designed to teach you what the instructions and game can not. In Essence it is the knowledge of the world after 5 years of playing CTR finding small meaningless methods that improve your time to some extent less than ½ a second. Hence now you too can have the knowledge of the masters within the time it takes to read this guide.

 

If something is not here, it is because it is on another guide.

 

 

My History

I believe I was about 12/13 yrs old when I first saw crash team racing, my mum went away on a business trip for about a week, and a family friend kindly looked after my siblings and myself. Her son liked to play CTR with us when we went to their house. Obviously he had more practice and often beat us.

I got the hang of the boosting system by the time mum had finished her trip, we still visited their house though.

I got CTR as a present from my grandparents at Christmas, and started playing a lot.

At about the last year of high school (when England lost to Brazil at football 2-1) I completed the game and oxide on all tracks. Though I didn’t have a platinum relic for N.gin labs until some time later.

I’m unsure what happened next for 1 or 2 years, but it involved me looking for cheats and other gamers.

The site I eventually became addicted too was cyberscore, which I had a lot of trouble finding when I knew what sort of site I was looking for.

Then what I did is I printed off all the best times for CTR from cyberscore which a few I’d beaten and the rest belonged to a Mr Stelzig apart from Blizzards Bluff.

I played hard then to beat all those times, which I did except 1, the papu’s pyramid lap time O_O.

Stelzig had a 27.?? Lap time I could understand how, it was miles better than any other player, the closest was I think 31seconds. I had 30.?? Making me second.

That’s when I registered at cyberscore and immediately posted in the “dodgy records” section lol about Stelzig’s time. I knew he wasn’t lying but still that time looked dodgy.

That when he told me the papu’s pyramids secret shortcut, and we then started competing against each other at CTR, he mentioned the other competitors had given up.

He mentioned a Mad77 a French player, who submitted some videos later, quite good vid’s which is how I learnt about default super turbo pads (not a cheat), and also a shortcut in oxide station.

I took great pride in the fact I had a tiny arena time miles greater than any other player, which is when I decided it was “My Track”, and I became possessive over it. Then I believe another player “A-niall-ator” arrived at cyberscore and we chatted well with him about CTR and what websites he made.

I was now well into 6th form at college, and then an Arsene Lupin posted his best times. Every one of his lap times was around 4 more seconds better than us O_O.

Of course this went straight to the dodgy records topic in cyberscore where he explained a few tricks and proved his times.

Stelzig discovered the polar river shortcut on his own O_O outstanding!

“A-niall-ator” invited us to his website about final fantasy, where we setup a ctr topic obviously as we hardly new anything about final fantasy.

I believe this is when we saw the first of “Italian21” a decent ctr player, or would soon become one.

I have no Idea when I first saw Ermanu? Probably when he took liberty of my groups.msn.com webpage and posted his own pictures, a bit invasive but I didn’t mind as he had some damn good times to show.

“A-niall-ator” known as Gast at his final fantasy website set us up the gastctr forums. A potentially very good site, but mostly all action was in the forums, we posted there a lot, though there were probably only eight of us.

Cyberscore closed down for a long while.

Arsene Lupin Designed Ctr4ever.free.fr

We met Kang and some very decent WR were being set now not just by the top 2.

Cyberscore opened

CTR died L

But it seems some new popularity is creeping in J

 

P.S. O_O omg that was all off the top of my head.

 

 

Getting Started

Ok before you start making your time trial records it is important to know which characters to use. No doubt you have your favourite characters but players who understand the game know you only need to be using N.tropy/ Tiny/ Dingodile/ Papu Papu and Penta Penguin for the reason they have the highest top speed in the game.

Penta Penguin has better turning than the other characters but that does not make him better than Tiny/ Dingo etc in every track. The reason for this is boosting Arcs.

When you powerslide boost you are turning, this means if you want to keep boosting in a straight track then characters with high turning abilities will perform zigzag motions which is not as directs and boosting in a long arc via bad turning characters like N.tropy, who can boost in almost a straight line.

