Uploaded August 2026 | Updated September 2026, 2 weeks ago
Taz-Mania is a side-scrolling platform game developed by Recreational Brainware and published by Sega for the Mega Drive/Genesis in 1992. Based on the animated television series, it captures the Tasmanian Devil’s wild personality through colorful graphics, expressive animation and chaotic gameplay. Its slippery controls and uneven level design can be frustrating, but it remains an enjoyable licensed platformer with plenty of character. Rating: 7/10.
The story begins when Taz’s father tells the family about a mysterious Lost Valley inhabited by giant prehistoric seabirds. Their eggs are supposedly large enough to feed a Tasmanian Devil family for an entire year. Taz immediately imagines the enormous omelette he could make and rushes away before hearing the rest of the directions. His journey takes him through deserts, jungles, frozen landscapes, mines, factories and ancient ruins.
Taz’s signature tornado spin is the central mechanic. It defeats most enemies, breaks certain obstacles and extends the distance of jumps when activated in mid-air. It feels suitably powerful and chaotic, but it can also be difficult to control. Taz carries considerable momentum, and spinning at the wrong moment can send him directly into an enemy, hazard or bottomless pit.
He can also eat almost anything scattered throughout the stages. Normal food restores health, chili peppers temporarily allow him to breathe fire, and stars provide invincibility. Bombs and other dangerous objects can also be swallowed, punishing players who rush forward without paying attention. This eating system fits the character perfectly and gives the game more personality than a standard platformer.
The levels offer a decent amount of variety. Alongside traditional running and jumping, there are minecart rides, elevators, slippery ice sections and other environmental gimmicks. Some stages include hidden routes, switches and objects that change Taz’s size. Unfortunately, the quality is inconsistent. Blind jumps, enemies placed near landing points and unclear routes sometimes force players to rely on memorization rather than skill. The minecart sections are particularly likely to cause frustration.
The controls are not terrible, but they lack the precision of the best Mega Drive platformers. Taz accelerates gradually, continues moving after the directional button is released and can feel awkward during smaller jumps. This sense of inertia works reasonably well in open areas, but becomes a problem whenever careful positioning is required. The adventure is fairly short and generally not too difficult, although several later stages contain cheap hazards.
The graphics are easily the game’s strongest feature. Taz is represented by a large, detailed sprite with excellent animation, exaggerated facial expressions and numerous humorous reactions. His body stretches and twists while spinning or eating, making him look remarkably close to his television counterpart. The backgrounds are bright and attractive, with detailed scenery and occasional parallax effects that give the environments additional depth.
The audio is more divisive. The sound effects suit Taz’s frantic movement and destructive appetite, while the music uses a quirky cartoon-inspired style. Some tracks react to actions during gameplay, which was an interesting idea for the period, but the repetitive effects and harsh Mega Drive sound can become tiring.
Taz-Mania does not have the polish of Sonic the Hedgehog, Castle of Illusion or QuackShot, but it understands its main character better than many licensed games of the era. Spinning through enemies and swallowing everything in sight remains entertaining, and the visual presentation has aged well. Players who can tolerate floaty movement, blind jumps and occasional trial-and-error design will find a charming and memorable 16-bit platformer.
Taz-Mania is a side-scrolling platform game developed by Recreational Brainware and published by Sega for the Mega Drive/Genesis in 1992. Based on the animated television series, it captures the Tasmanian Devil’s wild personality through colorful graphics, expressive animation and chaotic gameplay. Its slippery controls and uneven level design can be frustrating, but it remains an enjoyable licensed platformer with plenty of character. Rating: 7/10.
The story begins when Taz’s father tells the family about a mysterious Lost Valley inhabited by giant prehistoric seabirds. Their eggs are supposedly large enough to feed a Tasmanian Devil family for an entire year. Taz immediately imagines the enormous omelette he could make and rushes away before hearing the rest of the directions. His journey takes him through deserts, jungles, frozen landscapes, mines, factories and ancient ruins.
Taz’s signature tornado spin is the central mechanic. It defeats most enemies, breaks certain obstacles and extends the distance of jumps when activated in mid-air. It feels suitably powerful and chaotic, but it can also be difficult to control. Taz carries considerable momentum, and spinning at the wrong moment can send him directly into an enemy, hazard or bottomless pit.
He can also eat almost anything scattered throughout the stages. Normal food restores health, chili peppers temporarily allow him to breathe fire, and stars provide invincibility. Bombs and other dangerous objects can also be swallowed, punishing players who rush forward without paying attention. This eating system fits the character perfectly and gives the game more personality than a standard platformer.
The levels offer a decent amount of variety. Alongside traditional running and jumping, there are minecart rides, elevators, slippery ice sections and other environmental gimmicks. Some stages include hidden routes, switches and objects that change Taz’s size. Unfortunately, the quality is inconsistent. Blind jumps, enemies placed near landing points and unclear routes sometimes force players to rely on memorization rather than skill. The minecart sections are particularly likely to cause frustration.
The controls are not terrible, but they lack the precision of the best Mega Drive platformers. Taz accelerates gradually, continues moving after the directional button is released and can feel awkward during smaller jumps. This sense of inertia works reasonably well in open areas, but becomes a problem whenever careful positioning is required. The adventure is fairly short and generally not too difficult, although several later stages contain cheap hazards.
The graphics are easily the game’s strongest feature. Taz is represented by a large, detailed sprite with excellent animation, exaggerated facial expressions and numerous humorous reactions. His body stretches and twists while spinning or eating, making him look remarkably close to his television counterpart. The backgrounds are bright and attractive, with detailed scenery and occasional parallax effects that give the environments additional depth.
The audio is more divisive. The sound effects suit Taz’s frantic movement and destructive appetite, while the music uses a quirky cartoon-inspired style. Some tracks react to actions during gameplay, which was an interesting idea for the period, but the repetitive effects and harsh Mega Drive sound can become tiring.
Taz-Mania does not have the polish of Sonic the Hedgehog, Castle of Illusion or QuackShot, but it understands its main character better than many licensed games of the era. Spinning through enemies and swallowing everything in sight remains entertaining, and the visual presentation has aged well. Players who can tolerate floaty movement, blind jumps and occasional trial-and-error design will find a charming and memorable 16-bit platformer.










