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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!

Graphics are quite smooth and fast that change in appearance, colors and background as you progress through each chekpoint 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. It must be said that the Amiga version runs faster and smoother when compared to the Atari ST counterpart. Only the Amiga version has wide road bars and a track which is 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 hardware) for the nitro flares, dust clouds, and combined this with the Blitter chip the game is fast and smooth with no flicker or slowing of the graphics i.e. in tight corners (the hardware can handle the horizontal pixel scroll the game needs here).
Ok, the Amiga sounds are better here than those on the ST. The introductory tune (although short) is of better sampled quality, 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.
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Intro/Menu music:  In-game music sample:
Gameplay sample
Some videos belong to (indicated); others not
Comparable platforms

24 colors
Commodore Amiga OCS/ECS

19 colors
Atari ST

13 colors

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
The Amiga 500/500+ (default) color palette
12bit RGB 4096-colors palette
(32 to 4096 colors on screen)
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