 

 

Special Character Stats

 

These have been deduced through my testing characters on Vs mode

 

N.trophy = Tiny, Dingodile.

 

Ripper Roo =

Top Speed – Coco

Turning – in-between Polar and Crash

Acceleration – in-between Coco and Crash

 

Komodo Joe = (I haven't tested it- probably Coco, N.gin)

 

Pinstripe = (I haven't tested it- probably Coco, N.gin)

 

Papu Papu = Tiny, Dingodile.

 

Penta penguin = Polar and Pura but with a higher top speed. Some people believe Penta to be slow like Polar and Pura, dont quarrel with them but just make sure if your racing choose Penta instead of Polar or Pura.

 

 

 

Hidden Techniques/Bugs

 

 Its discoverers named these techniques.

 

Name: Froggy

 

How do I do it?: Keep Tapping R1

 

When should I do it?: After going down a hill.

 

Why?: When you go downhill your speed increases, While you are in the air your speed stays the same, jumping puts you in the air! thus the extra  speed you get from a downhill slope you can keep for a little while.

 

 

 

Name: Cresting

 

How do I do it?: Jump onto the start of a downhill slope

 

When should I do it?: On small downhill slopes

 

Why?: Sometimes downhill slopes just aren't big enough to get you to high speed, so it stands to reason if you are falling downwards and you land on a slope the energy you have while falling is converted to horizontal motion by the slope.

 

 

 

Name: Projectiling

 

How do I do it?: Jump at the start of the ramp, you will know you did it as it looks like you jump twice off the same ramp.

 

When do I do it?: Try to do it as often as possible unless it is a critical jump.

 

Why?: This method of jumping stops you from losing speed from either going uphill or jumping from an uphill slope. The downside is that this method keeps you in the air less and therefore you get a smaller hang time turbo.

 

 

 

Name: Mid-Air Powersliding

 

How do I do it?: Jump onto a place you intend to jump from (onto a ramp), then before you land tap and hold r1 and turn as if you were going to powerslide normally. Because you pressed r1 again you will jump, but because your holding the r1 button and turn when you land you will powerslide as well.

 

When do I do it?: when you deem fit

 

Why?: To boost more while your in the air.

 

 

 

Name: Yellow Fire

 

How do I do it?: Make 3 powerslide boosts in a row or Jump and land

 

when your Hang time turbo counter is yellow- (Keep the speed by Boosting).

 

When do I do it?: A.S.A.P

 

Why?: To fill your "NOS Tank" and go at higher speeds

 

NOTE: Your speed dial should be in the red not the yellow position- this is called yellow fire relatively to the hang time turbo.

 

 

 

Name: Sacred Fire

 

How do I do it?: Drive Over a normal turbo pad, and keep it by doing large boosts. Or make a jump to make your Hang time turbo gauge go red.

 

When do I do it?: A.S.A.P. as soon as possible.

 

Why?: If you don’t know that higher speeds will get you to the finishing line faster then you need shooting!

 

 

 

Name: Ultimate Sacred Fire

 

How do i do it?: Drive over a super turbo pad, to keep it make sure you've boosted a lot before going over the pad then simply don’t crash and don’t make any other sort of boost (powerslide boost, Hangtime turbo etc).

 

When should i do it?: A.S.A.P as soon as possible

 

 

 

Name: Mega Turn

 

How do I do it?: Press "Down" + "turn" + "Square" and not "X"

 

When should I do it?: On really tight turns (Turbo track hairpins)

 

Why?: Mega Turn unlike brake sliding, keeps you going in the forwards direction and doesnt slide.

 

 

 

Name: Speed Ghost

 

How do I do it?: Projectile as often as possible and you may reach a speed similar to that of USF then use froggy to sustain it.

 

When should I do it?: A.S.A.P.

 

Why?: To go faster!

 

 

 

Name: Ultra Ghost

 

How do I do it?: Keep hopping while doing mega turn.

