Does anyone at this community remember ever playing Sega's 1985 arcade classic Hang-On?
This game, designed by Yu Suzuki, started life as an arcade machine with 16-bit graphics (processed through the Motorola Dual 68000 CPU), and the plot of it is that you are a Grand Prix motorcyclist who must get through five stages without crashing into anything (this includes road signs and your competitors who you must pass by). If you pass a checkpoint with time to spare, you are given even more time to complete the next stage, and so on.
Unfortunately, the only home version of HO that had existed until this title's in-game inclusion on Shenmue (itself available for Sega's Dreamcast console, the other in-game here was Space Harrier, also introduced in '85) was on the Master System (the NTSC/PAL version of Japan's SG-1000 Mark III). HO was one of two titles on the 2-in-1 cartridge included with it (the other was Safari Hunt). The MS's 8-bit graphics didn't do justice to the arcade gameplay (here you had to change gears rather than just put the pedal to the metal; and there was no background music heard during the main game). (Note: A sequel, Hang-On 2 [not the same as Super Hang-On, which is discussed later in this topic], finally added in-game music but overall the title lacked in speed, control and looks.) The arcade version's in-game background music (which was later excerpted in Sega's 1994 NASCAR-themed Daytona USA arcade game by entering HO as your initials in the name entry screen) was a melody composed on piano, bass and acoustic guitar. This melody was also heard in Sonic Riders, which could be heard by unlocking the gear called "Hang-On."
Available for the Mark III console only was a special motorcycle controller accessory designed specially for this and other motocross-themed games. It was colored red, like the commonly available cocktail version of the original HO game.
HO was produced in two different cabinet versions; one is the common upright (which featured controls resembling that of a real motorcycle, with handlebars, throttle and brake lever) and the cocktail version resembled an actual motorcycle you could sit on by moving your body left and right. The cocktail version was available in red or blue, the latter of which was a limited edition version. However, the cocktail version featured neither force feedback nor mechanics. Both versions of this game did feature a simulated tach and speedo.
A sequel, Super Hang-On, was released in 1987, and was far superior to the original. New features SHO sported were that you now had a choice of selecting four different courses (Africa, Asia, America and Europe = these respectively coincided with the beginner, junior, senior and expert difficulty levels) as well as four different selections of background music (titles: Outride a Crisis, Sprinter, Winning Run and Hard Road). Add to this list that your motorcycle even has a turbo feature that sends your bike flying up to 324 km/h (201.2 mph), effective only when you reach up to 280 km/h (173.9 mph) before activating it. This sequel was made available as a cartridge on Sega's Genesis 16-bit video game console in 1989 (besides the original cartridge, it also turned up reissued on a 1994 3-in-1 cartridge as well as a 1998 6-in-1 cartridge).
Like the original, SHO was once again made in two cabinet versions: The standard upright, and cocktail. The cocktail version, as before, resembled an actual motorcycle.
One of SHO's four tunes, Outride a Crisis was excerpted into the aforementioned Sonic Riders game, which could be heard by unlocking the gear called "Super Hang-On." The second tune, Sprinter, was also used in the aforementioned Daytona USA arcade game, which would play if you entered SHO as your initials in the name entry screen.
What do you think of this topic?