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8bit Computers: 413
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Best on 8bit micro!
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
Best on 16bit micro!
Turrican II - Amiga
Shadow of the Beast - Amiga
Jim Power - Amiga
Agony - Amiga
Turrican 2 - AtariST
Project X - Amiga
Super Frog - Amiga
Flashback - Amiga
Dark Seed - Amiga
Flashback - Archimedes
Warlocks - Archimedes
Cannon Fodder - Amiga
Turrican II - PC
Universe - Amiga
Hurrican - PC
Tyrian - PC
Super Stardust - AmigaAGA
Pac-Mania - X68000
Best on 8bit consoles!
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!
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Game info
AtariST

Super Hang-On

Super Hang-On
GenreArcade Racing
DeveloperSoftware Studios
PublisherElectric Dreams
Released1988
Rating
Graphics:8.0
Sound:6.0
Gameplay:8.0
Overall:7.0
Reviewed byndial
Super Hang-On is a tried and true formula like any other great arcade bike (and car) racer, where you race from checkpoint to checkpoint trying to beat the clock and doing your best not to crash into other racers. 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), Macintosh Classic\Color and to the 8bit Amstrad CPC, ZX Spectrum and Commodore 64 home computers as well as the SEGA Mega Drive/Genesis and 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 graphics are smooth and fast and change in appearance (colors and backgrounds) as you progress through each checkpoint, a fact that gives a seemingly non-stop progression through the game. The sprites (motorbikes) move fast and are nicely animated and designed, similarly looking to the Amiga version. The other objects like the road signs, lights, trees etc are also nicely made and keep (along with the static backdrops) the presentation in good standards. Ok, Super Hang-On did not set any new standards for outstanding visuals back in the day, but it’s fast, colorful (up to 16 colors here) and, most of all, it keeps to its roots of arcade fun. Unfortunately, the ST version suffers from a few slowdowns when compared to the Amiga and of course, to the X68000. This occurs in tight corners where the ST hardware cannot handle the horizontal pixel scroll the game needs due to the lack of a Blitter chip on the early ST models and the non hardware sprites capability found only in the Amiga hardware. On the other hand, the game's sound is great (though a bit "noisy" on the ST), and the engine sounds are accompanied by some wonderful in-game tunes too. Note that the Amiga version uses fully digitized sound effects and a better-quality music 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
 
Sounds
Intro/Menu music:  In-game music sample:
 
Gameplay sample
 
Comparable platforms



24 colors
Commodore Amiga OCS/ECS



16 colors
Atari ST



13 colors
PC MS-DOS



55 colors
Sharp X68000



13 colors
Apple Macintosh 68k
 
 
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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