 

When should I do it?: On really tight turns duh, (always try to use this technique instead of mega turn).

 

Why?: You know that while your in the air you dont lose speed, well add that to mega turn :)

 

 

 

 

Name: Saffi Fire

 

How do I do it?: Keep Boosting filling the maximum your powerslide gauge will allow for at least 1minute 30secs (sometimes it may take longer (about 2mins more if you boost bad). Then the flames at the back of your Kart will disappear and your "NOS Tank" will be infinitely full.

 

When should I do it?: Only for best lap times, but boost to the max whenever you can.

 

Why?: You wont have to powerslide or boost to stay at high speeds, therefore you can take the most direct route.

 

Note: I have heard some people haven't got this and have been boosting for over three mins, the reason is either you haven't boosted with the gauge going maximum or your having long periods between powerslides where your not powersliding.

 

 

 

Name: (There just something magic about sewer speed way)

 

How do i do it?: After jumping into the second tunnel where the second barrel is, drive high up on the right hand side of the wall (you don't need to boost) you will get Ultra Ghost speed.

 

My theory on this is that if your driving sideways on high slopes the game pretends your going downhill. (well actually I have no idea why it works)

 

 Note Cresting, and Downhill slopes can get you to Ultra Ghost speed as well.

 

 

Name: Bouncing Syndrome (the effects sometimes due to Froggy)

 

How do I do it?: Just keep jumping as fast as possible, effects more noticed at higher speed/ velocity.

 

Symptoms: Suddenly handling becomes much more sensitive, and the kart appears to turn at a great angle to direction of motion. Jumps off ramps and hills can feel light or extra bouncy.

 

Why are effects more noticed at high speeds?: Extra bouncy jumps + Ramps = larger than usual jump. Harder to drive correctly with over sensitive steering at high speeds.

 

 

 

 

Table of techniques

 

 Froggy                                  R1,R1,R1.... really fast

 

Cresting                                 R1 onto start of sharp downhill

 

Projectile                                R1 at start of ramp

 

Mid-air powerslide               R1,R1+Turn

 

Yellow Fire                            Powerslide Boost*3 or Yellow hangtime Turbo

 

Sacred Fire                            Normal Turbo Pad or Red Hangtime Turbo

 

USF                                        Super Turbo Pad

 

Mega Turn                            Down+Turn+Square

 

Speed Ghost                         ??? and lucky projectiles.

 

Ultra Ghost                            Down+Turn+Square+(R1,R1,R1...)

 

Saffi Fire                                Boost Well for 1-3mins

 

Sewer Speedway Bug          Drive high on right hand side tunnel wall

 

Bouncing Syndrome            R1, R1, R1 etc. +turn and speed when jumping to notice effects.               

 

 

 

The Virtual Energy gauge Theory

 

 

Pretend your Kart has a tank that can be filled with NOS-Nitros.Oxide this substance will make your kart go fast. Powerslide boosting, or Hang time turbos will fill your kart with NOS Going at sacred fire speed or USF will use up your NOS (or just the speed the speed you get from normal boosting- Yellow Fire). Thus the more you boost the more fuel you have and the longer you can stay at high speeds.

 

 

 

Positions of Super Turbo Pads (without cheats)

 

 

With the Super Turbo pads cheat off (aka in time trial super turbo pads doesnt work anyway) there are still some turbo pads that give you USF they are:

 

N.Gin labs: Third turbo pad (at small jump) and Last turbo pad (at the final jump)

 

Cortex castle: the penultimate turbo pad (1 before last at the final big jump)

 

Hot air Skyway: Second Turbo pad (at a big jump)

 

Oxide Station: 6th turbo pad (at small jump into tunnel), also another where you make the final jump in space.

 

Turbo Track: All of them.

 

It is important not to jump at the jumps if you would like to keep USF.

 

 

 

All Shortcuts

 

There are loads of shortcuts Oxide wont show you, and even some shortcuts you think aren't beneficial without AKU AKU are still able to be done in time trial and still improve your time.

