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Crazy Taxi (クレイジータクシー) is a video game developed by Sega AM3 and published by Sega for Sega NAOMI arcade hardware in 1999. It is a non-linear action/game, in which players drive a taxi across a stage inspired by San Francisco, picking up customers and ferrying them to destinations in the fastest possible time. It builds on previous experiments with this genre such as Harley-Davidson & L.A. Riders.
This game was subsequently ported to the many consoles. And it stands as one of the more iconic and successful Sega franchises of the late 1990s and early 2000s, spawning several sequels, tie-ins and re-releases.
The main objective of the game is to pick up customers and take them to their chosen destination as fast as possible. Along the way, money can be earned (the game is primarily a score attack title) by performing outrageous stunts such as the "Crazy Through" (near-misses with other vehicles; both risk and reward are higher when driving against the flow of traffic) and "Crazy Drift" (extended, barely-controlled skidding).
When the destination is reached, that customer's fare is added to the player's total money earned, while "Speedy", "Normal" or "Slow" ratings are awarded depending on how long the player took to complete the journey. If the player is too slow in reaching the objective and the customer's timer runs out, a "Bad" rating is given before even reaching the destination, and the customer jumps from the taxi. There is no penalty for a "Bad" rating, but time will have been wasted attempting to deliver this customer. However, there is often sufficient time available on the main clock for the player to pick up another passenger with hope to make up for their loss. On the arcade version, if a player earns a "Bad" rating, the next fare starts at $0.00.
For each level, one can play under different time conditions: three-minute, five-minute or ten-minute settings, or the "Arcade Rules" used in the original coin-op version of the game but which was also included in the home versions. In the three time-limited settings, play continues for the designated period of time, after which the cab automatically stops and no more points can be scored.
Under Arcade Rules, the player starts with an initial time limit of around a minute (although in this first Crazy Taxi game it can be changed in the options screen), which can be extended through time bonuses earned for "Speedy" and "Normal" deliveries, as well as by making good use of whatever time is left over after making a delivery. Expert players, able to memorise the best route from pick-up to delivery, can thus continue playing for long periods of time - however, as time goes on, the "best" passengers will have been taken to their destinations, leaving fewer potential customers remaining, so as the game continues the challenge increases.
The player has a choice of four drivers and their cabs, each of whom has slightly different attributes:
The well-balanced cab choice.
The fastest floored speed but worst controlling.
The best acceleration/deceleration and braking.
Gus drives the heaviest cab, enabling him to drive well off-road and even onto most oncoming traffic.
The arcade version of the game includes one level, and an additional "original" stage was added for the console versions. Both are based in sunny coastal California locales, with steep hills and other strong similarities to San Francisco (possibly due to the fact that Sega's American headquarters are located in San Francisco). North of the map, past the baseball stadium, a high rise city can be found for further adventure.
The game features fast arcade-style gameplay, along with a variety of cab 'stunts'. The first stunt is the Crazy Dash, a forward burst of speed that can be pulled off in succession. To trigger the burst, the player must shift into 'drive' and directly follow it with the 'accelerate' button. The rear of the car is forced down somewhat, lifting the front end. For multiple dashes, hit 'reverse' and then again 'drive' immediately followed by 'accelerate' (known as the Limit Cut).
A variation called the "Crazy Backdash" involves performing a Crazy Dash and then shifting into reverse, so that the car reverses with a burst of speed. A side-effect of these three tricks is that the car gains massive traction and limited steering, which can be exploited by players to more easily weave in and out of traffic. It can also be exploited to do a "Crazy Stop", where after a Crazy Dash the brakes are applied and reverse gear engaged, causing the car to stop almost instantly. This causes the rear of the car to lift up, as if front wheel braking is applied.
Another stunt is the Crazy Drift. This is accomplished by quickly hitting 'reverse' and then 'drive' while making a sharp turn. A final, position-specific stunt is the Crazy Jump, which goes off automatically if the player goes off ramps or other sudden inclines.
Despite being violently thrown around and not seemingly strapped into the taxi in any visible way, passengers are usually appreciative of stunts and reward the player with bonus fares upon successful execution (i.e. not hitting anything). Mastery of stunts is essential for attaining high scores in the game.
Console versions of the game also feature the "Crazy Box", a set of minigames that features challenges such as stopping by hitting a pole, picking up and dropping off a number customers within time limits, bowling using the taxi as a ball, and popping giant balloons in a field.
In "Crazy Box" mode, newer challenges can be unlocked by clearing three horizontal or vertical rows. Among these 'unlockables' is a minigame where the player must drive through the winding lanes designed like bowling alleys, knocking down 'pins' as they drive. The player is awarded points for each knockdown, and Grand Slams for a 'strike'.
1-1 Crazy Jump
1-2 Crazy Flag
1-3 Crazy Balloons
1-S Crazy Bowling
2-1 Crazy Drift
2-2 Crazy Turn
2-3 Crazy Bound
2-S Crazy Zigzag
3-1 Crazy Rush
3-2 Crazy Jam
3-3 Crazy Pole
3-S Crazy Zigzag 2
S-1 Crazy Through
S-2 Crazy Parking
S-3 Crazy Party
S-S Crazy Attack
One of the game's iconic features is the soundtrack performed by artists such as Bad Religion and The Offspring on the original version of the game. In some cases when it was brought to other platforms, the soundtrack was changed to reflect the game's release in modern iterations and to avoid paying potentially expensive licenses.
