RetroBen81's Avatar
RetroBen81
713 Posts
17 years, 7 months ago
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?
"I am such a purist for old information on anything '70s and '80s."
    retroguy78's Avatar
    retroguy78
    597 Posts
    17 years, 7 months ago
    I do remember that arcade game, and the motorcycle simulator. You had to have good agility to play that.

    I do have the "Super Hang On" on the "6 Pak" game for Sega Genesis.
      RetroBen81's Avatar
      RetroBen81
      713 Posts
      17 years, 7 months ago
      retroguy78
      I do have the "Super Hang On" on the "6 Pak" game for Sega Genesis.


      I too have SHO on the 6-pak cartridge for my Sega Genesis console. The others on it are Sonic the Hedgehog, Revenge of Shinobi, Golden Axe, Columns and Streets of Rage.

      SHO was also made available for the following computer systems: Amstrad CPC, Sinclair Spectrum, Atari ST, Amiga and Commodore 64. Of these, only the Atari ST and Amiga versions are worth owning in terms of graphics.
      "I am such a purist for old information on anything '70s and '80s."
        figment1988's Avatar
        figment1988
        110 Posts
        17 years, 7 months ago
        i remember the game, especially the deluxe version which allowed you to move your body in order to turn
        "Go forth time travelers, and remember your future is what you make it!" -Emmett L. Brown from Back to the Future: The Ride

        R.I.P.
        Back to the Future: The Ride
        (May 2, 1991 - March 30, 2007)
          rirotostichi's Avatar
          rirotostichi
          1841 Posts
          17 years, 7 months ago
          I DEFINITELY don't remember Hang On from "back then" , but I do remember playing it when I was young: First, I played Super Hang On on the Mega Drive at my cousin's house, and just a few years later, I played the original Hang On (sit down bike-with-screen cabinet) at my local arcade. My most recent encounter with the original Hang On was 2003, when I was on vacation in Norfolk, where I played an upright Hang On cabinet at an arcade.
            RetroBen81's Avatar
            RetroBen81
            713 Posts
            17 years, 7 months ago
            And here is a review for the original Hang-On from the December, 1985 issue of Computer and Video Games magazine (credit to World of Spectrum):

            "Lights on green - the noise is deafening as seven bikers line up for the race of their lives. The flag drops and they're away. Twisting the throttle for maximum speed they approach the first chicane, leaning over until their knees are almost scraping the ground to take the best line for the corner straightening to pick up speed again.

            Next chicane and all seven are strung out on a line. One amateur tries to overtake on the corner, misjudges and skids out of control. Straight off the track, smack into a boulder. The bike cartwheels and explodes - luckily he's thrown clear, but tries to stand up, wobbles and collapses. End of the race for that one.

            Twenty seconds left as you cross the line marking the end of the first leg. Extended time means that you can continue for another minute or so in this grueling road test. Arms ache with the strain of holding the bike steady when cornering. The race continues through the night and into the next. The strain is incredible - let up your concentration for a moment and you will veer straight into a lamppost.

            Does that sound like an arcade game? You'd better believe it does. Sega's Hang-On is the most realistic racing game to hit the arcades for a long while. It's fantastic - a thrilling ride on a gleaming red bike that you have to sit on in order to play. The motorbike is life-sized and set on a large platform. The screen is tucked away inside the fairing and the throttle and brake are where they would be on a machine. 25 cents may seem expensive, but with practice you will be able to stretch it for miles.

            The most unique feature is the act of cornering. You have to physically lean the bike over and watch as your bike on screen follows suit. Forget to lean and you will careen straight off the track. Taking a tight corner requires a bit of muscle power as you have to lean quite far and hold the bike down until the corner is cleared.

            Hang-On combines the superb graphics of a Pole Position-style race with the physical act of riding a bike. It's great, made for speed nuts and, best of all, you don't even need a driving license!"
            "I am such a purist for old information on anything '70s and '80s."
              17 years, 7 months ago
              RetroBen81
              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?




              Would you, by any chance, have pictures of the game?
                RetroBen81's Avatar
                RetroBen81
                713 Posts
                16 years, 7 months ago
                Credits to The Arcade Flyer Archive:

                Front cover:


                Back cover:


                Inside, page 1:


                Inside, page 2:
                "I am such a purist for old information on anything '70s and '80s."
                  chrisno51's Avatar
                  chrisno51
                  1574 Posts
                  16 years, 7 months ago
                  Wow! Awesome cover you just posted for it. Yes, I used to play this very game over at my cousin's house when I was younger I believe.
                    chrisno51's Avatar
                    chrisno51
                    1574 Posts
                    16 years, 7 months ago
                    Wow! Awesome cover you just posted for it. Yes, I used to play this very game over at my cousin's house when I was younger I believe.
                      RetroBen81's Avatar
                      RetroBen81
                      713 Posts
                      16 years, 7 months ago
                      chrisno51
                      Wow! Awesome cover you just posted for it. Yes, I used to play this very game over at my cousin's house when I was younger I believe.


                      I'll bet that was the Master System version.

                      ~Ben
                      "I am such a purist for old information on anything '70s and '80s."
                        An unhandled error has occurred. Reload Dismiss