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Edit history:
gusmancini: 2014-01-21 07:06:11 pm
gusmancini: 2014-01-21 07:05:21 pm
gusmancini: 2014-01-10 11:55:43 pm
Are there any categories for crazy taxi umm Just wondering for example Speedrun CRAZY rank being  20,000

Crazy rank will probably be the only category if this is ever accepted by SDA just because its pointless to have any other rank race because you obtain all of them when going for crazy rank

there would be routing involved RNG and definitely skill idk if it would be an accepted category but its something to be thought of

Also there are different levels that can be played the original and the oceanic


For those who don't know my name is named after the Character GUS for crazy taxi his last name from some website is mancini from what i read idk if its true or not.


Current WR: 20:50 (Gusmancini)  http://www.twitch.tv/gusmancini/c/3589122

Here i'll keep track of high score high difficulty runs this is a side thing i'd like to see it'll interesting because it's extremely difficult and i think would be entertaining to see how high some incredible players could get eventually
Rules:
-Must be max difficulty settings both time and traffic
-Stating time must be 35 seconds
-For each run you show you must show your settings
Thread title:  
i liek swimmiming
Crazy% is quite fitting, seeing how that is the number one ranking you can get, but I'm unsure if that involves having to get every person waiting for a taxi.
The game never ends in terms of getting every person waiting for a taxi there are videos on youtube of people getting over 100,000 the highest i've seen is 115,000$ with like 229 customers If i were to think of a reasonable category it would be from where it says go to when you obtain 20,000 and end your run
So i Just checked something out you cannot stop your run early so time would have to end when you obtain 20,000$ because when you exit game you don't see your license you go to the main menu
This series seem to have a lot of potential on the sequences, styles and glitch finding if a solid set of %categories are established. Races could also be really fun to play and watch! Excuse me for not contributing anything of value but just hype, but it is really honest.
This could be a really cool run. I'm keeping an eye on this thread~
i liek swimmiming
Also seeing how this is in newer consoles, are we talking about the Xbox 360/PS3 re release? I'm pretty sure it's a straight port, but I'll check if there are any other differences (Besides the lack of offspring and bad religion which sucks, but I digress)
I only posted this in here because i saw it said GC and stuff but there is a PC version off amazon for like 9$ their is GC/xbox360/Ps2 and so on i'll probably start streaming when i can
Edit history:
gusmancini: 2014-01-12 08:40:12 pm
Here's a run I did it was my 3rd Crazy rank this was done on the PC version of crazy taxi off of steam

WARNING TURN YOUR SOUND DOWN THIS VIDEO'S SFX SOUNDS CAN BE EXTREMELY LOUD
my volume is on very low and this video is still really loud

http://www.twitch.tv/gusmancini/c/3539082

How my timing works is the time you gain control of your car until you gain control again after dropping the last person off i then let the time run out to confirm the CRAZY rank

as for difficulty the starting time doesn't really matter the more time you customer has the more money you get for delivering them so putting the time difficulty all the way down is probably most optimal.
as for the traffic difficulty right now that is also on low/easy if someone were to get extremely good at driving you could turn it up and obtain more crazy thought tips
Its been a little while but i've improved my run quiet a bit there is still time to save but this was very solid i don't have a route yet i might start trying to find a reliable route and see if you can obtain the same customers every time or something my current PB is 20:50 at the end i was 5$ short of 20,000 lost about 25 seconds right there any many driving mistakes

http://www.twitch.tv/gusmancini/c/3589122

Here is the video the voice in the background is werster i was watching his run on the side i probably should've turned it down the music at the start is from youtube that's why it doesn't loop

As for verification i'm not sure on how to go about it this game isn't on SDA's page but i guess i can keep track of it until something happens on this page
Hey all, I just started running this game recently and have really built an interest in it. I believe this game has a lot of potential for glitches and exploits with the weird way the physics and collision detection work at high speeds. I have a large amount of info to post, so sorry for the dump, but hopefully this will build up more interest in the game.