I’ll try to put as many as I know here. I may even put pictures to show where in my later updates.

 

Blizzards Bluff1: After the rolling bolder and some huge ramps you get to an icy pond. Turn left at the immediately up a snowy hill, and make a big jump over the river. (Oxide does this)

 

Blizzards Bluff2: Immediately after shortcut one there is a long straight followed by a U-turn. Look to your immediate left and there is a upward sloped snowy hill followed by a fence, it is possible to jump over this fence with a bit of speed.

 

Blizzards Bluff3: Further along before shortcut 2 there is another point where you are able to jump over another part of the fence.

 

Coco Park1: At the second corner where the first turbo pad is. Ignore the turbo pad and go froggying over the inner most part over the big grassy hill on the inside of the corner.

 

Cortex Castle1: When entering the area with stain glass windows before the final big jump, the ramp entering this area can be used to jump left over a gap onto a secret path leading straight up to the final jump. (Oxide does this)

 

Crash Cove1: When you reach the pond early on in this track. Drive into the pond, aim yourself left facing a small cliff and jump on top of this cliff using the small ramp hidden in the pond.

Then continue along this grassy area, and drop down before the “Arrow sign” to collect some crates.

(Oxide does this)

 

Crash Cove alternate1: Take shortcut 1 and instead of dropping down before the arrow sign keep to left, then time a jump after the arrow sign straight onto the left edge of the bridge.

 

Dingo Canyon: This shortcut can not be done effectively on the first lap (unless a Mid Air Powerslide/cresting combo is done), you need to be at least at sacred fire to make this work. So first when you start the track you go over a small hill. Look to your right and there is a big sand patch with cactus's and skull and various other objects. On your second lap go on the far inside of this sand patch immediately after the hill and keep close-ish to the wall.

 

Dragon mines1: Go up the tunnel where the mine karts go at Sacred fire and keep froggying up that hill then turn and jump left onto the top of that spiral track. Done right you can go through the shortcut faster than the mine kart, though accidents and luck play a part.

 

Dragon mines alternate1: If you have and aku aku/ uka uka you can follow along the kart track the first method is faster both ways.

 

Hot Air Skyway1:  While on the downward spiral helix, perform a U-Turn on the track with Ultra Ghost. Then drive back just behind the first corner (and before you come reach the part of the track where the wall starts on your left, look down to your low left, and see a piece of track further on. With speed jump off the track and stay as close as possible to the outside wall of the track, you will then be allowed to drop to the track below. (tricky to get the hang of, but it becomes quite easy)

http://groups.msn.com/tomvsctr/shoebox.msnw?action=ShowPhoto&PhotoID=37

 

Hot Air Skyway2: After the long downward helix there is a jump where you can land at 2 places (P.S. the turbo pads here are super turbo pads by default), the one on the right is faster, which requires a jump. (Oxide does this)

 

Hot Air Skyway3: There is a left corner just before where 2 part of the track of hot air skyway meet, divided by a fence. At this corner it is possible to fall off to the left and drop down to the track below, the trick to this is (so that aku aku/ uka uka doesn’t reset you) you must touch bottom side of the track you have just been riding on. (very difficult to get initially, but become just a mediocre shortcut)

 

Hot Air Skyway Alternate3: If going at USF speed it is possible to jump from the ramp (just before the corner stated in shortcut 2) over to the right past the corner and turn back inside to land just infront of where you would do in shortcut 2. (this method is easier but slower and also makes you lose USF).

 

Hot Air Skyway4: After the part in the track where 2 parts are divided by a fence (just after the start of shortcut 2) there is a downward slope followed by another left corner, before taking this left corner brake and turn hard to face the other direction. Now the downward slope has become a ramp you can use to jump over this dividing fence, use “mega turn” in the air to pass the fence and face the correct direction quickly.

 

Hot Air Skyway5: When at USF speed at the final big jump of hot air skyway, it is possible to jump just before the finishing line (after the hot-air balloon) to save masses of time.

