This is not that game.
A couple years later, near the end of the series' run, someone decided to license the rights to the show to Sunsoft, otherwise known as "that one developer where licensed material goes to die." This is what resulted.

Each level of Taz-Mania opens with Taz cranking a movie reel to announce the name of the level as though it were some sort of film. Which would be fine, except the reels all say "Taz-Mania in...[level name]." The game is referring to its own main character as Taz-Mania! But that's the name of the island! If Sunsoft can't even get that right, you know we're in trouble. And sure enough, the very first thing you do in the game is make a difficult long jump onto a tiny platform. Which immediately falls away as you touch it. Boom, instant death. That's pretty much how Taz-Mania goes. There's no real way to tell what will and won't be a moving/falling platform until you step on it and die.

Instead, though you do get a limited number of "spins" per life, spinning just sends you completely out of control. Yes, you're invincible, and yes, you can wipe out enemies as you spin through them, but you have so little control over what you're doing that you're more likely to spin into a pit and fall to your death than anything else. So what's the point? The only time you can really get your spin on is on two little mini-levels that consist of what you see above - some random hunter forces you off a dock into the ocean (read - water level) and you have to spin rapidly to stay afloat. By "spin rapidly" I mean mash the A button as fast as you can. You'll have a power meter to show you how close you are to inhaling salt water, but even that is broken. The meter has 6 bars, but you can only ever reach 4. And the second time you encounter this level it lasts about twice as long. The only conclusion is that the game is actually trying to exhaust your thumb/finger stamina. God help you if you actually die partway through and have to do the whole thing again.

There is, sadly, one level type that keeps reappearing despite your prayers for it to die in a fire. These levels consist of a sunny two lane road, ostensibly in whatever location the rest of the overarching stage takes place. This is naturally ludicrous when considering that the stages are things like Easter Island, an amusement park, and the inside of a cave. But that aside, the levels revolve around Taz running away into the distance while the road twists and turns and stuff appears in front of you. This "stuff" can be health, diamonds, or, most likely, hurdles. They can appear in the left lane, the right lane, or right smack on the dashed line between lanes. I'm not going to ask why there are roads littered with hurdles, because there is obviously no acceptable explanation, but the real problem is the utter lack of reaction time the game allows you. Unless you jump at the exact instant the hurdle appears on screen, you will hit it and lose health. But of course, since they want to pretend perspective matters, the hurdles start out small, such that you can't tell if it's a hurdle or a power-up of some kind. So you just run down the road jumping constantly like a moron and missing all the power-ups along the way.

Even the final boss is just some zookeeper in a helicopter that you attack with see-saws. And he's the easiest boss by far! When you beat him the game says "WELL DONE YOU HAVE DEFEATED THE ZOO KEEPER" as Taz grins like an idiot. At first I thought this meant that beating the zookeeper was the actual objective of the game until I realized it was probably more accurate to assume the game had no real objective whatsoever and the developers just felt that was as good a spot as any to give up. Even the music stops playing halfway through the end credits, as though the game's composer realized partway through recording that he was the only guy still at the office. "Well, F this," he said as he took off for the weekend.

But that's still not the biggest issue with the picture above. The real problem is that little unicycle cart. You have to ride around on them to get past the electrified rails, which wouldn't be a problem if not for the fact that they make a constant loud CLINK CLINK CLINK CLINK sound for as long as you're on them. And, to guarantee maximum exposure to this unholy din, they made sure the carts move like molasses. Which becomes a compounded problem when you realize that every level runs on a short timer. They scatter little clocks around as pickups to increase your chance of making it through, but by the time you get to Dark Drip Island, they have begun sticking them in spike traps.

Overall, there are enough things that prevent Taz-Mania from falling so completely into the bad game abyss that it warrants a middling score instead of a terrible one. The amusement park stuff is legitimately fun for what it is. The different level types, though almost all are flawed, at least prevent you from getting bored. And the music is...tolerable. But there are problems aplenty with this game, and I didn't even get to the nit-picky stuff (like, why does Taz balance on one foot any time he's on anything that moves? Why can you jump on a ghost to kill it if cartoon logic is in effect?). Ultimately, the moral of the review is this: the best way to make a gem of a game is not to force the player to collect them while jumping on parrots. Because when it comes right down to it, that's really all Taz-Mania is. Give it a skip and then pat yourself on the back for a job well done.
Bottom Line: 9/20
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