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Game info |
|  | Super Hang-On |  | Genre | Arcade Racing | Developer | Software Studios | Publisher | Electric Dreams | Released | 1988 | Rating
 | Graphics: | 8.0 | Sound: | 8.0 | Gameplay: | 8.0 | Overall: | 8.0 |
| Reviewed by | ndial | Super Hang-On is a tried and true formula like any other great arcade bike (and car) racer. In this game, you race from checkpoint to checkpoint trying to beat the clock and doing your best not to crash into your opponents. 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. Two more version followed. One for the SEGA Mega Drive/Genesis and one for the Sharp X68000. |
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Review |
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 STORY / 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 Sharp X68000 conversion is technically identical to the original arcade version. The graphics are quite smooth and fast with some nice colors and changing backgrounds as you progress through each checkpoint, which gives a nonstop progression through the game. The sprites (motorbikes) move greatly and are nicely animated. The rest of the objects, such as the road signs, the lights, the trees etc are also nicely done and keep (along with the static backdrops) the game's presentation in a decent level. Ok, it did not set any new standards for outstanding visuals back then but it's fast, colorful and, most of all, it stays on its roots of arcade fun. The game runs equally fast as the Sega Mega Drive conversion. The introductory tune (although short) is cool and was taken directly from the original (though the 16bit home computers tunes sound better!). The in-game sound effects are all sampled (especially the engine sound and the turbo boost sound are awesome!) along with some well composed tunes during gameplay. | |
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Comparable platforms |
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|  | Arcades (original version) |
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Hardware information |
| Sharp X68000 CPU: 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 (16×16 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
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 | 16bit RGB 65,536-colors palette (16 to 65,536 on screen) | |
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