 

Hot Air Skyway Alternate5: Instead of jumping to just before the finishing line, jump to just before the hot-air balloon (the right hand side)

 

Hot Air Skyway6: At the final hairpin turn of the track, there is a ramp just before this, use the ramp to jump over the 2 walls on your left that stops you from cutting the corner before the U-turn. (Thus you cut the corner J)

 

Mystery Caves: Y'know the shortcut that doesnt work? right at the start? through the stalagmite’s and stalactites area, it works... before you reach the bit that slows you down you can froggy/hop on/from the shortcuts entrance and get projected in the air.

 

Oxide Station1: About ¼ of the way down the initial spiral helix look on the inside of the track at the wall. At the part of this wall where a later part of the track crosses it you can jump up to the wall of this later track piece and make a jump from that to the bottom of the spiral helix.

Picture needed to show point: http://groups.msn.com/tomvsctr/shoebox.msnw?action=ShowPhoto&PhotoID=33

 

Oxide Station Alternate1:  At the same place as shortcut 1 jump later from nearer the middle of the track, then immediately use “mega turn” going through the point shown in shortcut 1, this will face you in the wrong direction of a later piece of track, (you should be on the wall and never on this later piece of track or you will be reset) drive along this wall of the later piece of track and then jump down at the entrance to the tunnel.

 

Oxide Station Variation1: On the opposite side of the track, roughly the same distance from the start as Shortcut 1. Jump over the wall perform a U-turn, and land to the track below as close as possible to the arch way, then start driving backwards up the track.

 

Oxide Station2: Turn around and go in the wrong direction after going through the entrance stated in “Oxide station alternate1”. Then go up the spiral helix back to the jump point shown in “Oxide Station1”, jump up here straight onto the later piece of track, this time you are not reset.

 

Oxide Station Variation2: As you come up the track jump and land on the wall which you jumped over earlier; drive along the wall, jump off and perform a U-turn to land just before shortcut 3.

 

Oxide Station3: Make a jump from the later piece of track stated in “Oxide Station2” over the wall to your left and land where you would if you’d just came out the space zone.

Picture: http://groups.msn.com/tomvsctr/shoebox.msnw?action=ShowPhoto&PhotoID=32 

 

Oxide Station Alternate3: continue along ignoring “Oxide station shortcut3” until your about to make a jump from a turbo pad ramp into the space zone. Instead of jumping in, make a very hard left jump onto the wall of the initial downward spiralled helix, use this wall to aid you to drop down to your right to the track below.

 

Papu's Pyramids1: At the top of the spiral pyramid before man-eating-plants, try to jump (projectile) over as much of the grassy patch to the left as possible, at best you've cleared past both plants without losing speed.

 

Papu’s Pyramids2: After the first set of man eatings plant there is a wall to the left side of the track, there is a gap in it, jump from the gap between the wall the pillar then you will jump from that just before the steps. (Oxide does this)

 

Papu’s Pyramids3: After landing just before the steps on shortcut 2 jump to your left onto the ledge, then when you drop to the bridge (from earlier in the track) jump from the bridge on top of the wall at the right side of the track you usually land on. Carry on along this wall and then drop from it to your right just behind the finishing line.

 

Papu’s Pyramids4: Just before the final corner (U-turn where the last man eating plant is) there is a ramp. Use the ramp and jump and turn hard right (after the wall on the right finishes) and land on the final downhill stretch to the finish, thus you skip the U-turn. (oxide does this)

 

Polar Pass1: After the second seal you've go round a corner and a turbo pad is immediately infront of you. Look to your right and there is a wall, believe it or your not you can jump onto this wall, then jump off it and land just before the tunnel.

(This is 1 of the very difficult shortcuts of the game!)

 

Polar Pass2: Coming out of the tunnel with the 2 seals use the ramp (upward slope) to jump over the wall that is immediately blocking you. (Oxide does this)

 

Polar Pass3: At the final jump at the end, ignore the normal route and go over the snow to you left and make a jump from that.

