The appeal of 'Super Hang On' in the arcades was the novel control
system. But without it is this racer worth your time?
Developed by Sega
Published by Sega
Released in 1993
Published by Sega
Released in 1993
To promote the Mega Drive, particularly in America, Sega promised to
"bring the arcade experience home". From a technical standpoint this
seemed to be a realistic goal. Games like 'Golden Axe' or 'Alien Storm' proves
that arcade-like experiences are possible on a 16bit home console and Reviewers
would frequently say how "arcade perfect" the conversions were.
However for me, as a child, a trip to the arcades was more than the games
played. The ambiance featured heavily in the experience. The sound of hundreds
of machines vying for your attention. The sticky floors and the worryingly sticky
joysticks. My local arcade sat on the seafront so the smell of fish and chips
still reminds me of 'Street Fighter II', 'Final Fight' and 'Bubble Bobble'. Yes
I could play these games at home, but I couldn't return to them at the end of
the day and feel proud that a high score hadn't been beaten.
Arcades continued to get bigger and more popular between the late
seventies and the early nineties. Suddenly it didn't seem to be enough to have
a traditional arcade cabinet. Two player machines turned into four player
machines. Guns and drums started to adorn upright machines. Before long,
players were handing over a fair amount of money to sit down in a life sized
car, or to spin in a gyroscope while trying to gain a high score. Arcade
machines changed. No longer something you stood at, they became something you
got in or climbed on. m
My memories of 'Hang On' are tainted by fear. To play the game in my
local arcade you'd have to clamber onto a plastic motorbike and fling yourself
from side to side to steer the onscreen character. I distinctly remember an
occasion when someone tilted the machine to one side only to plow into their
younger sister who had got too close. Much like the rider portrayed in the
game, I can imagine over enthusiastic play would have lead to many a player
throwing themselves from the bike. 'Hang On' seemed to be challenging because
you had to concentrate on playing a game, while your body was fighting with
inertia and gravity. It was impossible to bring this experience to the home as
most houses don't have large plastic bikes to ride upon. So Without this novel
way of playing, the gameplay is inevitably exposed and must accordingly be
judged on its own merits. "With ride-on type games, I think the game has
to be fun as an upright as well or there’s no point" 'Hang On' designer Yu
Suzuki once said. "It’s somewhat ironic, but I aim to create games that do
not rely on the fact they are ride-on game."
While 'Hang On' is probably best remembered for being one of the first
motion controlled arcade titles it was also the first to use 16-bit graphics.
According to EuroGamer, "Suzuki's designs for the game were all conceived
in 3D, before being reverse-engineered to work in two dimensions." 'Hang
on' was also the first game to use Sega's "Super Scaler" graphical
technology. This dynamic scaled sprites at speed to create the illusion of
motion. This technique quickly became the standard way of making sprite based
racing games and can also be seen in Yu Suzuki's other titles 'Outrun' and
('Hang On's sequel) 'Super Hang on'.
While the first game was sold on the MSX computer and was even built into some Master Systems. However, it was the sequel that really caught the public's attention. Given that 'Super Hang On' appeared on several Mega Drive compilations, it’s hard to imagine that many Sega owners didn't have access to a copy.
While the first game was sold on the MSX computer and was even built into some Master Systems. However, it was the sequel that really caught the public's attention. Given that 'Super Hang On' appeared on several Mega Drive compilations, it’s hard to imagine that many Sega owners didn't have access to a copy.
The premise of the game will be familiar to anyone who has played a
sprite based arcade racer before. The player races along a road that's divided
into several stages. Unlike 'OutRun' there are no branching paths and the sole
objective is to reach the goal within the allotted time. Passing checkpoints
extends the time limit and the game ends if the timer runs to zero. While there
are other motorbike racers on the course passing them has no consequence. They
are simply road based obstructions and as such the game is more like a time
trial than a traditional race.
