Crazyracing Kartrider/Tracks

There are several different tracks in Crazyracing Kartrider. Each is part of a group of similarly-themed tracks. The maps are marked with a black dot for the starting point, blue dots for item boxes, and other colored dots for special points worth mentioning. "Map orientation" refers to what direction on the map you face at the start.

Since not every has mastered every drift, this guide won't be very specific, and only give you vague instructions about where to drift and use boosts.

Speed
Drift around the first turn. At the orange dot, you'll see three solid ghost skeletons going up and down. When they're in the ground, you can pass right over them. When they come out of the ground, they can stop you. Go around them and drift around the next three turns. At the red dot, you can turn left (drift if you want, but it's a small space and you might crash) to take a shortcut. Whether or not you take it, at the green dot is a gap. If you drifted enough, you'll have a boost by the time you reach it. Turn left off the track and use the boost before you fall off to get to the other side. If you miss, you'll respawn back on the track. Either way, keep driving until you reach the start point again.

Speed
Drift around the turns from the start. When you reach the long stretch, if you have a nitro boost, use it. (unless you're playing in team mode. If so, don't use any red boosts, wait for blue ones.) Drift up and around the first two turns in the tunnel, then do a complete U-turn. At the red point, if you drifted enough, you'll have a boost. Whether or not it's blue doesn't matter here. If you don't have one, skip to the end of this paragraph. Use it, and drift to the right, just as you reach the end of the ramp. You're aiming for about a 45-degree drift. When you land, finish your drift and boost into the small path to your right. At the end, (the green point) you can drift around the turn. It's a small space, though, so be careful. Skip the next paragraph, it's for if you didn't have a boost.

If you don't have a boost by the red point, slow down as you hit the ramp. If you hit it full speed, you'll almost make the platform, but not quite, and bounce backward away from it. If you slow down, you won't hit the platform, and keep moving forward. Drift around the next few turns.

From here, it's a long straight path. If you have any blue boosts, use them here.

Item
This track can be tricky in item mode, as there's no guarantee that you'll get a nitro boost by the time you reach the red point. You might want to stay behind to increase your chances of getting a nitro or magnet. If you get a nitro, use the normal method to cross the gap at the red point. If you get a magnet, stay behind someone else and use it on them, regardless of whether or not they manage to cross or not. You'll make it either way.

Speed
This is a pretty basic course. Just drift around the turns and don't crash.

After the first turn, you'll see several small bumps on the course. Drive around them, as they'll slow you down. After the next turn, make sure you hit the ramp, so you don't hit the walls on either side. After the third turn, there's two logs on the track. Drive along the left - it's easier. If you go to the right, you might accidentally hit the second log, as the space between it and the wall is small. After the logs, there's a bridge - don't fall off. After the last turn, there's a thinner bridge, then you're back at the starting point.

Item
There's nothing really special about this course. One thing you might want to try is using a banana (preferably in combination with a cloud) at the thin bridge at the end. There's not much space, so there's a good chance someone will hit it.