 

Roo’s Tubes1: At the final jump, jump left (avoiding the massive ribcage that roofs the final corner of the track) and go over the mud inbetween the ribcage and the mushrooms (oxide does this)

 

Roo’s Tubes alternate1: The Shortcut right at the end can be improved upon, jump and land carefully into a powerslide (at the shortcut at the end of the track) on the inside of those mushrooms (you should go inbetween the mushrooms and the wall.

 

Sewer Speedway1: After making a jump from a turbo pad near the start into a tunnel. Carry on and when exiting into a left turn look up high on the right hand side of the left turn, you will see an opening, with some reasonable speed you can jump from the “Half pipe” shape of the track into this opening. Then drop to you right just before another tunnel with the first barrel in. (oxide does this)

 

Sewer Speedway Altermate1: Take shortcut 1, but instead of dropping down just before the 1st barrel, go across the bridge into an area with lots of turbo’s, this method is slower than shortcut 1.

 

Slide Colloseum1:  After the first set of tyres you jump over  look to your left, and see a wall of tyres blocking you from a further piece of track, continue round the long right corner and before you come to the next set of tyres your able to jump (just before shortcut2) go a tad further than where you would jump over the tyres from then use UG ultra ghost and turn round and hope in between 2 tyres there are about 4 places you can do this, I suggest one of the nearest 3.  The shape of the tyres allows you to jump in between them; They‘re shaped to push you upwards, then you will float over them and that is the shortcut done!

 

Slide Coliseum2: There is a tight U-turn in this track which can be avoided, since just before the U-turn the wall to your left has no tyre in the way, so you may drive/jump over/from it, skipping the U-turn.

 

Slide Coliseum3: At the penultimate corner (it’s a right corner) there should be a lot of grass to your right, though this will temporarily slow you down going over the grass for the most direct route will save you time.

 

Tiger Temple1: When coming out of the first tunnel into a right turn. Go down the downhill slope and there is a special wall just before the next tiny ramp you jump off. Fire a weapon or potion into it, or ram into it with an Aku Aku/ Uka Uka and it will open up a secret passage go through this secret passage to avoid the upcoming corner.

 

 

 

Track Techniques (unordered and unfinished)

 

Crash Cove: Keep on the inside all the time, the only time you go into the middle is at the end of each lap to hit some turbo’s. This includes avoiding the ramp after the first corner. The shortcut where you jump up onto the cliff from the pond, use the mid air powerslide technique.

 

Cortex Castle: Starting the a couple of powerslides to the first ramped turbo pads, pass on the inside of the spider. Take the left route, (try to jump onto part of that first uphill then press r1 again before hitting the ground whilst turning hard to make a very tight turn).

Carry on powersliding up the next ramp, left, right then left uphill using the same jump then bounce technique to corner quickly around the u-turn before the next 2 spiders.

Later in the track you come to some downward spiral steps, try your best to stay on the inside of this staircase, then jump a small gap round the next corner into a powerslide.

Now take the shortcut with help of the upcoming ramp. As you are coming up the shortcut jump another small gap to reach the turbo pads sooner.

If you have boosted very well you will be rewarded with a long lasting USF. Don’t Jump!!!. Then race round the track with USF past the finish and then you hit the turbo pads on the ramp and your speed is reduced.

Its probably better to sacrifice cutting corners and other meanial time-saving tricks to get your reserves high by boosting  if you find your USF doesn’t reach the 1st set of turbo pads on the 2nd/3rd lap.

 

Roo’s Tubes: Make use of the first downhill, go for the middle of the track, you should get Speed Ghost if you have made some decent first boosts. Then froggy for as much as possible while at Ultra Ghost, if your skilled you should finish SG by the 2nd turbo pad after the hill.

Then there is a huge downhill, don’t jump off it, instead roll/powerslide down it, you should reach SG again, and once again maintain SG with froggy for as far as you can (just before the final jump/corner).

