• My brother and I still quote passenger dialog to each other to this day.

    Take me to the Fila store!

    We had it on the Dreamcast, and it was one of our most-played games. I remember for YEARS trying to 100% the Crazy Box... but because we didn't know how to do the boost thing, it was just impossible. Specifically the Crazy Jump, there's just no way to even come close without doing the boost. Literal definition of insanity, us swapping the controller back and forth for hours trying to wiggle the car into the corner of the launch platform to get a little extra run-up and still failing.

    • It's time to make some craaaazy money, right?
  • Anyone else ever gotten AWESOME or CRAZY license in this game? :)
    • (Disclaimer: this post applies to the arcade map, the console map is a different beast)

      The Crazy license ($20k) is an interesting benchmark. In one sense it's the end of the game; there's nothing left to do but chase even higher scores. But in a competitive sense it's just the beginning, as some players managed to score over $100k.

      There's a point around $30k or $40k, I forget exactly, where you start running out of customers near popular destinations. So you spend more and more time driving without a passenger, which drains your clock and quickly kills your run. Simply driving better isn't enough to get past that hump.

      So when I plateaued there, I went online looking for resources and discovered that the customers aren't random, they're mostly deterministic, and that hardcore players reverse engineered the patterns to be able to predict where customers are going.

      The city is essentially one big loop, even though it feels like an open map. So the optimal strategy is to keep moving "forward" in the loop, which allows you to spread out your customer pickups. You can't do this unless you can predict where customers are going and (mostly) only take the ones wanting to go forward; if you just pick up whoever's nearby, you fall into a trap of going back and forth to the same few locations over and over, eventually creating dead zones in the map with no more customers while leaving other locations untapped.

      Had you told me upfront that memorizing customer patterns was necessary for high level play, I'd have noped out hard because that sounds absolutely miserable, haha. But by the time I found out about it, I was already familiar enough with the map that it felt more like an a-ha moment than a chore.

    • Yes, many times. For the few months it was in my local arcade I practically lived in the seat of the Crazy Taxi machine and got to be decent at it.
  • Fascinating

    Are you not wasting 8 bits using a Qn.m of 8.8? If you values are only 0-1?

    • Alignment/convenience? I'm guessing the GP wants 8 bit texture coordinates, so they send only the fractional part.
  • I loved that game back in the day, it was among Shenmue the game that defined Sega's philosophy. If you think about it, it almost condensed the urban 'need' from people who played Outrun and fake-3D 8-16 bit racing games but never were able to see a single street ingame until the Playstation/PC except for top down/isometric ones, or maybe, crude main highways in arcades without being able to make turns.

    Then the PC/PSX game us free roam games such as Road Rash 3D and Driver. Crazy Taxi gave us a whole bigass city full of details (even trainways and tunnels among a subway) instead of a countryside with few buildings here and there. Or, contrry to Driver, CT had cities without being restricted to less than 10 buildings copied and pasted across the map rendering the same store again and again.

    Yes, I'm aware of MUDs, text had no restrictions. And games like that low poly free roaming game in the Amiga and that weird city driver in the ZX Spectrum, but the Amiga one was barely a 3D demo with no textures at all and the game looked pretty empty.