Hang On

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Description

Hang On is a free 2D point-and-click adventure game created for the MAGS competition in 2017. Players take on the roles of two female protagonists, Martha and Rita, who find themselves in a predicament on the slopes of Trollspitze mountain. After Martha mails a postcard and takes the cable car back up the mountain, a snow creature sabotages the mechanism, leaving her stranded. Rita, a postwoman who arrives to empty the mailbox, discovers the stuck cable car and must work to help free it. The short game, which takes about 15 minutes to complete, features simple mouse controls where players look at objects with the right mouse button and interact with them using the left button.

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Reviews & Reception

honestgamers.com : Hang On is still enjoyable, in its small way.

arcadeattack.co.uk : Enjoy the pretty scenery and excessive speed for five minutes then turn it off and have a cuppa.

retro-gamer.net (74/100): Hang On remains a classic motorcycle game that I enjoyed playing in arcades years ago, and it’s still a game I would gladly spend my quarters on today.

Hang On: Review

Introduction

In the vast and ever-evolving tapestry of video game history, certain titles are remembered not for their complexity or narrative depth, but for their pioneering spirit and raw, unadulterated fun. Sega’s Hang On, released in 1985, is one such game. A landmark in arcade racing, it captivated players with its breakneck speed, innovative controls, and vibrant visuals. However, this review will primarily focus on the lesser-known 2017 adventure game of the same name, a freeware title developed for the MAGS competition, while also drawing comparisons to its iconic predecessor. This analysis will explore how both games, despite their differences, encapsulate the essence of their respective eras and contribute to the medium in unique ways.

Development History & Context

The 1985 Arcade Original

The original Hang On was developed by Sega, a company renowned for its arcade innovations. Led by Yu Suzuki, the game was designed to showcase the capabilities of the Sega Space Harrier hardware, utilizing sprite scaling and pseudo-3D effects to create a sense of speed and depth. At a time when arcades were dominated by fixed-screen games, Hang On was a technological marvel. Its sit-down cabinet, featuring a realistic motorcycle interface, allowed players to lean into turns, blurring the line between game and simulation. This was Sega’s answer to rivals like Namco and Atari, aiming to deliver an immersive experience that would keep players inserting quarters.

The 2017 Adventure Game

In stark contrast, the 2017 iteration of Hang On was developed as a freeware entry for the MAGS (Monthly Adventure Game Studio) competition. Created using Adventure Game Studio (AGS), a tool for crafting point-and-click adventures, this game was a passion project rather than a commercial endeavor. With a development timeline constrained by the competition’s rules, the team focused on delivering a short, cohesive experience. This version reflects the indie spirit of the 2010s, where accessible tools enabled developers to create and share games with minimal resources. It stands as a testament to how far the medium has come, allowing even the smallest projects to find an audience.

Narrative & Thematic Deep Dive

The 2017 Adventure Game

The narrative of the 2017 Hang On is a charming, albeit brief, tale of mystery and cooperation. Players assume the roles of Martha, a vacationer on Trollspitze mountain, and Rita, a postwoman. The plot revolves around Martha’s attempt to mail a postcard, which inadvertently leads to a cable car sabotage by a snow creature (likely a Yeti). This triggers a rescue mission, with Rita stepping in to help. The story explores themes of isolation (the mountain setting), unexpected challenges (the sabotage), and collaboration (the two characters working together). While simple, the narrative effectively frames the gameplay, providing a reason for players to engage with the world.

The 1985 Arcade Classic

The original Hang On eschews narrative almost entirely. It is a pure arcade experience: players race against time and opponents, with no backstory or character development. The theme is speed and competition, reflecting the arcade era’s focus on immediate, visceral engagement. Any narrative is emergent, born from the player’s struggles and triumphs on the track.

Gameplay Mechanics & Systems

The 2017 Adventure Game

This iteration is a classic point-and-click adventure. Players interact with the environment using the mouse: right-click to examine objects, left-click to use them. The game features an inventory system but simplifies the interface by eliminating traditional verbs like “Walk” or “Talk.” This streamlined approach makes the game accessible but may frustrate veterans of the genre who expect more depth. The puzzles are logical and integrated into the narrative, such as fixing the cable car mechanism. However, the brevity (15 minutes) limits the complexity, resulting in a experience that feels more like a demo than a full game.

The 1985 Arcade Classic

The gameplay of the original Hang On is defined by its controls and physics. Players accelerate using a throttle and brake, while leaning the motorcycle to navigate turns. The sense of speed is exhilarating, with the pseudo-3D track scrolling smoothly beneath the player. The game’s difficulty stems from its handling model: over-leaning or failing to brake appropriately leads to crashes, often into roadside obstacles like cacti or rocks. The arcade version also includes other riders who must be overtaken, adding a competitive layer. The Master System port, while simplified, retains the core mechanics but suffers from technical limitations, such as reduced animation frames and less detailed visuals.

World-Building, Art & Sound

The 2017 Adventure Game

The world of the 2017 game is quaint and atmospheric. The mountain setting, with its cable cars and rustic village, evokes a sense of isolation and tranquility, which is disrupted by the Yeti’s appearance. The art style is functional 2D, typical of AGS games, with hand-drawn backgrounds and character sprites. Sound design is minimal, relying on ambient effects to reinforce the setting. While not groundbreaking, these elements effectively create a cohesive, if short-lived, experience.

The 1985 Arcade Classic

The original Hang On is a visual spectacle for its time. The sprite-scaling technology creates a convincing illusion of depth and speed, with the track winding through diverse environments: daytime roads, dusk wastelands, deserts, and nighttime cities. The Master System version simplifies these visuals but retains the color palette and sense of progression. Sound design is equally impactful: the roar of the engine and the screech of tires immerse players in the race, while the cheerful title theme provides a stark contrast to the intense gameplay.

Reception & Legacy

The 2017 Adventure Game

As a freeware title, the 2017 Hang On received little attention. It was largely overlooked by critics and players, existing as a curiosity for fans of adventure games. However, it represents the enduring appeal of the genre and the creativity enabled by tools like AGS. Its legacy is modest but meaningful: a reminder that games can be artful and engaging, even without budgets or marketing.

The 1985 Arcade Classic

The original Hang On was a critical and commercial success. It praised for its innovation, with critics noting its controls and sense of speed. The Master System port, while criticized for its compromises, was still enjoyed for its accessibility and charm. Legacy-wise, Hang On paved the way for future racing games, including Sega’s own Out Run and Super Hang On. It also demonstrated the potential of arcade cabinets as immersive experiences, influencing designs for decades to come.

Conclusion

Both iterations of Hang On, though separated by decades and genres, share a common thread: they are products of their time, reflecting the technological and creative possibilities of their eras. The 2017 adventure game is a charming, if fleeting, tribute to the point-and-click genre, while the 1985 arcade original remains a landmark in racing history. For those seeking narrative depth, the former offers a brief but pleasant diversion; for those craving speed and innovation, the latter is still a thrilling ride. Together, they underscore the diversity and enduring appeal of video games as a medium.

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