X68000 games list! 
 
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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
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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
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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
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Game info
X68000

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. 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 Megadrive/Genesis and one for the 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 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.
 
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
 
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

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
read more...
The Sharp X68000 (default) color palette
16bit RGB 65,536-colors palette (16 to 65,536 on screen)
 
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