Total reviews!
Handheld: 57
16/32bit Computers: 668
8bit Computers: 383
8bit Consoles: 58
16bit Consoles: 78
32/64bit Consoles: 105
128bit Consoles: 26
OnLine members
Currently: 29
Play old-school now!
Partners!
Retro Partners!



Best on 8bit micro!
Shadow of the Beast - Commodore64
International Karate + - Commodore64
Xyphoes Fantasy - AmstradCPC
Arkanoid II - AmstradCPC
Pang - AmstradCPCPlus
Wrath of the Demon - Commodore64
Night Hunter - AmstradCPC
Barbarian - AmstradCPC
Prince of Persia - SamCoupe
Lemmings - SamCoupe
Draconus - AtariXE
Best on 16bit micro!
Turrican II - Amiga
Shadow of the Beast - Amiga
Jim Power - Amiga
Turrican 2 - AtariST
Project X - Amiga
Super Frog - Amiga
Flashback - Amiga
Toyota Celica GT Rally - Amiga
Toyota Celica GT Rally - AtariST
Wrath Of The Demon - AtariST
Wrath Of The Demon - Amiga
Dark Seed - Amiga
Stardust - AtariSTE
Stardust - Amiga
Banshee - AmigaAGA
Flashback - Archimedes
Star Fighter 3000 - Archimedes
Warlocks - Archimedes
Cannon Fodder - Amiga
Another World - Appleiigs
Turrican II - PC
Universe - Amiga
Hurrican - PC
Tyrian - PC
Super Stardust - AmigaAGA
Dark Seed - PC
Pac-Mania - X68000
Best on 8bit consoles!
Pang - GX4000
Best on 16bit consoles!
Jim Power - snes
Donkey Kong Country - snes
Aladdin - snes
Comix Zone - Megadrive
Alien Soldier - Megadrive
Blazing Lazers - pcengine
Raiden - pcengine
Super Star Soldier - pcengine
Best on 32bit consoles!
Best on 128bit consoles!
God Of War - PS2
Resident Evil Zero - GameCube
Gran Turismo 4 - PS2
Black - xbox
Halo Combat Evolved - xbox
Star Fox Adventures - GameCube
SoulCalibur - Dreamcast
Under Defeat - Dreamcast
Soul Calibur 2 - GameCube
Metroid Prime 2 - GameCube
Best on handhelds!
Metroid Fusion - GBA
Raiden - Lynx
Robocod - GameGear
Total hits!
Flag Counter
 
Game info
Amiga

Super Hang-On

Super Hang-On
GenreRacing
Developer / PublisherSoftware Studios / Electronic Dreams
Released1988
Media1 x disk
Rating
Graphics:8.0
Sound:8.0
Gameplay:8.0
Overall:8.0
Reviewed byndial
Super Hang-On is a tried and true formula like any other great arcade bike (and car) racer, where you race from checkpoint to checkpoint trying to beat the clock and doing your best not to crash into other racers. The game was originally released for the arcades by SEGA in 1986 and converted in 1988 to the 16bit Commodore Amiga, Atari ST, PC (MS-DOS) and to the 8bit Amstrad CPC, ZX Spectrum and Commodore 64 home computers as well as the SEGA Megadrive/Genesis and Sharp X68000.
 
Review
Super Hang-OnSTORY / GAMEPLAY
You race riding a motorbike through four continents of the world: Africa, Asia, America and Europe. Each continental race is divided into timed stages and failing to complete a stage within the required time, the game is over. Each stage gives you 32 seconds to complete and any seconds left from the previous stage are added to the new ones. The standard acceleration control can be held down for most of the race, but towards really tricky bends you will have to resort to the brakes. The change in speed affects the radius of your turns, which may easily crash you onto road signs or road lights...! What is really exciting on this game is that when you gain enough speed your speedometer will turn red signifying that you can activate your turbo boost (which is not limited at all)! As long as you hold the turbo down you will keep boosting which gives a real rush as your engine screams out higher and higher pitches, the longer you boost! Ok, the computer and console versions are not the same mainly because there were different versions on the arcades. Those differences though, rely only on the position and the type of the (original) bends of each track. Super Hang-On is a tried and true formula like any other great arcade bike (and car) racer released at this period of time. Especially the original (the arcade) version, in which the player plays riding a full-scaled motorbike model, is an enormous experience!