 

Dingo Canyon: Take the shortcut on the first lap (if you’re up to it) you need to crest on the other side of the first ramp to have enough speed to make it through the shortcut faster than the normal route.

The long downhill, you can gain speed ghost, when you reach the water area, start froggy, its tricky to maintain SG but at best I have made it past the 2nd armadillo with SG “Speed Ghost”, but you’ve done well if you make it to the uphill tunnel.

Final Jump, try to projectile whilst hitting the turbo pads.

 

Mystery Caves: Start of with an almost straight powerslide to the first turbo pad. Next continue doing lengthy powerslides round the slight corner, use the right turtle to avoid the water and aim towards the shortcut, double tap r1 to projectile/bounce into a mid-air-powerslide off the angled ground just into the shortcut to avoid masses of dirt that would otherwise slow you down. Froggy out of the shortcut and start powersliding again (you should be on almost zero reserves so don’t hesitate to powerslide while you are still in the mud).

Reaching the downhill, keep powersliding and use the downhill to obtain SG speed ghost. Froggy before the ground levels out all the way to the turbo pad ramps (p.s. take the left hand route).

Keep froggying and try to projectile off the ramp while still having speed ghost. (make the most of as much SG as you can- all the way past the final turbo and up the hill just before the caves start).

If you haven’t maintained SG then your Reserves will die out so start boosting before you lose Sacred fire.

 

Papu’s Pyramids: Start off with a turbo boost and make 3 turbo boosts to the inside of the track, do not jump when going over ramp. Enter the 90 degree corners at pyramid wide and powerslide round using a boost each time to thrust you round the corners at a tighter angle keeping as close as possible to corners. Hit the turbo at the top then look to the left at the grassy patch, hop on/projectile on the inner-most part to bounce high and crest on the downhill edge of the other side. Use this speed to hop the small gap between the grass and main track.

Take the shortcut between the gap in the wall onto the pillar powersliding off it so you can make a boost when reaching the ground and turn quick enough to get onto the high-road to the left (by the steps).

Jump down from high road to the bridge (from earlier in the track) and then take “Papu’s Pyramids Shortcut3”.

Then use ultra-ghost to face the right direction just before finish line.

 

 

 

Recognising your Speed

 

Based on Max Speed Characters

 

Normal: Just hold X

Green Fire: The first 2 boosts of a Powerslide or a Green hang-time turbo.

Yellow Fire: Yellow Hangtime turbo or 3rd Powerslide boost.

Sacred Fire (Red Fire): Turbo Pad or Red hang-time turbo.

USF and SG (Ultimate Sacred Fire or Speed Ghost): Though the speedometer is here USF is slightly faster. It is gained from projectiles, Super turbo pads and the “sewer speedway glitch”.

 

Green Hang time turbo- 67

Yellow Hang Time Turbo- 100

Red Hang Time Turbo- 150

 

Rumoured Challenges

Other than beating the world records here are some challenges not yet achieved by anyone.

  1. Keep USF up to (and past) the finish line in Hot Air Skyway.
  2. Maintain Speed Ghost from the first downhill up to the final jump in Dingo Canyon.
  3. Dragon Mines, Maintain Speed Ghost full stop.
  4. Get USF in Oxide station and take the big shortcut without losing USF due to a hang time turbo.

 

Exceptional, done by very few: (no cheats)

  1. Sub 1.19.00 in time-trial crash cove
  2. Sub 2.00.00 Oxide Station
  3. Sub 2:05:00 = 2:04:00 is close to being subbed already.

 

 

Playtime – Stunts

The 360: Jump and use square and turn to rotate 360 degrees before landing.

Wall Grind: Powerslide on a wall (like on polar pass)

Reversal: Keep hopping and use (square + turn) to face the opposite direct), you should be going fast backwards.

Reversal twist: Do Mega turn whilst driving backwards; Hopping after using brake to turn you around should help keep some speed whilst going backwards.

Death from above: Papu’s Pyramids, from the grass shortcut jump left onto the wall (on the spiralled track around the pyramid) and hover on the wall to land on the high road leading to Shortcut 3.

