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Shadow of the Beast - Commodore64
International Karate + - Commodore64
Xyphoes Fantasy - AmstradCPC
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Wrath of the Demon - Commodore64
Night Hunter - AmstradCPC
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Prince of Persia - SamCoupe
Lemmings - SamCoupe
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Best on 16bit micro!
Turrican 2 - Amiga
Shadow of the Beast - Amiga
Jim Power - Amiga
Apidya - Amiga
Leander - Amiga
Turrican 2 - AtariST
Project X - Amiga
Super Frog - Amiga
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Flashback - Amiga
Toyota Celica GT Rally - Amiga
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Wrath Of The Demon - AtariST
Wrath Of The Demon - Amiga
Dark Seed - Amiga
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Warlocks - Archimedes
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Turrican 2 - PC
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Turrican 3 - Amiga
Hurrican - PC
Tyrian - PC
Super Stardust - AmigaAGA
Cannon Fodder - Archimedes
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
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Metroid Fusion - GBA
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Robocod - GameGear
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Digital Expo 2018
Game info

Super Hang-On

Super Hang-On
Developer / PublisherSoftware Studios / Electronic Dreams
Media1 x disk
Reviewed byndial
Super Hang-On was a tried and true formula like any other great arcade bike (and car) racer where you race from checkpoint to checkpoint racing against the clock while doing your best not to crash into the other hordes (!) of other racers, and of course, trying to keep both wheels off the dirt! The game was originally released on the arcades by SEGA in 1986, and ported in 1988 to the 16bit Commodore Amiga, Atari ST, PC (MS-DOS) by Electronic Dreams and to the 8bit Amstrad CPC, ZX Spectrum, and Commodore 64 home computers as well as (of course) on the SEGA Megadrive/Genesis and Sharp X68000 consoles.
Super Hang-OnYou race a motorbike through four continents - Africa, Asia, America and Europe. Each is divided into timed stages and failing to complete a stage in the required time, the game is over. Each stage gives you 32 seconds to complete, and any time left from the previous stage, is added to the newly 32 seconds. The standard acceleration control can be held down for most of the race, but for really tricky bends you will have to resort to the brake. The change in speed affects the radius of your turn, which may easily drop you onto road signs or road lights... What is really exciting on this game is that when you gain enough speed your speedo will turn red signifying you can activate your boost which is not limited at all! As long as you hold it down you will keep boosting which gives a real rush as your engine screams out higher and higher pitched the longer you boost! Ok, the computer and consoles versions are not the same as on the arcade game, mainly because there were different versions in the arcades. Those differences though rely only on the position and the type of the (original) bends. Super Hang-On was a tried and true formula like any other great arcade bike (and car) racer released. Especially the original (arcades) version in which the player played it on a full-scaled motorbike model was an enormous experience back to the days!

The Sharp X68000 conversion is technically identical to the original arcades version. Graphics are quite smooth and fast that change in appearance, colors and background as you progress through each checkpoint which gives seamless nonstop progression through the game. Sprites (motorbikes) move fast and are nicely animated and designed too. Other objects such as road signs, lights, trees etc are also nicely drawn and keep (along with the static backdrops) presentation in good standards. Ok, it did not set any new standards for outstanding visuals back then, but its fast, colorful and most of all, it kept to its roots of arcade fun. The game here runs equally fast as the Amiga conversion.
introductory tune (although short) is nice and taken of course form the original (though the 16bit home-computer tunes are better!), whilst the in-game SFX are all sampled (engine roaring, tires gripping, and the turbo boost sound is awesome!) along with some better composed tunes during gameplay.
  • Super Hang-On
  • Super Hang-On
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  • Super Hang-On
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

55 colors
Sharp X68000
Hardware information

Sharp X68000

Sharp X68000CPU: X68000 (1987) to SUPER (1991) models - Hitachi HD68HC000 (16/32-bit) @ 10 MHz OR XVI (1991) to Compact (1992) models - Motorola 68000 (16/32-bit) @ 16 MHz OR X68030 (1993) models - Motorola MC68EC030 (32-bit) @ 25 MHz
Also there is a Sub-CPU available (Oki MSM80C51 MCU)
MEMORY: 1-4MB RAM (expandable up to 12 MB), 1MB ROM (128 KB BIOS, 768 KB Character Generator), 1056KB VRAM (512KB graphics, 512KB text, 32KB sprites)
GRAPHICS: GPU (graphics processing unit) chipset: Sharp-Hudson Custom Chipset
Color palette of 65,536 (16-bit RGB high color depth) and maximum up to 65,536 colors on screen (from 256x240 to 512x512 resolution), up to 64 colors (from 640x480 to 1024x1024 resolution)
Graphics hardware: Hardware scrolling, priority control, super-impose, dual tilemap background layers, sprite flipping.
Graphical planes: 1-4 bitmap planes, 1-2 tilemap planes, 1 sprite plan
It supports 128 sprites on screen (1616 sprite size), 32 sprites per scanline, 256 sprite patterns in VRAM.
SOUND: Yamaha YM2151: Eight FM synthesis channels
Yamaha YM3012: Floating point DAC with 2-channel stereo output
Oki MSM6258: One 4-bit ADPCM mono channel @ 22 kHz sampling rate
The Sharp X68000 (default) color palette
16bit RGB 65,536-colors palette (16 to 65,536 on screen)
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