Crazy Taxi and its prototypes: in the shoes of colorful Taxi drivers
Hey hey! Come over and have some fun with Crazy Taxi! Which Dreamcast gamer doesn't recognize this iconic phrase and the voice of the announcer who utters it? Crazy Taxi Dreamcast (CT1), like Sonic Adventure, Shenmue and Skies of Arcadia, is a must-have for SEGA's spiral console. It's not for nothing that Hitmaker's crazy, crazy, crazy game joined the elite circle of million-selling games, with total sales approaching 1.1 million copies sold.
Bryan Burton-Lewis voice (dubbing actor) on screen title
The idea for Crazy Taxi was born in the studios of AM3, a division of SEGA specializing in arcade games. AM3 was renamed Hitmaker in 2000. Kenji Kanno, Crazy Taxi's co-producer and director, wanted to create a racing game that would stand out from the crowd, emphasizing freedom of movement, fluidity and speed. He and his team aimed to deliver a fast-paced, intense driving experience, where players would feel an adrenaline rush as they transport passengers through a dynamic, interactive urban world. And they succeeded!
This title screen...

Launched in 1999 on the Naomi arcade board, Crazy Taxi's energetic gameplay, catchy soundtrack featuring bands such as The Offspring and Bad Religion, and its open world made it an instant hit. To capitalize on the game's popularity, SEGA ported it to its latest console, the Dreamcast. This meant that anyone could play this crazy new license from the comfort of their own home.
Do some Vroom for the immortal Crazy Taxi

The soundtrack, carefully chosen by Hitmaker (AM3), helped give Crazy Taxi a unique identity, deeply rooted in the popular culture of the time and even today. When you think of CT1, you automatically think of The Offspring, the Californian punk band formed by Bryan “Dexter” Holland. This soundtrack kicks ass - we couldn't have wished for anything better.
Axel proudly poses for the camera

For the Dreamcast release, Kenji Kanno aimed for more than a simple port of his game. New content was added, including the Crazy Box with its crazy challenges and the option to explore an alternate version of the city via the Original mode.
In order to accentuate the game's realism while retaining its fun factor, a balance that was difficult to strike, SEGA obtained licenses for brands such as KFC, Pizza Hut, Tower Records and FILA. Crazy Taxi became one of the first titles to showcase advertising in-game in a prominent way. For finding your direction in the city, these points of interest are perfect and easy to memorize.
In Crazy Taxi, the player must pick up passengers scattered around a fictional city and drive them to their destination as quickly as possible. The price they pay depends on the speed of the trip. The fun is immediate, thanks to a simple principle and controls. What's more, a Scoring system adds to the game's fun, pushing players to outdo themselves and take more and more risks. Performing stunts such as jumps and skids, or narrowly avoiding other vehicles, earns bonus points in the form of tips. The aim is to “scare” the passengers - their animations and expressions are funny when they're scared - and earn as much money as possible before the time runs out.
Crazy Taxi (1999) was among the first open-world racing games, alongside titles like Midtown Madness (1999), Driver (1999), Carmageddon (1997), and the Unreleased Dreamcast games Felony Pursuit (1999/2000) and World's Scariest Police Chases: Deadly Pursuit (1999/2000). These games were either released or planned for launch around the same time. For CT1, the developers drew inspiration from San Francisco to create its vibrant megalopolis, complete with iconic landmarks like shopping malls, parks, and train stations. Mastering the game hinges on learning the city's streets and shortcuts.
The brave and valiant Taxi drivers

Since its release, Crazy Taxi has become a cornerstone of the retrogaming scene and is often hailed as one of the Dreamcast's best titles. It spawned sequels, including Crazy Taxi 2 DC (an alternate version of the game, to be discovered here), and was adapted for PlayStation 2, GameCube, Xbox, and PC. In 2021, SEGA even announced plans to revisit its famous Taxi franchise. Wait and see!
Axel, B.D. Joe, Gena and Gus, the four cab drivers, were born with a steering wheel in their hands and a gas pedal glued to their feet. They are the eagles of the road. They roam this chaotic city in search of the best of themselves and the best of us!
Classified : Carbondale the Survival Horror from Hitmaker
Hitmaker, originally known as SEGA AM3, was one of the blue hedgehog company's jewels in the crown. This internationally renowned studio had a long history of arcade and console game development. AM3/Hitmaker is the perfect example of SEGA's ingenuity in bringing arcade games to home consoles. Crazy Taxi Dreamcast is proof of this.

