Games:
CTR: Crash Team Racing

- Platform: PlayStation
- Release Date: October 19, 1999
- Similar Games: Diddy Kong Racing (Nintendo 64), Street Racer (PlayStation), Super Mario Kart (Super NES), Wreckin' Crew (PlayStation), Chocobo Racing (PlayStation)
Game Description
The famous orange marsupial returns for a fourth and final game on the PlayStation, this time from behind the wheel of a go-kart.The Adventure mode is the main aspect of play, and it involves trying to beat a surly alien named
In addition to acceleration and braking, the go-karts can perform a number of techniques to make each race more competitive for skilled players. Power-slides are used for tight turns, and players can maximize their vehicle's top speed by running over ten pieces of fruit. Also featured on the courses are various ramps to propel go-karts through the air, and players have the added ability to hop over items found along the ground.
A Hang Time Meter also helps players gauge how long their vehicle remains airborne; the longer the kart manages to stay in the air, the bigger the turbo boost when it lands. A go-kart game wouldn't be complete without power-ups, and CTR features 11 different items to use during the course of play, including tracking missiles, explosive crates, bowling bombs, and defensive measures such as Aku Aku masks. Each power-up can also be "juiced" up by collecting fruit.
The overall goal in the Adventure mode is to defeat all opponents on each of the courses. Doing so earns players trophies, which in turn allows them access to new tracks. Players are also free to race each course again for new incentives, including Relics, CTR Tokens, and Gems. Relics are earned by beating certain lap times, three CTR Tokens are hidden on each track, and the special Gems are awarded to the winner of each of the five Gem Cup tournaments. ~ Scott Alan Marriott, All Game Guide
Roots & Influences
The first game in the PlayStation's Crash Bandicoot series debuted in 1996, which drew immediate comparisons toThose who preferred Super Mario 64 cited its free-roaming gameplay as superior to the confined environments in Crash Bandicoot. Fans of the marsupial just pointed at the graphic detail, which showed textures that were at a level that far surpassed
CTR (Crash Team Racing) is the fourth and final game in the series to be released on the 32-bit PlayStation. Its influences are clear: 1992's Super Mario Kart for the Super NES and 1998's Diddy Kong Racing for the Nintendo 64. ~ Scott Alan Marriott, All Game Guide
Review: Enjoyment
With the multiple modes and tracks, and the clever AI, you'll find there's plenty to do in this game. Toss in the 4 player mode, and there's little else the programmers could've crammed in. ~ Joe Ottoson, All Game GuideProduction Credits
CREATED AND DEVELOPED BY NAUGHTY DOG, INC.Jason Rubin, Bob Rafi, Justin Manast, Charlotte Francis, Greg Omi, Eric A. Iwasaki, Erick Pangilinan, Rob Titus, Joe Labbe II, Daniel Arey, Malcolm Hee, Daniel Chan, Evan Wells, Gavin James, Scott Patterson, Bruce Straley, Gregg Tavares, Andy Gavin, Stephen White, Didier Malenfant, Pal-Kristian Engstad, Morgan
ADDITIONAL CONTRIBUTIONS
Soundtrack By: Mutato Muzika, Mark Mothersbaugh, Josh Mancell
Soundtrack Producer: David Baggett
Voice Producer: Christine Haas
Sound Effects By: Universal Sound Studios, Mike Gollum, Ron Horwitz, Kevin Spears
Voice of Dr. Neo Cortex and Uka Uka: Clancy Brown
Voice of N.Gin, Tiny, and Pinstripe: Brendan O'Brien
Additional Voices: David A. Pizzuto, Mel Winkler, Michael Ensign, Hynden Walch, Billy Pope, Mike Gollum, Michael Conner, Chip Chinery
Original Character Design Crash 1, 2, and Warped: Charles Zembillas, Joe Pearson
SONY COMPUTER ENTERTAINMENT AMERICA INC.
Producer: Grady Hunt
Assistant Producer: Donovan Soto
Senior Producer: Perry Rodgers
Director of Marketing: Ami Matsumura-Blaire
Public Relations Manager: Wendy Spander
Director of PR: Molly Smith
Product Marketing Specialists: Maggie Rojas, Nemar Velasquez
Technical Coordinator & Lead Analyst: Sam Thompson
QA Supervisors: Chris Caprio, Charles DeLay
Assistant Lead Analysts: Ian McGuiness, Derek Rayla, Erik Larsen
Analysts: David Anders, Andrew Benna, Rick Bruemmer, Robert Burns, Andrew Byrne, David Caffey, Erick Cobbs, Bruce Cochrane, Carlos DeValle, Shawn Dobbins, Eric Franklin, Ryan Guerara, Josh Heenan, Jason Joye, Leonard Ko, Henry Macarian, Peter Mayberry, Eric Molina, Jason Nelson, Dean Peterson, Greg Phillips, Armand Pilotin, Andy Robertson, Noel Silva, Corey Strock, John Sweeny, Lee Toland, Aaron Whitmore, Andrew Woodworth
Legal and Intellectual Property: Kerry Hopkins, Lisa Lunger, Michelle Manhattan
Director of Promotions: Sharon Shapiro
Promotions Managers: Donna Armentor, Aimee Duell
Creative Services: Josh Bingham, John Diamonon, Peggy Gallagher, Marie Macaspac, Quinn Pham, Marilyn Weyant, Ronald Zaragoza
A Very Special Thanks To: Universal Interactive Studios
Special Thanks: Tim Abshire, Andrew Adams, Bruce Adams,Shelley Ashitomi, Kurtis Buckmaster, Claudette Castillo, John Crompton, Clive Dickenson, Brian Dimick, Chris Drost, Alberto Escobedo, Emily Franks, Butch Freedhoff, Jerry Gentile, Brian Hale, Carol Ann Hanshaw, Phil Harrison, Kaz Hirai, Andrew House, Raymond Hwang, Stephanie Iwasawa, Ian Jackson, Carrie Jacobson, Mike Janis, Chuck Lacson, Scott MacGregor, Colin MacLean, John McConigle, Kirsten Merit, Shawn Michienzi, Susie Miller, Lucas Muehlenweg, Frank O'Malley, Kara O'Neil, George Richard, Eileen Rodriguez, Steve Ross, Riley Russell, Rob Segal, Steve Shore, Steven Strachan, Jamie Tica, Joni Toney, Brian Taylor, Jack Tretton,Lynda Vaiai, Michelle Vercelli, Jim Wilson, Toney Wong, Kim Yuen, Melissa Zukerman, Axiom Interactive Design, Jamison Gold,Rapp-Collins
