100% Completion
Complete- Time
- 15 hours
- Difficulty
- Challenging

A brilliantly strange 3D platformer that turns a no-jump taxi into one of the freshest collectathon movesets in years.

Completion
Highlights & caveats
No-jump movement sings
Dash, flip, bump, brake, and launch tech give the taxi a weirdly expressive platforming vocabulary.
Collectathon instincts are excellent
Gears, springs, coins, and hidden routes reward the same spatial curiosity that makes Mario 64 stick.
Creative genre remix
It understands N64 collectathon structure without simply replaying the old verbs.
100% stays satisfying
Full cleanup landed at 15 hours and usually asked for cleaner driving rather than guesswork.
Yellow Taxi Goes Vroom is an excellent creative mix on the Super Mario 64 collectathon. It has the shape of an N64 platformer, the object density of a scavenger hunt, and a central joke that should not work: you are a taxi, and you cannot simply jump.
That limitation is the whole trick. The game replaces the usual platforming verb with a little physics language of dashes, flips, bumps, brakes, slopes, and recoveries. Once that clicks, it stops feeling like a novelty car game and starts feeling like one of the fresher collectathons in years.
Movement is the reason it lands. Good 3D platformers make familiar spaces more interesting as your control improves, and Yellow Taxi gets there through routing instead of new abilities. A ledge that looks unreachable early becomes obvious later because you finally understand how to chain a bump into a launch, or how much speed a tiny slope can preserve.
The collectibles are also built around that mastery. Gears and side pickups are not just scattered across flat rooms. They sit at the end of weird lines, suspicious corners, and improvised routes that feel like the level designers are daring you to misbehave. It has the Mario 64 pleasure of seeing a space as a toy, but the verbs are its own.
That matters because the game could have stopped at nostalgia. Instead, it uses old collectathon grammar as a structure for something stranger. The worlds are loud, colorful, and packed with jokes, but the real personality is mechanical: a taxi bouncing through spaces built like playgrounds.
Full completion held together better than expected. A 100% run took 15 hours and landed in a moderately challenging cleanup zone. Cleanup asks for sharper execution and better reading, but it rarely turns into pure pixel hunting. Most missed items made me think, "I can drive that better," not "how was I supposed to know?"
The opening stretch is bumpy. Before the taxi's rules settle into your hands, it is easy to mistake intentional slipperiness for bad control. The game teaches enough to get moving, but mastery arrives through repetition, failure, and a little stubbornness.
The camera is the other friction point. It usually keeps up, but tight spaces, walls, and fast reversals sometimes make a collectible harder because the view is arguing with the line. The humor can also be a lot. I liked the game's confidence, but its volume is part of the fit check.
Play it if you want a 3D platformer where mastery means learning a new movement language. It is especially easy to recommend if Mario 64, Banjo-Kazooie, or modern collectathon revivals still have a hook in you, but you want something that does more than cosplay the past.
Give the handling time. The first hour is the test, and the 100% route is where the design really proves itself. If you want gentle platforming, clean camera comfort, or quiet charm, the taxi may wear you down before it wins you over.