Every subsequent conversion based on the Sega Dreamcast version. In addition to the main game, there is also an additional environment called Original Mode as well as a Crazy Box mode full of mini game challenges. There is also an ability to play either Arcade Mode or Original Mode with a fixed time limit which does not offer time bonuses. Instead allows to play for three, five or ten minutes. However records are only recorded if the game is played by Arcade rules.
In its original form, many of the destinations in Crazy Taxi were fictional outlets and restaurants of real-life chains, including KFC, Pizza Hut, Tower Records, (The Original) Levi's (Store) and Fila. While present in the NAOMI, Dreamcast, PlayStation 2 and GameCube versions, from the PC version onwards, these venues were replaced with fictionalised chains.
Most of the changes occurred in the PC version of the game, and were carried through to the XBLA and PSN ports. KFC became "FCS", or "Fried Chicken Shack", Pizza Hut became "Pizza Parlour", Tower Records became "Record Store" (with a new colour scheme), Levi's became XXX and Fila became YYY.
special thanks to: Domani Ltd., FILA, Kentucky Fried Chicken, Levi Strauss & Co., Pizza Hut, Tower Records (MTS Inc.), NAOMI-library team, Ryo Uchida, Naoyuki Machida, Kazuhiro Matumoto, Lei Ohyamada, Kaori Fukano, &, of course, you
Vice President of Creative and Marketing Mark Meadows
Producer Nicole Bement
Assistant Producer/QA Lead Chris Knox
QA Team Ari Clark, John Cowden, Donna Johnston, Jason Lembcke, Emmett McCarthy, Chad Schilling, Kristoffer Young
Compatibility Neil Barizo, Jason Kim
IT Support Josh Miedema, Bob Viau
Special Thanks Chris Arends, Ann Beggs, Brynja Bjarnason, Don Borchers, Terry DeSanctis, Sean Dunnigan, Tim Flaherty, Mike Groshens, Keri Gross, Trevor Harveaux, Jim Holland, Pat Horan, Sean James, Brian Johnson, Brian Kingsley, Brian Kirkvold, Andy Koehler, Robbin Livernois, Dan Matschina, Kurt Niederloh, Chris Owen, Mary Reinitz, Skye Thomas
QA Testers: Daniel Rosenberg, Henry Cheung, Dan Kato, Dan Hutchinson
SOA Standards Testing
Standards Supervisor: Stephen Akana
Standards Leads: Christine Letheby, Marta Khosraw, Joe Floyd, John Beicher
Standards Assistant Leads: Dan Buchman, Timothy Erbil, Jake Alejo, Dennis De Bernardi, Lisa Bonifacino
Standards Testers: Robert Hamiter, Maxfield Atturio, Christian Sutton, Marylena Leblanc, Lina Arlana, Bernard Doria, Luke McLaughlin, Justin Edwards, Niroth Keo, Austin Storms, Anthony Aguilar, Jayson Cook, Harold Butchart
SOA Mastering Group
Mastering Lab Supervisor: Rey Casto Buzon
Mastering Lab Technicians: Christopher Rilles, Kenneth Nacus
Sega of China
Director: Li ShuQiao
Programmers: Li WeiCheng, Jin XiaoYu, Zhou Hai
Artist: Wang RongPei, Zhang JingWen
Planner: Li Wei
Lead Tester: Wang Yun
Development Support: Lian Chao, Zhu EnHua, Yin YiJia
SVP of Business Planning and Operations: Yusuke Suai
Head of Business Analysis: Martin Benneyworth
Purchasing Manager: Caroline van Venrooji
Production Manager: Natalie Cooke
Sonic Brand Director: David Corless
Head of Marketing: Matt Eyre
Senior Brand Manager: Helen Lawson
Assistant Brand Manager: James Bray
Marketing Assistant: Amy White
Community Manager: Joe Turner
Head of Legal & Business Affairs: Nicky Ormrod
Legal Counsel: Polly Bennett
Legal Executive: Saad Choudri
Licensing Manager: Nivine Emeran
Head of Development Services: Mark Le Breton
Production Manager: Ben Howell
Resource Manager: Ben Jackson
Localisation Manager: Marta Lois Gonzales
Localisation Project Manager: Giuseppe Rizzo
Translators: Antonella Marras, Antonio Catanese, Carole Kunzelmann, Jesus Alvarez, Nicole Thomer, Tatiana Nath, Daniela Kaynert, Luis J. Paredes, Ronan Salon, Sebastián Pérez Salguero, Sophie Paléologos, Giuseppe Rosa
Mastering, Equipment and Submissions Manager: Dave Pither
Mastering Engineers: Phil Adams, Cara Gifford Pitcher
Project Lead: Sam Morgan
Functionality Supervisor: Julie Metior
Project Monitor: Simon Chang, Tristan Carrée, Sam Ogunwe
Senior Tester: David Chavez, Sanjay Jagmohan, Volong Tran
Standards Supervisor: Darran Wall
Standards Coordinator(s): Shiva Allari, Chris Barnett
Senior Standards Technicians: Arron Caney, Matthew Pearson
Standards Technician(s): John Collins, Anthony Phillips
Language QA Coordinator: Alessandro Irranca
Language Team Leads: Krystiana Gutbub, Ruggero Varisco, Pedro Ortega
Language Assistant Team Leads: Stéphane Ramaël, Carolina Vidal, Rafael Bermúdez Calvar
Language Senior Testers: Jan Domke, Pedro Gonzalez, Lorenzo De Gregori, Juan José Langa, Paolo Stanner
Language Testers: Yann Eric D'addario, Elfriede Tillian, Chiara Canu, Michael Willenborg, Simone Bonechi, Pablo Menendez
Administration and Finance Coordinator: Chris Bien