Don't you just love ads which scream 'Exclusively for Xbox', and 'Only on Gamecube'? How we laugh as the mighty PC's gnarled hands scoops up any game it chooses, to run at ridiculously improved resolutions and texture depths its maker can only dream of.
Crazy Taxi is Open World and Racing video Game developed by Strangelite For PC and published by Activision.It was released in 1999 for PC and also for Arcade,Dreamcast,PlayStation 2,GameCube,Microsoft Windows,PlayStation Network,Xbox Live Arcade,Cloud (OnLive),iOS and Android.The objective of the game is to pick up the passengers and take them to their desired destination as soon as possible. After Crazy Taxi 2 arrived on the scene, it brought some welcomed innovations over the original. This time we take Crazy Taxi 3 for a spin in the hope of experiencing even more gameplay improvements. Free download Crazy Taxi 3 Demo. Boost your gaming computer speed the easy way and make games much faster. Download Gink In Trouble.
And such is the case with Crazy Taxi 3, a game 'exclusively for Xbox' which is also mysteriously available on the most multi-faceted gaming platform in the universe. Life's good when you can hop from Everquest to Microsoft Flight Sim, then back to an arcade classic at the click of a mouse, isn't it?
Ker-Razy Cabinets
You probably know that Crazy Taxi started out as an eardrumperforating, retina-searing arcade cabinet. Sega's proven formula of explosive visuals married to fun periphery -steering wheel and gear lever to select Crazy moves - was designed to blow your senses for a pound, in 30-second bursts, or two minutes max if you were any good.A pixel-perfect arcade conversion arrived on PC via the ill-fated Dreamcast toy in 2000, followed by Crazy Taxi 2, a competent if unambitious follow-up from Sega's Hitmaker team, offering an approximation of New York along with the original San Francisco-styled level. The second game introduced the Crazy Hop move, which catapults cabs 20ft or more into the air.
The third incarnation of Crazy Taxi follows the formula, packing all previous content along with one whole new course, the Las Vegas-inspired Glitter Oasis. There are four new drivers (12 in total), and 25 'Crazy X' mini-challenge stages. The new game is identical to its predecessors, in that you pick up and drop off as many passengers as fast as possible, in standard (arcade), three, five j or ten-minute bursts.
We Want More!
'Just one new course!' you protest. Well, pull over here and stop that meter ticking for a second, because when we say 'one new course', we're not simply talking a teeny-tiny extra level of glitchy, overlapping polygons here.
No siree. This is a Sega game, where 'one new course' I means a hand-crafted and painfully detailed toy shop of fantasy architecture, soaked in prismatic lighting, with short cut and unlockable secrets at every turn. Put it this way, more work. will have gone into designing and play-testing the single Glitter Oasis level than Basingstoke's Festival Place Shopping Centre another good example of ill-fitting polygons.
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The new landscape, like its West Coast (San Fran) and Small Apple (New York) counterparts is ibrimming with detail. A main strip of Vegas-like themed hotels at its centre is linked via a freeway to the miniaturised Grand Canyon and Hoover Dam. Crazy connoisseurs will find plenty of opportunity to 'Hop' between hotels and 'Drift' across Ihe dusty canyon roads.
Where To, Buddy?
But there's something important missing from this, the third game in the series. Yes, the new Vegas level is splendid, and the graphics for all three stages have been overhauled with reflections, motion blur, night-time driving and simple flame effects. But the game hasn't really moved up a gear from Crazy Taxi 2 to justify yet another purchase.
Stuffing in four new cars, with all-too-similar drive physics, along with a few basic Crazy X challenges isn't good enough. (You'll soon tire of popping balloons and jumping logs in arenas nicked from CT 1 and 2.) This is especially true when W you consider that CT virgins can pick up the superb original for less than a tenner, which offersvirtually the same experience bar a Crazy Hop or two.
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If you hammered CT1 and 2 on both the Dreamcast and PC, you'll have picked up and dropped off enough vicars, schoolgirls and surf dudes to rival a real-world cabbie (at least in San Francisco), so something new was essential to keep us interested in the trade. Multiple drop-offs are all well and good, but why not allow drivers to upgrade car parts for more power and control, swap cars, or even get out on foot? A 'follow-that-cab' chase sequence would have spiced up proceedings too. Also, this far along the series, we could reasonably expect an improvement in draw distance. Cars, buildings and potential pick-up points often pop up into view too late, which is made all the worsewhen Crazy Hopping off a multistorey car park roof at 80mph.
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This lack of graphical finesse might be acceptable on Xbox, but not here.