Flyer: The last shortcut in papu’s pyramids, land on the top end of the wall to you right (using mega turn, and hover down the wall to the finish).

Stuck: Get stuck on top of slide coliseum tyres, or use Super turbo pads to get stuck on an arrow at the big jump in oxide station.

Suicidal Bounce: Take polar pass shortcut 1 and land right on the edge/corner of the track, to bounce really far backwards into the water.

Flat mate: Whilst (relative to a persons velocity) at sacred fire jump on top of them to flatten them and get hauled into the air (I tried this on my brother who had a blue shield in battle mode, it still works J).

Mid Air drift: some techniques ought to be in the stunt section, jump into the air and use brake turn (square + turn) to face a direction when you land.

Konga: This is an absolutely solid stunt, you need to be have 4 players, get your 3 opponents in a reasonably sized circle. Use “Flat mate” to squish the first on and continually bounce on your other friends :P

 

 

 

FAQ's

 

Q: Is it faster to drop off a cliff at Sacred Fire or jump off it?

A: Depends on what sort of ground your jumping from, if your going uphill then jumping sometimes slows you down more than just driving up it

(you can tell this as you will seem to jump very high-this is usually because you jump from half way up the ramp), if its flat ground it doesn't matter, if its sloped downwards roll down it.

 

A2: In rare cases jumping is better, e.g. to get a boost when you have no reserves or perhaps you are trying to maintain speed ghost.

 

Q: Are the best times made with the super turbo pads cheat?

A: No, No and No... No cheats of any kind except for the obtaining of the character penta penguin. "Super Turbo pads" cheat doesn’t work on time trial for most versions of CTR.

 

Q: Is it faster to drop off an upward hill or Projectile?

A: Projectile all the time.

 

Q: How would I know if I’m a good ctr player?

A: That’s relative! But if you can do all the tracks reasonably well then

 

Check your SR:PR ratio and Ranking at http://ctr4ever.free.fr

 

Q: Why go over grass if it slows you down?

A: To cut corners, also grass doesn’t slow you down instantaneously it takes about a second before your Kart noticeably slows down.

 

Q: Speed Ghost needs hopping to maintain, you said hopping slows you down whilst in the air?

A: Speed Ghost is an exception, trick is to bounce rather than keep hopping. Almost like magic.

 

Q: It doesn't finish a lap when doing the Papu's pyramids shortcut where you have to jump onto the wall then drop behind the finishing line!

A: This is because you have to touch the ground just before the steps (before the second pair of plants), usually this happens because you take the another shortcut (where you jump onto a little platform where I think the C token is) and from there you jumped straight onto the side path (required to get another CTR token) to take the shortcut as stated in the question.

 

A2: Also this can be caused by landing on the finishing line or in front of it; rather than behind it.

 

Q: Why play CTR instead of MKDD or MarioKart?

A: CTR has a complex boosting system and many variables such as how you take a jump or frequency of tapping r1 that changes how your driving is affected, and bugs that make it a very complex game to get the best times on.

Personally I grew up on crash.

 

Q: Which Characters work for which tracks?

A: Well that's an answer you should decide, but good advice would be to choose Tiny, Dingodile, N.tropy and Penta only!

 

 

Credits

 

Informational help:

Arsene Lupin

Kang

Stelzig

Thomas60

CTRrecordholder

Crash Team Faking

KingCTR (idea for getting started section)

 

CTR Groupies:

Gastctr Groupies

Jeuxvideo.com Groupies

Neoseeker Groupies

Members of ctrgamers.ijijiji.com

Ermanu, Skandu,

 

Miscellaneous friends send me an email and I’ll give you stardom lol!

 

 

Copyright Information

 

This document is Copyright-2005-Thomas Seal-Williams

Alias (Thomas60)

MSN Messenger Thomas_Seal60@hotmail.com

Any plagiarism will not be tolerated and will result in action taken as stated in the Neoseeker guidelines

 

 

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