If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto:Crazy Taxi (Dreamcast)/October 30, 1999/Crazy Box

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Proto:Crazy Taxi (Dreamcast)/October 30, 1999.

Non functioning mockup of the results screen displayed after every stage clear.

Only the first 9 stages are available normally and no more can be unlocked through the prototype, as they cannot be marked as finished. However, unlocking all the stages through the final version and loading its save onto the prototype will make all 16 stages available. All stages have identical objectives to their final counterparts, with their maps at varying levels of completion. No rules have been written for any of the 16 stages. At the start of the stage, "Ready Set" is displayed instead of "Ready?".

You cannot record any high scores. Instead, what is seemingly a mockup of the results screen is shown every time any stage is completed.

Most stages with customer destinations will use placeholder destinations relative to the indexes of the Arcade map. Because of this, most will ask to go to "Cable Car Stop TOP" located a very long distance away, followed by "Sail St.", "Freshtree St.", "Cable Car Stop BOTTOM", "Sea side Market" and so on in stages with more than one customer to deliver. This often causes them to complain about the player going the wrong way whereas in the final they'll simply use generic lines to hurry the player up.


1-1 (Crazy Jump)

1-1 def.jpg

  • There is a time limit of 1 minute and 40 seconds to finish the stage. The final version has no timer, presumably removed for being completely unnecessary.
  • The stage takes place in a completely different location, being some kind of glass bridge over the ocean instead of the dome of the final. You can even fall off the bridge if you are fast enough, although nothing will happen.
  • The camera starts way below your taxi.
  • For some strange reason, it is snowing. It never snows anywhere in the final version.

1-2 (Crazy Flag)

1-2 def.jpg

  • The flag is actually a little star in this prototype. The game's iconic arrow is always pointing down towards it rather than working in its usual way of getting redder and physically flying to point to the destination. Otherwise identical to the final.

1-3 (Crazy Balloons)

1-3 def.jpg

  • The time limit is 40 seconds, rather than 45.
  • There is no popping sound for the balloons.
  • The background outside the playable area, based off the Original map, is not present.

1-S (Crazy Bowling)

  • Identical to the final, other than the bowling pins being silent and the typical lack of any announcer lines exclusive to the stage.

2-1 (Crazy Drift)

2-1 def.jpg

  • The customer is different and asks to go to Cable Car Stop TOP 10.16km away.
  • The background is different.

2-2 (Crazy Turn)

2-2 def.jpg

  • The time limit is an unreasonable 30 seconds, while the final is a somewhat more reasonable 35.
  • The customer is different and briefly complains about nearly being run over. Curiously, this is one of the very few customers that doesn't ask to go anywhere.
  • The layout is identical to the final, however the stage itself is bereft of detail.

2-3 (Crazy Bound)

2-3 def.jpg

  • There are no arrows on the ramps pointing where to go.
  • A large wall was added between the 4th and the 6th platform in the final version, presumably because the lack of it in this version means player could potentially skip the 5th entirely if they were going fast enough to clear the relatively small gap between them.
  • The area you need to park your taxi to finish the stage is comparatively minuscule compared to the final.

2-S (Crazy Zigzag)

2-S def.jpg

  • The customer is different.
  • The stage lacks any detail.
  • The ocean floor is much higher.
  • Similarly to the last stage, it has an unreasonably small area you are expected to park your taxi to finish the stage. This oddity is shared with the final stop of 3-S (Crazy Zigzag 2).

3-1 (Crazy Proposal)

3-1 def.jpg

  • Called Crazy Proposal rather than "Crazy Rush".
  • All of the customers are the same model (the man with the bouquet) instead of varied male models.
  • The background outside the playable area is not present.

3-2 (Crazy Jam)

3-2 def.jpg

  • The time limit is a somewhat less forgiving 40 seconds, rather than the final's 45.
  • All three customers are different from the final and share the same model with each other. They ask to go to Cable Car stop TOP, Sail st. and Freshtree st.
  • The entire area is strangely decorated by extremely blurry and stretched textures of generic buildings.

3-3 (Crazy Pole)

3-3 def.jpg

  • All customers in the level are the man with the bouquet, rather than him only being the final customer.
  • The stage itself is somewhat less detailed.
  • The system of picking up customers as the previous one is leaving, which is exclusive to this mission, is surprisingly already in working order, although neither the cabbie nor the new customer are muted as they are in the final. Their destination is also shown and thus show up as Cable Car Stop TOP, Sail st., Fresthree st., Cable Car Stop BOTTOM, Sea side Market, West side beach, Yatch harbor and Cafeteria.
  • The wife in front of the church of the final stop uses Axel's animation of hopping onto the taxi (ironically unused by Axel himself in this build) instead of standing still like in the final. Similarly, the bouquet man does not animate upon touching her, simply twirling in place.

3-S (Crazy Zigzag 2)

3-S def.jpg

  • Due to reusing the map from 2-S (Crazy Zigzag), it retains all its differences from the final, strange minuscule final stop included.
  • The time limit is a rather ridiculous 35 seconds, while the final is a slightly more reasonable 40.
  • Strangely, all stops are labelled as "Yacht harbor".

S-1 (Crazy Thru)

S-1 def.jpg

  • The customer is different and asks to go to Cable Car stop TOP 1.39km away.
  • Although the collision for the bumpy road partway through the lap is already present and working, the track itself is neither modeled nor textured to indicate so.
  • Detailing on the outside of the track is slightly different.

S-2 (Crazy Parking)

S-2 def.jpg

  • The customer is different. Strangely, they are another one of the few customers in Crazy Box who don't ask to go anywhere, much like none of the customers in the mode do in the final.
  • The outside of the parking lot is different.

S-3 (Crazy Party)

S-3 def.jpg

  • The customer in the middle of the map is not surrounded by a parking lot.
  • The tall structure leading up to the customer on the bottom left corner of the map does not have any bowling pins or destructible railings.

S-S (Crazy Attack)

S-S def.jpg

  • The player is tasked to deliver a different customer.
  • The customer asks to be taken to the Cafeteria 0m away.
  • The checkpoint timers are displayed differently and are predictably unvoiced.
  • The announcer will constantly complain the player is going the wrong way, presumably since the destination is set to right behind the starting area. This is further evidenced by the fact he will stop complaining at exactly the halfway point.