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Crazy Taxi [c] is a racing video game developed and published by Sega. [11] It is the first game in the Crazy Taxi series. The game was first released in arcades in 1999 and then was ported to the Dreamcast in 2000. Gameplay is based on picking up taxi customers and driving to their destination as quickly as possible.
Unlike other games, this is a top-down endless business management simulator and idle clicker where players run a taxi business and hire drivers to defeat a ridesharing megacorporation called Prestige Mega Corp. The game was delisted from both app stores in April 2020, with servers going offline the following month.
Night Call is set in Paris, the capital city of France. Night Call 's visual style - low-key, black-and-white - is typical of the film noir genre. The player may choose to play one of three versions of the same story outline, all of which follow a taxi driver named Houssine who wakes up from medically induced coma in a hospital after surviving an attack by a notorious serial killer two weeks ...
Crazy Taxi 3: High Roller was announced in January 2002. [5] Hitmaker had tried to develop an on-line version of Crazy Taxi, to be called Crazy Taxi Next exclusively for the Xbox, which, besides multiplayer game modes, would have included night and day cycles, each with a different set of passengers and destinations, while reusing and graphically updating the maps from Crazy Taxi and Crazy Taxi 2.
Crazy Taxi (video game) Crazy Taxi 2; Crazy Taxi 3: High Roller; Crazy Taxi: Catch a Ride; ... Smashing Drive; Space Taxi; T. Taxi Chaos; Taxi Rider; U. Ugh! Y ...
It is the last Crazy Taxi game to be released for the Dreamcast after the console was discontinued in March 2001. Crazy Taxi 2 introduced several new features not found in the original, including two new cities, "Around Apple" and "Small Apple", both somewhat based on New York City. The new cities share four new drivers as default, bringing the ...
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Kenji Kanno, the creator of the Crazy Taxi series, thought that the format was perfect for the short attention span of people who played mobile games. [5] He thought that City Rush needed to be completely suitable for mobile platforms, which caused the development to start from scratch.
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