All this with a new selection of taxi drivers who were not lagging behind the bizarre distribution of the first delivery. A much greater challenge but that in return provided a great reward. In return, the new location, a New York version, lost the verticality of the first delivery, and increased traffic density. This allowed overcoming obstacles to reach destinations on time and create unlikely shortcuts. The most important and criticized was the inclusion of the crazy jump, the possibility of making our car jump through the air with the press of a button. Apparently continuous, it actually offered several interesting turns in the gameplay. Success led to an inevitable consequence: an early sequel, which nevertheless came almost at the end of Dreamcast's short life. Not only managed to exceed one million copies in a first Dreamcast with a small base installed, but later managed to add another two and a half on PS2. And it is no coincidence, as Kanno confesses, the game was built on its soundtrack, being selected at an early stage of development.Īnother detail of the conversion of arcade to a domestic game was the inclusion of the Crazy Box, a series of challenges that actually served as a tutorial to master driving mechanics, which, as we said before, are much deeper and more complex than we His apparent simplicity could make one think.Ĭrazy Taxi was a resounding success in arcade, and even greater in its domestic version. A detail that far from being anecdotal helped to enhance the atmosphere and realism of the game.īut if there is a remembered element of Crazy Taxi, even to the extent that its modification or absence subtracted from the experience, it is music. This offered many more alternative roads and the possibility that we were wrong on the street, in addition to using the slopes masterfully to break the linearity of other driving games and turn each trip into a frantic experience.Ĭrazy Taxi was also a pioneer in bringing real brands to video games, being able to take our passengers to well-known real stores. A feature that prevented the player from “getting lost” and that was precisely one of the reasons that inspired the “original” map that was included in the domestic conversion. Not only that, but there is also a clear sense of progression in the initial arcade city, which as veterans of the title will know, results in a perfect loop if we manage to reach the end. Of course, the Hitmaker game presented an extra virtue over other contemporary arcades: in Crazy Taxi, if you were skilled enough, your game could last a considerable time. Riders, although in a much less refined formula.įocusing more on the game itself, in 2000, with the release still relatively recent, Kanno explained that Crazy Taxi was based on the philosophy of the arcades of the time, games to capture attention and make the player want to play them from The first look. That formula had already been executed two years earlier by Harley-Davidson & L.A. It really wasn't the first Sega arcade title on the line of reaching random checkpoints in an open world city. A fact that inspired him how fun it would be to skip the traffic rules and be able to simply drive counter direction. While he waited inside his vehicle, the opposite lane was clear. His million copies in Dreamcast, which was Sega's first major sales success for the machine, attests that the public accompanied this unorthodox proposal.īut where did the idea come from and how did it materialize so round? The original idea is from the producer and then responsible for Hitmaker, Kenji Kanno, and as he confessed in an interview in 2014, he was caught in a traffic jam. From the fluidity and the sensation of speed and vertigo that the cities of the game transmit, full of avenues full of traffic and slopes and ramps, to the well-controlled control (easy to get hold of it but with a lot of depth), going through the band of course Sound, one of its hallmarks, Crazy Taxi leaves no detail loose to make the experience as round as possible.
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