GRAPHICS / SOUND
The graphics on the OCS / ECS Amiga are quite smooth, colorful and fast! They backgrounds gradually change as you progress through each checkpoint, a fact that gives a non-stop progression through the game. The sprites (aka the motorbikes) move fast and are nicely animated and designed too. The other objects such as the road signaling, the lights, the trees etc are also nicely done and keep (along with the static backdrops) the overall presentation in good standards. Super Hang-On may not set any new standards for outstanding visuals back in the day, but it's fast and fun! Note that the Amiga version runs faster and smoother when compared to the Atari ST counterpart. Only the Amiga version shows wide road bars and race tracks in the correct proportion to the rest of the graphics. More on that, the Amiga version uses hardware sprites (not supported by the Atari ST machines) for the nitro flares, the dust clouds and, when the Blitter chip takes action, the game is fast and smooth with no flickering or slow-downs in the process (e.g. in tight corners the hardware can handle the horizontal pixel scroll the game needs at this point). The Amiga sounds are better than the ST's! The introductory tune (although short) is of better sampled quality too, while the in-game sound effects are all digitized (the engine, the tires gripping and the turbo boost sounds are simply awesome!)
 
Screenshots
  • Super Hang-On
  • Super Hang-On
  • Super Hang-On
  • Super Hang-On
  • Super Hang-On
  • Super Hang-On
  • Super Hang-On
  • Super Hang-On
  • Super Hang-On
 
Sounds
Intro/Menu music:  In-game music sample:
 
Gameplay sample
Some videos belong to retroshowcase.com (indicated); others not
 
Comparable platforms



24 colors
Commodore Amiga OCS/ECS



19 colors
Atari ST



13 colors
PC MS-DOS



55 colors
Sharp X68000
 
 
Hardware information

Amiga 500/500+

Amiga 500/500+CPU: Motorola MC68000 7.16 MHz
MEMORY: 512KB of Chip RAM (OCS chipset - A500), 512 KB of Slow RAM or Trapdoor RAM can be added via the trapdoor expansion, up to 8 MB of Fast RAM or a Hard drive can be added via the side expansion slot. The ECS chipset (A500+) offered 1MB on board to 2MB (extended) of Chip RAM.
GRAPHICS: The OCS chipset (Amiga 500) features planar graphics (codename Denise custom chip), with up to 5 bit-planes (4 in hires), allowing 2, 4, 8, 16 and 32 color screens, from a 12bit RGB palette of 4096 colors. Resolutions varied from 320x256 (PAL, non-interlaced, up to 4096 colors) to 640x512 (interlace, up to 4 colors). Two special graphics modes where also included: Extra Half Bright with 64 colors and HAM with all 4096 colors on-screen. The ECS chipset models (Amiga 500+) offered same features but also extra high resolution screens up to 1280x512 pixels (4 colors at once).
SOUND: (Paula) 4 hardware-mixed channels of 8-bit sound at up to 28 kHz. The hardware channels had independent volumes (65 levels) and sampling rates, and mixed down to two fully left and fully right stereo outputs
read more...
The Amiga 500/500+ (default) color palette
12bit RGB 4096-colors palette
(32 to 4096 colors on screen)
 
Comments
No comments added yet
 
Login to leave your message!
 
Retroshowcase games
Lethal Species
Music Player!
Play ZX on-line!!
Boot Screens!
Retro-games Trivia!
Old-school Crossword!
Is this my palette?
The logo evolution!
Manuals!
Beat them All!
Random Old Ads!
Design & developed ndial / dialtech.gr
Google+
 
Free counters!