During the 1990s, SEGA divided its in-house development studios into several teams, such as AM2 (Shenmue, Propeller Arena) and AM1 (Wow Entertainment from 2000 with games like SEGA GT and House of the Dead 2), to foster innovation and specialization. AM3, on the other hand, focused on immersive, accessible experiences. Their games were primarily aimed at a broad audience, whether sports or action fans.
Virtua Tennis

In 2000, SEGA reorganized its internal divisions into semi-independent studios to stimulate creativity and respond to market changes. AM3 was renamed Hitmaker. The studio continued to work on major titles while retaining its reputation and know-how as an arcade game designer.
Hitmaker, prolific between 2000 and 2004, had developed games for Dreamcast, not to mention those for other consoles, such as Virtua Tennis (2000), Virtua Athlete 2K (2000), Crazy Taxi (2000), Crazy Taxi 2 (2001), Virtua Tennis 2 (2001), Segagaga (2001) and Confidential Mission (2001). Some of them are still cited today as references in the genre.
This article dedicated to Crazy Taxi Dreamcast is the right place to talk about an aborted Hitmaker project. What nobody seems to know is that this Japanese studio was designing a horrific game in the greatest secrecy. Unfortunately, little information has been leaked about it.
Following the success of their Dreamcast games, in particular Crazy Taxi and Virtua Tennis, the Hitmaker team had tried their hand at a genre new to them, Survival Horror. The developers were stepping out of their comfort zone, given that the Japanese development studio was mainly focused on arcade games.
The Carbondale police station

The game, planned for PlayStation 2, Xbox and possibly even Dreamcast, was SEGA's answer to Capcom's Resident Evil. It was called Project H before being renamed Carbondale. The name change followed a scouting trip to the town of Carbondale in the U.S. state of Illinois.
At a time when the term Urbex (Urban Explorer) didn't yet exist, Hitmaker members, equipped with high-end capture equipment, had visited game-relevant sites throughout the town of Carbondale. These included the police station and its armory, the shopping mall and its security corridors, the water treatment plant, a recently built hospital, an abandoned high school and they even had access to the city's underground tunnel system. Meticulously chosen locations to immerse themselves in, and later reproduce, the claustrophobia and oppressive atmosphere of their future title.
Even though they have fond memories of their trip to America, they didn't get the green light to continue development of their Survival Horror after a first prototype was presented to SEGA.
These days, only photos of their road trip exist. Too personal to be shown, they would need the permission of Hitmaker members to be shared. At SEGA of America, a privileged few were able to see a video of Carbondale in action. This video and the game prototype are now considered lost.
In 2024, the abandoned high school has still not been demolished

What would this survival horror from the kings of the arcade have looked like? What would have been its catchy concept to set it apart from other games in the genre? Its artistic direction? These are the questions that everyone is asking...
Crazy Taxi prototype dated October 30, 1999
Analysis of the prototype reveals that the build was created on October 30, 1999 at 04:22:37. This early Crazy Taxi Dreamcast beta was burned about 1 months before the final version on December 19, 1999, and 14 days before the most interesting prototype on this CT1 page (November 14 at 05:49:29). This beta of Hitmaker's game is, in a way, an alternative version opening up new possibilities/functions to players, thanks in particular to its never-before-seen views!
An oddity of the devs

What happened to “Presented by”?