So first off, I would like to discuss more about categories and rules, as this game still seems to be loosely defined for SDA standards. I agree with some of what you said, Gusmancini, but feel like some things could be better defined.

So categories, I feel like there 2 major categories: Crazy%, as has been suggested, and All Crazy Box Challenges (Crazy Box% or whatever), which is a single segment run of all of the crazy box challenges. Furthermore, in the arcade and original modes, the credits show up at the end of a session if you achieve an s-rank($5000) or higher, so that could technically be an any% category I suppose, but I don’t see it being very popular. Also, I see there being potential for a "100%" category or something to that effect, but that feels like a long way off at this point, and it would be difficult to define properly. So at least for myself, I will be focusing on Crazy% and Crazy Box Challenges.

To go along with this, the first question I have then with defining these categories is whether bikes are allowed in Crazy%/Crazy Box Challenges, or if they should get their own subcategories? The bike is technically an unlockable for beating the Crazy Box, but you can "secretly" access it from the arcade menu by highlighting a character and pressing "L1+R1" 3 times to start with that characters bike. While it seems fair enough to allow all drivers to compete in the same run, the bikes are vastly faster at acceleration, turning, and stopping compared to the cars so it seems unfair to include them in the same category. This is even truer for the Crazy Box Challenges as there is no way to access it from a new file without beating the mode first, it's more of a new game+ type of vehicle. I think it should definitely be a separate category for the Crazy Box, but Crazy% is more debatable.

Now I feel like the rules/timing for Crazy% could be refined a little.
-Time starting on player control is probably fine, but it may be more consistent to start after choosing the character.
-I do not agree with stopping time when you drop off your last customer for the $20000. You still have control of the driver, and any extra time you have after that is more due to a lack of proper routing than anything else. I would suggest that time ends when the message “TIME UP” appears on screen as that is the point you actually lose control of your character and it is a very fitting message to end a run.
-I do agree with showing your settings options in the menu before a run, and showing the total screen to confirm you got Crazy Rank for proper verification.
-Not sure about the difficult settings. I agree that the most optimal would be a 35 second start time, lowest time difficulty and high traffic for a faster tip multiplier, but perhaps there could be adjustments for other difficulty runs in the future.

As for the Crazy Box Challenges, the rules I currently use are:
-Start from a fresh "Record" file, i.e. no previous data for that record name and you only see 9 Crazy Box levels available when first accessing that name from the Crazy Box menu. On a new name, the S levels appear after beating all of the previous 3 levels in that row or column. Depending on how bikes are received as a category, I might refine this rule for cars by saying that you must start with no previous Crazy Box record data. This will ensure that when you complete the run, the verification screen showing you obtained the crazy bike will appear. Otherwise, if you have any other "Record" data that previously unlocked the crazy bike, this screen will not show up.
-Time starts at the selection of the first level in the menu and ends when the “CLEARED” message appears on screen in level S-S, which is always the last level to unlock and play.
-You can play out the levels in any order you want, but should start with 1-1 and end with S-S. The only real difference order makes is the difficulty spikes in the run for your chosen order. Unless some exploit is found, the fastest way is to go by rows or columns for quick menu navigation.
-From what I have observed while playing, the settings options have no effect on the Crazy Box challenges, so there is no need to show them for verification. Some levels, like 3-2 and S-S, have slight RNG for how many cars appear, but I have not seen the settings affect this.

I also have some videos to share of recent runs. Just to note, I am currently running the game on the Dreamcast, as I believe that to be the fastest for Crazy Box, but I also own the steam and GameCube versions.