The Sega Mega Drive version of the game expanded the arcade game by
offering a choice of four tracks to race on. Based on different continents,
each one contains a different amount of stages. Africa is the easiest and
shortest out of the four courses with six stages. Then Asia, The Americas and
Europe get progressively harder with more stages to complete. Like the arcade
the Mega Drive version also includes a Turbo button. This speed boost can be
activated if the player reaches the normal maximum speed of 280 km/h. I found Pressing
Turbo though made the motorbike almost uncontrollably fast. The pace of 'Super
Hang On' certainly impressed The Games Machine magazine. "The speed of
gameplay is nerve-tingling even without nitro-injection - real edge-of-the-seat
action." Looking at the home computer port Amiga Action even claimed
'Super Hang On' was the fastest Game on the system. "No matter what other
racing games you have played you won't be prepared for the speed and
acceleration of 'Super Hang On'".
Game historian Keith Stuart believed 'Super Hang On' was a tipping point
for console conversions of arcade games. "'Super Hang On' showed just how
small the gap between 16bit mega Drive games and arcade titles could be."
Critics at the time seem to be universally blown away by the visuals with one
even claiming that "next to each other the coin-op and Mega Drive games
can't be told apart". Critic Julian Rignal certainly approved of the
visuals. "The graphics are tremendous, with a perfectly convincing road
(complete with gut-churning hills) and excellent sprites giving a true feeling
of high speed". “The look of the [Mega Drive] version puts the arcade game
to shame" added a reviewer for Electronic Gaming Monthly.
Exclusive to the Mega Drive version of 'Super Hang On' is the original
mode. This plays like a motorbike RPG where success in a race allowed you to
recruit sponsors and earn money to buy enhanced components for the bike. It's a
nice feature that adds longevity to a game that would otherwise get pretty
samey pretty quickly. "Making an arcade game is sort of like condensed
milk. It’s important to condense a single theme down further and further, to
fit inside a 3-minute period" designer Yu Suzuki astutely notes. "But
it's different with a console game. Once purchased, people will at least give
it a go for 30 minutes, right?" Mean Machines magazine certainly
appreciated Yu-sans attempt to expand 'Super Hang On'. "The choice of game
type adds a lot to the playability as the "original mode" gives you a
feeling of planning for a season rather than a single race".
Given that Yu Suzuki designed 'Outrun' in between the two 'Hang On'
games it's not surprising some of his finest work has been borrowed for 'Super
Hang On'. Accordingly, before starting a race the player can choose between
four different music tracks. 'Hang-On's chip tune music was notable for
introducing digitised drum sounds. The music in the follow up, while not as
memorable as 'Out Run's is still catchy, although I find it slightly dated.
Others seem to like it enough to demand a Vinyl release in 2016. This certainly
suggests it has a fan base, maybe appreciating nuances that passed me by.
"If Miyamoto was the father of gaming, I suppose that makes me the
mother," Suzuki once told the 1Up website. "The difference between
Miyamoto-san and I is that he takes the same game and takes it deeper and
deeper, like with the 'Mario' series, while I like to work on different games
and concepts," says Suzuki. "I don't like doing the same thing."
While he may claim to continue to innovate, mastery of sprite scaling made a
lot of the designers early work feel similar. 'Space Harrier', 'Super Hang On'
and 'OutRun' clearly all share the same DNA. While there's more going on than
a swap of a car sprite for a bike sprite, there isn't much more. Both titles
have been turned into 3D enabled 3DS games. When I was presented with a choice
of which to buy I opted for 'OutRun' and there wasn't much deliberation. There
is a warmth and style to that game that seems to have never been replicated, by
Yu-San or anyone else. In arcades unique controls helped to separate the games
but on a home console the similarities are all the more apparent.
So while Sega could bring arcade games home, on the Mega Drive at least,
they failed to bring the entire experience.
When you buy a bundle of games, you get some good, some bad and some you barely even register. 'Super Hang On' was a game I feared so I never would have played it again were it not included in a bulk buy.
No comments:
Post a Comment
Note: only a member of this blog may post a comment.