1999 or 2000, it doesn't matter, no one will notice the difference

To bug, Attract Mode bugs

The trailer for the October and November 1999 prototypes
Please note that this particular CT1 build takes some time to load, between 3 and 5 minutes. Be patient and don't expect the game to crash. Before doing so, the prototype passes through several intermediate stages with black windows on which the following messages can be read: “Loading Crazy Taxi (15 k)”, “Setup Data C1”, “C2” and finally “C3”. Yet another oddity in the land of prototypes!
The pixelated Crazy Taxi motif on the Dreamcast memory card is not animated. The prototype requires 16 free blocks on the VMS to save a game, instead of the normal 23. Saves from the final version of the game are compatible with this build, but not vice versa. In fact, loading a game with saves from the final version is the only solution for accessing certain events in “Crazy Box” mode.
At launch, the SEGA logo is slightly different, without the “Presented by” inscription, from that of the final version, and the screen introducing ADX, the proprietary lossy audio storage and compression format used to design Crazy Taxi, is not yet present. The blue hedgehog's trademark can also be seen at the end of Attract Mode. Some call it Demo Mode (the cutscene introducing the title screen without pressing any buttons).
The title screen shows “© Sega 1999” instead of “© Sega Enterprises, LTD, 1999,2000”.
The introductory cutscene, the title screen demo, looks more like Crazy Taxi Arcade than Hitmaker's Dreamcast port. It's buggy, with cabs driving through parts of the city that aren't yet loaded when they should be. At the end of the cinematic, the announcer's voice-over encourages players to put coins in the arcade machine, instead of asking them to press the START button, as is normally the case with the console version of the game.
Cab drivers don't yet have their own animations before the start of a game. Life in this version of Crazy Taxi is bleak!
The time saved by collecting customers and bringing them to their destination is much less generous. It's much harder to play the game for sessions as long as those in the final version.
The menu navigation sound effect is quieter than usual. The audio used to exit a menu or go back is that of the vehicle skidding, not that of clutch/acceleration.
The 4 licensed songs that accompany the player during a game have different mute/transition points. Pausing the game does not reduce the music volume.
The physics are far more problematic than in the Arcade or final versions: it's much easier to perform the “Wall Stick” glitch, even by accident, and it's harder to get “unstuck” from the wall.
During a game, no text appears on the screen to warn, for example, that the player has to take customers or that he's going the wrong way.
Unlockable bikes, additional vehicles, are not implemented in Arcade and Original modes. They can only be ridden in Crazy Box challenges after loading a full save from a final version.
This chapter sets the scene for what's to come, but it's not over yet. Like a movie, save the best for last!
The menus
In the “Option” menu, the prototype offers the possibility of setting the start time (Time Setting) between 40 and 70 in increments of 10, unlike the final version, which offers a choice between 35 and 70 in steps of 5. The layout is slightly different, with red squares instead of blue. The final version offers the sub-options “Music Volume” and “Controller Setting”, whereas the prototype calls them “BGM Volume” and “Device Setting”.
The prototype

The Final Version

While there are 3 controller presets (A - B - C) in “Device Setting”, nothing happens when you try to validate the second and third Pad configurations.
Debug informations

"Records” submenus are empty. No results have yet been registered or shown. The developers had not yet begun work on this aspect of the game.


A - B - C, always the same control scheme

This build of Crazy Taxi on Dreamcast displays Debug information when the game asks you to enter a name in Crazy Box game mode or in the “Save and Load” option.
Like the credits of a feature film, the analysis of menus from one version to the next is not the most exciting thing to read. Documenting a prototype involves this obligatory process.
The Arcade mode
Once Arcade or Original mode has been selected, rather than playing “Play by Arcade Rules”, the prototype suggests launching a “Rule of Arcade” game. This build offers longer sessions of 5, 10 or 15 minutes instead of the familiar 3, 5 and 10 minutes.
A rough neighborhood with graffiti

In-game, there are many faulty or poorly applied textures and lighting throughout the map. Many buildings have textures with explanatory text scrawled in red saying