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VGC coverage of Kenji Kanno's Crazy Taxi: World Tour comments at Summer Game Fest is corroborated by Game Informer, Game File, and Sega Retro reports from the same period.

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Home/Gaming/Crazy Taxi Producer Kenji Kanno Believes Current Climate Makes Revival Timely
VERIFIEDBy Xavier Rivera· ·2.5 min read

Crazy Taxi Producer Kenji Kanno Believes Current Climate Makes Revival Timely

Crazy Taxi producer Kenji Kanno says the series is returning after 20 years because the world needs its positive, negativity-free fun right now as Sega revives legacy IPs. Crazy Taxi: World Tour adds story, night races, global locations, and evolved arcade gameplay while staying faithful to the 1999 original.

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Crazy Taxi Producer Kenji Kanno Believes Current Climate Makes Revival Timely
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TL;DRAI · 60 sec read

Kenji Kanno says the current demand for upbeat experiences makes a Crazy Taxi revival timely. At Summer Game Fest he presented Crazy Taxi: World Tour, which expands the 1999 arcade formula with global cities, story scenes, nighttime stages, and returning Offspring tracks while preserving Axel’s core gameplay.

Twenty years after the previous mainline release, the producer of the original Crazy Taxi has argued that the present moment suits a series return.

Kenji Kanno cites desire for positivity as key reason for revival. During a closed-door showcase at Summer Game Fest, the Sega veteran told journalists that much of the current news cycle leaves many feeling unenthusiastic about daily life. He added that he hopes the new entry can spread smiles and enjoyment. Kanno described the franchise as one that supplies upbeat emotions entirely free of negativity.

The designer noted that Sega is focused on resurrecting legacy properties, and he personally views this as an ideal window for Crazy Taxi to reappear. The presentation took place on June 16, 2026.
Kanno described the franchise as one that supplies upbeat emotions entirely free of negativity.

Crazy Taxi: World Tour updates the original formula with new features. The updated version of the well-known arcade and Dreamcast title presents bright skies, a green-haired lead character, and an energetic Offspring soundtrack. It incorporates narrative elements, nighttime driving stages, and over-the-top objectives. Footage revealed a refreshed yet recognizable take on San Francisco in which driver Axel collects fares and barrels through street objects such as cafés and mailboxes to deliver them at top speed.

Kanno illustrated further content by displaying a global map, changing the hour to evening, and jumping to a separate checkpoint race. There his taxi vied against a sports car through city streets. The sequence also suggested a broader plot, as Axel conversed with the passengers he picked up.
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Development team pushed to stay faithful to 1999 original while evolving gameplay. According to Kanno, the subtitle “World Tour” reflects the goal of letting players travel to multiple nations and cities rather than remaining in a single expanding setting. He reported that members of the development group repeatedly expressed a wish to rebuild the first Crazy Taxi in contemporary form. The staff sought to refresh the classic while preserving Axel’s look, an approach he believes will resonate widely.
The producer declined to reveal additional artists, saying they could become upset if named prematurely, yet he promised the final selection would meet or exceed fan hopes.

Kanno indicated that although the game may initially recall the 1999 release, deeper play reveals meaningful advances. The demonstration avoided any live-service direction and instead stayed close to the source material.

Soundtrack returns with confirmed and unannounced bands. Offspring and Bad Religion will return on the music lineup. The producer declined to reveal additional artists, saying they could become upset if named prematurely, yet he promised the final selection would meet or exceed fan hopes.
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Positive reactions to the reveal were tempered for some after a Steam page disclosed the use of generative AI in production. Kanno subsequently maintained that all assets in the finished game remain original creations and that the technology served only as a short-term brainstorming aid. The interview occurred prior to that disclosure.
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