My best Crazy% run is currently a 3:11 based on the timing rules I listed above. The settings were 35 second start and 4 for time/traffic difficulty. This mainly uses the Crazy Backdrift technique for infinite combo building. I perform it by driving in reverse, holding left/right on the stick to turn backwards, and then quickly switch to drive and back to reverse to increase the angle of the turn to the point where the game thinks you are drifting. As long as you hold down the reverse button, accelerator, and the intended direction, you will drift in a circle building up a limitless combo. I have tested it, and it works in all versions of the game I own. It needs to be on a flat "paved" surface, like the heliport or any street. It can be interrupted if you roll over a sidewalk or lose your turning angle, but as long as you don't hit a car, you can continue it. I understand that this makes the run extremely fast, but also ends in lame way. My run itself could be better, as I crashed into a lot of cars, but this is a decent starting point, and I should have a better run up soon. Unfortunately, I don’t think my internet is good enough for regular streaming; otherwise I would be on Twitch. I will test it out, but I will probably have to stick to YouTube uploads for now.



For the Crazy Box run I got a 16:14. I play out the levels in columns, so 1-1, 1-2, 1-3, 1-S, then 2-1... until S-S. This seems to give a nice pacing in terms of difficulty throughout the run. I choose Gus because I like the way he handles, but I have also used Gena in the past. Most of the run is just proper use of the Crazy Dash, Crazy Stop, Crazy Drift, and Limiter Cut. I did some routing for levels like 1-3 and S-3. I believe there were no resets during the run, but I also played it very safe especially towards the end when I was getting anxious. At this point I believe an optimal time for a car would be about 14:30, maybe a minute less for the bike.


Finally, there are some known glitches like passing through walls and wall sticks, but I don't really know how to perform them consistently. I have this video of a wall pass in level 2-2 of the gamecube version, but that was really pure luck and I'm so glad I recorded it. I believe it occurred because I crazy dashed at high speed into the previous wall and got a wall stick. Perhaps this changed the collision properties of my car and allowed me to freely pass through the next wall when I did a high speed Crazy Drift again? Or it could just be a precise speed and angle. A thorough TAS of this game would be much appreciated at this point. I will continue working on Crazy% and Crazy Box so hopefully there will be more updates and exploits soon.
Alright, so I have an update to make on my previous Crazy Rank, which is good because I feel like I probably didn't explain the route as well as I could have. Once I got to the Heliport, I performed the Crazy Backdrift inside of the drop-off location. Basically, when you are in a drop-off location, the passenger stays in the car until you come to a complete stop. Even if their specific trip time is over, you can continue to move with them in the car as long as you are within, or very close to, the drop-off location. Of course, you have to stop before the total time in the upper left-hand of the screen runs out, or else your passenger trip just won’t count. So since the Crazy Backdrift allows you to continuously build a combo while moving within a drop-off zone, I believe the route has boiled down to getting to that zone as quickly as possible with as much time as is necessary to build your combo. Approximately 50 uninterrupted seconds of backdrifting, or a total 200 combo, gets $20000.

So I was trying to find routes that picked up as few customers as possible to get me to the Heliport, when I realized that you actually have enough space to do a Crazy Backdrift within the circles that the Cable Cars occupy. There are 2 cable car areas, at the top and bottom of the starting area hill. The top one takes ~10-15seconds to drive out of its area, starting from when you arrive there, while the bottom one starts moving almost as soon as you get close to it. So going to the bottom cable car should be faster, but it requires a different passenger to pick up and the time difference needed to drive there ends up negating that benefit.



So now it looks like the fastest route is to pick up the first orange passenger in front of you when you start the game, go to cable car top, and start building up a crazy backdrift as fast as possible. This is harder than it looks as the angle required to turn into the cable car circle without hitting the tons of objects around it is fairly precise. After some attempts, I got a 1:23. Now in order to do this, I changed the difficulty settings. In this route I used a 70 second start time, and max time/traffic difficulty. The high start time allows me to have enough time to only pick up one passenger, while the max time difficulty ensures that I am not wasting time by building the combo past $20000, and traffic doesn't really matter at this point so I kept it high for potential combo building as I’m driving to the area. Obviously in the video I still have about 5 seconds of extra time letting the clock run down, so the settings can be adjusted slightly. At this point, maybe another 10 seconds could be saved through optimal settings and combo building.

So I want to keep working on this, but for this run to be accepted by SDA is it acceptable to let the route dictate the difficulty settings like I am doing? Or should I be setting fixed difficulty points and conforming the run around those?