Design Firn: Axiom Design, SLC
Copywriting: Hanshaw Ink
SONY COMPUTER ENTERTAINMENT INC. (Japan)
Executive Producer: Shuhei Yoshida,
Producer: Tsurumi-06000
Associate Producer: Ryoichi Hasegawa
Assistant Producer: Stsushi Matsushita
PD Assistant: Miwa Hosogoe
QA Manager: Masayuki Mizuno
SCEI QA Team Test Play: Hirokazu Konno, Atsushi goo Sakai, Tomoaki Tsuruta, Yoshiyuki Nomura
Special Thanks: Akira Sato, Toshiyuki Miyata, MoniMoni Members
SONY COMPUTER ENTERTAINMENT EUROPE
Producer: David Bowry
Group Product Manager: Kenny Mathers,
Product Manager: Isabelle Tomatis
Public Relations Manager: Elizabeth Ashford
Manual Writer: Jim Sangster
Designer: Steve O'Neil
Applications Development Engineer: Paul Deluce
QA Manager: Geoff Rens
1st Party QA Manager: Chris Rowley
QA Coordinator: Jim McCabe
Testers: John Cassidy, Mark Christy, Ian Cunliffe, Matt Ekins, Anthony Gill, Phil Green, Andy Macoy, Kevin Mason, Ian McEvoy, John McLaughlin, Dee Norfolk, Darren Perkins, Steve Talbot, John Walsh
Localization Testers: Marcello Costa, Moulay Drissi, Gaelle Leysour, Britta Kuhnen, Susana Paredes, Ariana Pavin ~ Joe Lamb, All Game Guide
Review: Overall
If you've felt that your number of chances to stab your friends in the back has been lower than usual lately, Naughty Dog has the answer to your betrayal blues. Crash is back, and like any self respecting mascot, he now finds himself chained to a go-kart. Fortunately, Naughty Dog has made sure to chain him to a high performance go-kart and has populated the tracks with plenty of other racers and nasty tricks and traps to keep you busy.Users will be able to pick up this game and start playing it right from the start. This makes the relatively non-violent and cartoon-like game well suited for the youngsters. As for the older types who like a little challenge in their race however, the learning curve's low, but there are a few twists that'll keep you on your toes throughout a race.
A well-timed jump will not only extend your leap off a ramp, it'll tack on a turbo boost proportionate to your hangtime, so the ramps and hills in Crash Team Racing take on an extra dimension outside of the usual hopping dynamics of similar go-kart racers. Weapon usage can help you gain a lead or even maintain one with a little strategic planning as well. Players will get the ability to fire missiles, spark balls, and even handle large crates of explosives and nasty potions for the more persistent tailgaters.
Your racing action takes place over several different tracks derived from the various locales in the last three Crash Bandicoot games. The tracks tend to offer several different paths through a given race, and they're so craftily constructed that you'll almost always have to keep alert. Otherwise, you'll find you just fell short of a particular ramp or that you're skidding off a rather steep cliff. The variety is only enhanced by Crash's almost trademark good looks (meaning the graphics are pretty), and the option of having four players face off against each other at the same time (without requiring a link cable) is a welcome addition to the PlayStation racing arena.
The artificial intelligence keeps your races challenging without falling back on the tried and tired method of having all the enemy racers working with single-minded precision to take your lone buggy out of commission. The opposing forces will commonly squabble amongst themselves doing everything from blasting the car ahead of them to just simply jostling and hogging the road to make another's electronic life miserable.
Aside from the tracks themselves and the AI, you have plenty of options at your disposal before you get down to racing. You can race adventure style and go through the game unlocking tracks and facing off against various boss racers and seeing the sights, or you can jump straight into VS or arcade mode for some straightforward racing action.
Once you get past the graphics, the racing action, and powering on the PlayStation, all that's really left is the music and sound effects. The characters will cheerily taunt you as they pass you by or shoot you down, and they'll let you know their displeasure with every nasty trick you pull to get a leg up. It makes for an amusing scene to have Crash snickering mischievously as he launches a crate of nitro at an oncoming competitor. The music's all bouncy and upbeat for the most part, which fits in with Crash's generally lighthearted racing action.
The only real drawback to Crash's presentation is the Dual Shock setup. You can't reconfigure your controls, so prepare to use some finger gymnastics to get your valiant road warrior to pull off all his or her moves.
Naughty Dog has grown with the Crash series into a fairly high profile developer. With games like Crash Team Racing coming from them, it's not surprising to see why they're gaining respect. It's been a long time since Way of the Warrior. Crash Team Racing is a top notch racing game for all ages. Even Mario ought to be jealous. ~ Joe Ottoson, All Game Guide



