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Best on 8bit micro!
Batman The Movie - Commodore64
Shadow of the Beast - Commodore64
International Karate + - Commodore64
Xyphoes Fantasy - AmstradCPC
Robocop II - AmstradCPCPlus
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 2 - Amiga
Shadow of the Beast - Amiga
Jim Power - Amiga
Apidya - Amiga
Leander - Amiga
Turrican 2 - AtariST
Project X - Amiga
Super Frog - Amiga
Another World - AtariST
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 2 - PC
Universe - Amiga
Turrican 3 - Amiga
Hurrican - PC
Tyrian - PC
Super Stardust - AmigaAGA
Cannon Fodder - Archimedes
Dark Seed - PC
Pac-Mania - X68000
Best on 8bit consoles!
Chuck Rock II - MasterSystem
Robocop II - GX4000
Pang - GX4000
Best on 16bit consoles!
Jim Power - snes
Donkey Kong Country - snes
Aladdin - snes
Alien Soldier - Megadrive
Street Fighter 2 - pcengine
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
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Game info
AtariST

Super Hang-On

Super Hang-On
GenreRacing
Developer / PublisherSoftware Studios / Electronic Dreams
Released1988
Media1 x disk
Rating
Graphics:
Sound:
Gameplay:
Good
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.
 
Review
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 overall 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 similarly looking to the Amiga version. 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 ST version though suffers from a few slowdowns when compared to the Amiga version i.e. in tight corners (the ST hardware cannot handle the horizontal pixel scroll the game needs here due to the lack of a Blitter chip in early ST models and the non hardware sprites capability found only in the Amiga hardware).
Sound is great although a bit noisy on the ST version. The screaming engine sound when boosting is great accompanied by some wonderful in-game music. Note that the Amiga version uses full sampled SFX (bike roaring, tires spinning etc) whilst music is way better in quality.
 
Screenshots
  • Super Hang-On
  • Super Hang-On
  • Super Hang-On
  • Super Hang-On
  • Super Hang-On
  • Super Hang-On
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  • 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

Atari ST

Atari STCPU: Motorola 68000 16/32bit at 8mhz. 16 bit data bus/32 bit internal/24-bit address bus.
MEMORY: RAM 512KB (1MB for the 1040ST models) / ROM 192KB
GRAPHICS: Digital-to-Analog Converter of 3-bits, eight levels per RGB channel, featuring a 9-bit RGB palette (512 colors), 320x200 (16 color), 640x200 (4 color), 640x400 (monochrome). With special programming techniques could display 512 colors on screen in static images.
SOUND: Yamaha YM2149F PSG "Programmable Sound Generator" chip provided 3-voice sound synthesis, plus 1-voice white noise mono PSG. It also has two MIDI ports, and support mixed YM2149 sfx and MIDI music in gaming (there are several games supported this).
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The Atari ST (default) color palette
9-bit RGB 512-color palette
(16 on-screen and up to 512 in static image)
 
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