User:Superstarxalien/Sandbox 3

Crash Nitro Kart, commonly abbreviated to CNK for short, is a video game developed by and published by  in regions outside of Japan, where it was otherwise published by. It is the second racing game in the Crash Bandicoot series, being a direct sequel to Crash Team Racing. It was released on the, , and home consoles in 2003. The handheld console received a tie-in release in 2003, itself getting an  port in 2004. A separate mobile phone tie-in was also released in 2004.

Being a successor to Crash Team Racing, Crash Nitro Kart retains the concepts and mechanics first seen in the former game, such as the Power Sliding mechanic and the -inspired design of the racetracks, along with introducing some of its own, namely with the addition of anti-gravity, which lets players drive up certain surfaces of any angle. Alluding to the name of its predecessor, the game also introduces team-based game modes which pit players together with a teammate against several other teams; the Adventure Mode seen in CTR also gets expanded to feature a more character-centric story depending on the team of characters the player has chosen. It is the first Crash Bandicoot game to feature full-motion video cinematics, instead of rendering animated cutscenes with the console's hardware.

Content from this game was remade and included in Crash Team Racing Nitro-Fueled, a remake of its predecessor Crash Team Racing.

Gameplay
work in progress

Crash Nitro Kart is an arcade-style 3D featuring  driver-to-driver combat where players race on multiple-lap racetracks with an added focus on vertical movement by way of jumping and alternate paths accessible with the action, following up on Crash Team Racing ' s gameplay. In the main racing mode, players race as one of several Crash Bandicoot series characters on go-karts (henceforth referred to as karts), each with unique characteristics that affect the handling and other attributes of the kart, to compete in 8-driver races and achieve 1st place. Players can go forwards by accelerating, stop or go in reverse by braking, and steer the kart. Players can also perform power slides to make sharper turns without losing speed, and jump from any part of the track in order to access alternate vertical paths in certain tracks. Found throughout the track are crates that players can open to obtain power-ups, which can provide boosts for the player or be used hinder other racers on the track. Multiplier crates can be found which will give three of a power-up to a player. Fruit crates can also be found on the track which will grant the player Wumpa fruit, giving a speed boost to the player; additionally, if 10 wumpa fruit are collected, the player's items will be "juiced up" and made more potent and effective. Some tracks feature Activation crates which will activate or deactivate a hazard or effect in the track.

Racetracks in the game take on several different designs with various gameplay elements; tracks can have inclines, hills, and ramps, wide paths, forks, bottomless pits which send you further back on the track, off-road terrain, and hazardous objects which slow you down, among other things. As with Crash Team Racing, certain tracks feature alternate, often times faster, routes which can be accessed by jumping onto them from off the track; similarly, some parts of a track can be skipped altogether also by jumping off at certain points. New to Crash Nitro Kart is the inclusion of anti-gravity sections in certain tracks, similar to F-Zero X, where racers can drive on surfaces of any possible angle, allowing for 90-degree upwards turns, corkscrews, loops, and both inward and outward tubes to appear as racetrack elements. Although you can still jump, these sections of racetracks don't feature any routes accessible by jumping.

talk about modes next?

talk about boosting mechanics?

Development
isn't this TCRF's job