Characters statistics

The game relies on 3 different statistics that differentiate character selection.
Do note that acceleration is useless on paper. It affects only starting speed, for a few frames till base speed is reached. (Base speed = maximum obtainable speed by only pressing X).

Game mechanics

CTR phisics are quite intuitive but hide a whole world behind it. To mention just the surface of it, here's a list of the main mechanics that are a result of the game very own phisics:

- Unlike SG's, which last only for some moments, there are fire levels, which you can trigger with jumps or turbopads. These ones will last, as long as you have Reserves (the amount of stored turbo you can see). There is only an exception, USF (Ultimate Sacred Fire).
Green 1 or 2: Given by 1 or 2 miniturbos, respectively, in a row, or with [0.66; 99] jumps. 0.66 might not trigger sometimes (The game doesnt display the approximation). [These numbers for jumps (0.66 etc.) are just the time you’ve been in air in milliseconds.]
Yellow: 3 miniturbos in a row, or with 100 to 149 hang time turbo jumps. Sacred: From a turbopad, and 150 to 255 hang time turbo jump..
USF: The ultimate speed. You can only keep it if you don’t get ANY OTHER kind of fire in the game AND if you do not lose reserves. The only way to get it, is with Super Turbo Pads. They are in all of the HUB4 tracks.

Temporary Speed Boost (NOT affected by Fire level)

The act of doing a powerslide while also performing a hang-time-turbo (jump with landing boost)

The amount of “gasoline” you have stored. Without it you wont be able to keep Fire levels, which i described above in this page. Reserves are stored by performing powerslides, each of which allows a maximum of 3 miniturbos to be performed. The turbo bar meter fills with linear time frames, but the amount of possible reserves to be obtained from triggering the turbo is exponential. The fuller the bar meter, the better. Makes a huge difference for each frame, especially when it's almost full.

Basically mashing the jump buttons (R1/L1): ctr inputs data only from drawing frames, into static frames. However, if you perform a jump, and you land with 0.16 on the meter or less, the game wont let you do another jump before a short amount of time. This kills most SG's.

This technique lets you do VERY sharp turns, at the cost of all your reserves. It's performed by pressing Down + Square + Left/Right Arrow. Shines when combined with froggy!

Rest will be updated soon

Wumpas

RNG

Techniques

Speed Ghost

Froggy

U-turn

Glitches

No Man Zone (NMZ) and Startline Glitch

Known Shortcuts

Known Speed Ghost places

Version differences

NTSC-U

NTSC-J

PAL


GameResources/PSX/CrashTeamRacing last edited by AleMastroianni on 6/4/2021 5:54 PM
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