Low on polygon count, but high on personality. A score attack game where the better you played, the longer you could go on for, and that was well received by critics and players. You'd pick up a passenger and get points by grazing cars, using ramps, and delivering them to their destinations as fast as possible. Sega release an arcade driving game known as Crazy Taxi in 1998. I bring up patents because it's important for the next game: Crazy Taxi. This preceded Namco's patent by a decade, which would have invalidated their claim to the patent if brought to court. The problem with this is that Namco wasn't even the first one to come up with this, as invade-a-load would let you play a mini-game based on Space Invaders while the actual game loaded.
Some games side-stepped the patent by loading a tiny part of the game, like Fifa, but most preferred to stay clear from loading screen mini-games. This meant that for 20 years, no one could make such things as mini-games during loading screens without striking a deal with Namco. In 1995, Namco patented loading auxiliary games while the main one had yet to. Patents give you rights over certain ideas which means others can't use them without your permission (read: giving you money) unless they want to risk getting sued. Perhaps you've wondered why they weren't more common, and the answer is: patents. If you ever played Dragon Ball Z Budokai Tenkaichi, Ridge Racer, or Tekken, you might remember playing mini-games during loading screens.