When a bad game sells well, expect a sequel. But should developers ignore the criticism of the first game when they come to craft the follow up?
You'll find you accidentally destroy helpful items, plummet off ledges and inadvertently backtrack through a level simply because it's impossible to control your character with any precision when he is doing what he is predisposed to do naturally. Again you could argue that it's true to Taz's character in the TV series so maybe these controls could have been a deliberate design choice. However when the developers seem to have abandoned everything else from 'Taz Mania' keeping the one thing that ruins the gameplay of your game wouldn't be a very logical design decision. To be frank, this game is almost un-playably frustrating and it's made worse by there not being consistency with the way the level environments behave. Pipes for example can be followed by a spinning Taz even if they run vertically up the screen, however the same feat of gravity defying can't be achieved with normal walls.
This was years before Mario started munching on Mega mushroom, which Nintendo claimed was an innovation when promoting 'New Super Mario Bros' on the DS. Similarly when spinning around uncontrollably Taz can also burrow through some soft ground. It's a nice idea that has since been replicated in games like 'Drill Dozer' but digging is a headache rather than a treat. You can barely make out where Taz is under the Earth as only his eyes are visible. Another level sees Taz finding a Propeller device that allows him to fly. It's a section that actually plays like a swimming stage where holding the spin attack button causes Taz to rise in the air. The problem is letting go of this button makes him plummet and there's no way of defending yourself when in flight. Without luck on your side you can't progress as the only route through the maze like level sees you coming into contact with projectile firing enemies.
A later stage introduces yet another gameplay style where you race Yosemite Sam to the front of a moving cavalcade. Leaping from coach to horse to cow sounds exciting but the reality is it's just an endless stream of leaps of faith; jumping towards the edge of the screen hoping you'll land on something. Thankfully it's all over in a couple of minutes.
Some have an impressive number of layers creating the illusion of depth, others are simply solid black. I find it amusing that critics seemed enamoured with the visuals at the time. "Graphics-wise, this game could only be better if it were drawn by Fritz Freling himself" Games Players magazine claimed. "The characters would fool your mom into thinking you were watching TV and not playing a game. " let's not forget that this game came out in 1994, after 'Gunstar Heroes', 'Sonic the Hedgehog' and 'World of Illusion'. It seems ludicrous that people would consider this attractive compared to these beautiful games. Electronic Gaming Monthly were more accurate in their appraisal saying "The visuals need some help as they are too simple, even [the ones] from the cartoon".