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Atari Lynx
Console Information

It is believed to be as early as 1985 when the idea
for the world's first colour handheld portable console came about.
By 1987, engineers at Epyx, who conceived the idea, had named the
system "Handy". Two of these engineers, Dave Needle and
R.J. Mical, were also members of the original Amiga design team.
The new system was first shown to industry insiders at Winter CES
in January 1989. After running into some financial problems, Epyx
could not produce the system on their own and so they decided to
enlist the help of another company. Invitations were sent to numerous
companies in the hopes of getting a partnership to produce the system.
One of these companies was Nintendo, who passed. Atari was also
sent an invitation and, needing a way to re-enter the market, they
accepted. An agreement was reached where Atari would produce and
market the system while Epyx would take care of software development.
The system was again shown at CES, this time in the Summer of 1989,
and with the name "Atari Portable Color Entertainment System",
which was later changed to "Lynx". Also announced in the
same year was the Nintendo
GameBoy which would create tough competition for the Lynx, even
though the Lynx was more powerful and had a backlit colour screen.
The GameBoy only had a black & white screen, however, it was
lighter, smaller and used less battery power. But probably the main
edge that the GameBoy had over the Lynx was the price. The GameBoy
was announced at a price of US$109 while the Lynx was US$90 more
at US$199. Both systems were released by the end of the year, in
time for Christmas. Due to the larger quantities of GameBoy consoles
produced, the system was more readily available, while the Lynx
only had limited quantities and often sold out, meaning Atari lost
many potential customers. As a result, the GameBoy became the more
popular choice over the holiday season.
Due to the lack of third party development for the Lynx, sales
were never spectacular, even in 1990. The Lynx lacked killer apps
like the many found on the GameBoy. 1991's sales were slightly better
than the previous year due to a new marketing campaign and the release
of the Lynx II, which was smaller, cheaper and more energy efficient
(Lynx II also had a feature which would make the screen turn off
to conserve power if a game was paused for a certain length of time).
However, the release of the Sega
Game Gear in May meant more competition for the Lynx. It also
meant that the Lynx was no longer the only colour portable on the
market.
The Lynx was often mistaken for a 16-bit system. It's actually
more like a PC Engine/Turbo Grafx 16. It does not have a 16-bit
main CPU like you'd find in true 16-bit consoles like Sega
Mega Drive/Genesis or Nintendo
Super NES/Super Famicom, however, it does have other 16-bit
co-processors, which you won't find in other 8-bit systems (like
Nintendo Entertainment System/Famicom
or Sega Master System/SG-1000
Mark III, or a more appropriate comparison may be the Nintendo
GameBoy or Sega Game Gear). Another thing to note about the Lynx
is its capability of being played upside down. There are two sets
of A and B buttons so you may turn the system around to use the
controls on opposite hands. The screen display can be flipped the
other way around at the touch of a button.
Eventually, Lynx was pushed out of the picture as the GameBoy gained
more and more dominance, being followed distantly by Sega's
Game Gear. The system had great potential and some great games (apart
from the lack of killer apps) including some excellent arcade translations.
Unfortunately though, the Lynx came at the wrong time as the much
wealthier Nintendo had more money to spend on producing and marketing
their system as well as the credibility to gain plenty of third
part support thanks to the success of the NES.
Atari Lynx Technical Specifications
- CPU: 8-bit with 16-bit address space
-
Co-Processors: "Mikey" and "Suzy" 2 x 16-bit
custom CMOS chips running at 16 MHz, MOS 65C02 running at up
to 4 MHz (3.6 MHz average)
-
Math Co-processor: 16-bit multiply and divide, parallel processing
of single instructions
-
RAM: 64K 120 ns DRAM
-
ROM: 512 bytes of bootstrap and game card loading ROM
-
Resolution: 160 pixels x 102 pixels "triad" (3 LCD
elements: red, green, and blue) standard resolution (16 320
addressable pixels), capability of 480 x 102 pixels artificially
high resolution Colours: 4096 (12-bit) colour palette with 16
simultaneous (4-bit) colours per scan line
-
Graphics: approximately 128 simultaneous on-screen sprites,
drawing support, high-speed sprite capability with collision
detection, sprite scaling, distortion and tilting effects, decoding
of compressed sprite data, clipping and multi-directional scrolling,
variable frame rate (up to 75 frames/sec)
-
Sound: 4 channels, 8-bit DAC for each channel (4 channels x
8-bit = 32-bit sound), Stereo (Lynx II only)
-
Video DMA driver for LCD display
-
Blitter (bitmap block transfer) unit
-
System Timers
-
Interrupt Controller
-
Screen Size: (3.5 inches) diagonally (approximately (3.25 inches
x 1.88 inches))
-
Dimensions: (10.75 inches x 4.25 inches x 1.5 inches) (Original
Lynx), (9.25 inches x 4.25 inches x 2 inches) (Lynx II)
-
Power: 9V DC, 1A or 6 x AA batteries (lasting 4 hours in original
Lynx, 5 hours in Lynx II)
-
Communications Port: UART for ComLynx
Headphones port (mini-DIN 3.5 mm stereo, wired for mono on
original Lynx)
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