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There are rocks, or cacti, or light posts on the shoulder at short intervals, to create the illusion of forward motion -- as well as to give the foreground some life and to endanger yours. If you hit something, anything, you'll blow up. The explosion looks rather small, like your bike is imploding, or like the effect was ported over from a different game. What follows is a time-eating sequence of your bike reappearing on the track. You'll have to shift back up through the three gears to reach full speed again, at around 300 kilometres per hour. That's fast. As mentioned, the scrolling is primitive, but it's convincing enough, and most times you'll really need to pay attention to what you're doing to stay on the road in the turns and to avoid the other riders. Yes, there are other riders, but they aren't your main concern; you're much more likely to crash into a roadside marker than another biker.
Hang On only has five stages, and they're all the same aside from minor aesthetic variances. The first has you heading toward some kind of building in the daytime. Then you move into a sort of dusk wasteland area, then a desert scene (this is where the cacti come in, that's how I know it's a desert area -- that, and the brown on the side of the road). After the desert, it will be nighttime, and you'll be heading toward a city. This level looks really slick, because everything will be blue black, and the white stripes on the road and the white of the city lights in the distance provide a nice contrast. It's the best looking level in the game by far. Finally, you arrive back at the stretch of road leading to the mysterious building that you'll never reach. Now the sun is setting, or so it seems, but the poles marking the side of the road are the same as before. |
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