Originally debuting in arcades in 1999, ‘Crazy Taxi’ is making a comeback with a new title, ‘Crazy Taxi: World Tour’, set to be released in 2027. This new installment expands on the original game’s fast-paced driving action and introduces a story campaign where protagonist Axel travels globally, along with the series’ first online multiplayer feature.
During Gamescom 2026, more details about the game were unveiled, including a new stage in ‘Germany’ and multiplayer support for up to six players. Producer Kenji Kanno, who has been leading the series since the beginning, discussed various aspects of ‘Crazy Taxi: World Tour’ at the Sega booth during the event, from the decision to revive the franchise to changes in gameplay mechanics and the inclusion of multiplayer features.

Q: What prompted the decision to bring back ‘Crazy Taxi’ after such a long break?
Kenji Kanno: The timing seemed right for various reasons. I personally felt the desire to reimagine a classic title in a new way, and my superiors also supported the idea of reviving it in a fresh format.
Around the same time, there was a growing interest within the company to bring back classic titles. I remember around 2022 or 2023, when several titles were announced at TGA. With all these factors aligning, the momentum to reintroduce ‘Crazy Taxi’ to the world started to build.
What was the main focus when transitioning the short arcade gameplay of the original into a longer gaming experience?
Kenji Kanno: In order to transform ‘Crazy Taxi’ from an arcade game to a console title, we felt it was crucial to introduce a compelling story-driven campaign mode.
Previously, ‘Crazy Taxi’ allowed players to immerse themselves in the world while playing. This time, we aimed to provide a more detailed background for the game world, enabling players to engage with the ‘Crazy Taxi’ universe on a deeper level.

How did you maintain the original game’s simple controls while introducing new gameplay mechanics?
Kenji Kanno: The classic arcade controls were quite technical and required skillful mastery. However, we also received feedback from modern players, including younger team members, who preferred more casual controls.
Through extensive testing and collaboration with team members, we developed a new control scheme that balanced the original feel with accessibility for a wider audience. This iterative process led us to the current control setup.
Why did you choose to retain the timer feature even though running out of time no longer results in a Game Over?
Kenji Kanno: While not all game content is time-restricted, certain modes in the campaign challenge players to complete objectives within a set timeframe, adding an element of urgency and excitement.
Overall, players have the freedom to explore the city at their own pace and engage in various activities without being constrained by time limits. We wanted to offer a mix of timed and untimed content to cater to different playstyles and preferences.

How does the multiplayer mode function, and what is the winning criteria for players?
Kenji Kanno: The multiplayer feature supports up to 6 players and offers two main gameplay types.
One mode is ‘Pickup Race’, where players compete in a modified version of ‘Crazy Taxi’ with a focus on speed and competition. The other mode is asymmetrical, pitting players against each other as either police or taxis for a unique gameplay experience.
A cross-network test is scheduled to start on September 13, allowing players to experience the multiplayer firsthand. Interested individuals can sign up until August 31 for this opportunity.
What was the core element of “Crazy Taxi-style competition” that guided the development of the multiplayer mode?
Kenji Kanno: Beyond just multiplayer, the essence of ‘Crazy Taxi’ lies in its chaotic yet structured gameplay. Despite the apparent freedom, there are clear rules that govern the experience, emphasizing a well-designed competitive environment.
In the police vs. taxis mode, we aimed to showcase the thrill of teamwork amid competition. Our goal was to create a multiplayer setting where players could enjoy both cooperation and rivalry simultaneously.
Can you share any details about the cities featured in the game, aside from West Coast and Germany?
Kenji Kanno: We have plans to reveal more cities in the future. Stay tuned for updates and announcements.
Question: Why was the decision made to divide the five cities into separate regions instead of creating one large open world?
Response from Kenji Kanno: The five cities are not interconnected as a single open world; they exist independently. Our main goal was to capture the essence of traveling around the world. By intentionally keeping them separate, we aimed to provide a unique user experience not commonly found in other games.

Question: How much freedom will players have to wreak havoc or enjoy the thrill of driving recklessly, similar to the original game?
Response from Kenji Kanno: Players can expect to enjoy everything they loved about the previous titles, with even more excitement in store. In response to your question, I would say, “Yes, and even more than that.”
Question: Will the iconic music from The Offspring and Bad Religion make a comeback? What will be the ratio of classic tracks to new music?
Response from Kenji Kanno: I prefer to keep that a surprise for now and refrain from commenting. Rest assured, we have some exciting details prepared for the right moment, so stay tuned for more information.
(Could this mean there will be new music as well?)
No comment. (Laughs)
Question: What was the biggest challenge in catering to both loyal fans and newcomers to the series?
Response from Kenji Kanno: Rather than a challenge, the most difficult aspect during development was deciding what to retain and what to change. Our team engaged in extensive discussions to refine the game, balancing input from both seasoned and younger members. While we encountered various obstacles along the way, determining what to preserve and what to innovate proved to be the most challenging task.
Question: Finally, do you have a message for the Korean fans eagerly awaiting ‘Crazy Taxi’?
Response from Kenji Kanno: While we are developing this game in Japan, I sincerely hope that players in Korea will enjoy the experience. To those who have been patiently waiting for ‘Crazy Taxi,’ thank you for your support. I hope you find this new installment thoroughly enjoyable. For those discovering ‘Crazy Taxi’ for the first time, I encourage you to explore this exciting world. We will be conducting a cross-network test on September 13, and we would be grateful if you could participate.

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