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Game Profile
FINAL SCORES
7.5
Visuals
8.0
Audio
7.0
Gameplay
9.0
Features
6.0
Replay
7.5
INFO BOX
PLATFORM:
GameCube
PUBLISHER:
Acclaim
DEVELOPER:
Sega
GENRE: Driving
PLAYERS:   1
RELEASE DATE:
November 18, 2001
ESRB RATING:
Everyone
IN THE SERIES
Crazy Taxi

Crazy Taxi

Crazy Taxi: Fare Wars

Crazy Taxi 3: High Roller

Crazy Taxi

More in this Series
 Written by Kyle Williams  on January 21, 2002

Full Review: ...all over again.


The fact that Sega is developing games for consoles they would have competed against is invariably cool. Original games like Super Monkey Ball show that Sega can still be creative, the marquee titles like Sonic Adventure 2 have people salivating, and the Sega Sports series is giving Electronic Arts something to worry about. Overall, the Sega-as-a-third-party situation is turning out great for the gaming industry. With that said, it is unfortunate that this port of Crazy Taxi seems to be so uninspired.

Don't get me wrong, Crazy Taxi is as much fun now as it was when it was released in the arcade more than two years ago. And when it was released on the Dreamcast in 2000. And when it was released on the PS2 last fall. Do you understand the point that I'm trying to make? We have seen this game three times before and this iteration is identical to the other home versions.

On the upside, everything that has made the previous incarnations of Crazy Taxi a blast to play is still in the game. Dodging into and out of traffic has a sense of urgency to it and the game's driving engine encourages you to use the exaggerated physics to your advantage and be a little bit reckless. The soundtrack still has a good kick to it, even though it is feeling a bit recycled (changing the jukebox would have been an almost effortless way to breathe new life into this game) and the visuals are bright and bold with some very charismatic character and cab designs.

Sega did help give the home versions of Crazy a little more depth than the original arcade version by expanding on the play modes. In addition to playing by the arcade rules you can cruise the town for three, five or ten minutes and pick up as many fares as possible. You also have the "Crazy Box" in which you can use your cab to try and perform all manner of challenges. Even with these modes, what keeps you coming back to Crazy Taxi is the almost forgotten quest for the high score. There is no true end to this game but there is the perpetual quest to get a better license or a fatter wallet. However, what this port really needed is either a new city to cruise or randomly generated fares and destination. Oh well, it is still a lot of fun.

Bottom Line
It sure does seem like Sega is sticking to the old adage, "If it ain't broke, don't fix it." Crazy Taxi for the Gamecube has all of the same great gameplay and attitude that made it a hit in all of its other incarnations. However, if you have played (or owned) Crazy Taxi before then you may want to steer clear of this version since there is nothing new to see.


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