
An
Interview With the Men Behind the Machine
by John Jermaine
EGM Ed. Atari's
new portable Lynx game system is truly an exceptional
machine, even beyond its full-color game screen.
While Atari continues to court developers who
are interested in the machine, we sent special
reporter John Jermaine, a veteran of the electronic
gaming industry, on a special mission to locate
more information about this lean machine and
the designers who built it.
Late in '88, I
started hearing about something called the “Handy
Project”. During those days, I had the
following information to work with: (1) Epyx
was developing a new hardware entertainment
unit, and (2) the two creators of the system
had also been members of the Amiga design team.
Now this was definitely exciting news, but why
would anyone want to produce another game machine?
The Nintendo Entertainment System (NES) had
already established itself as the king of home
video game systems, while other units were rumored
to exist. If only some of those rumors were
true, Epyx would have a difficult time competing
with what sounded like three similar products.
After playing with their unit a while, I can
honestly say that the “Handy Project”,
now known as the Lynx game system, is in a class
by itself. I recently talked with Dave Needle
and R.J. Mical (the two designers of the system)
and they told me all about their new 16-bit
machine, how it came into existence, and all
of the incredible things it can do.
EGM:
How did this project actually begin?
Needle:
In August of 1987, R.J. and I went out to lunch
with Dave Morse (the Chairman and CEO of Epyx).
We all went down to this little cafe, near R.J.'s
place, that sits on the side of a lagoon. The
scenery was beautiful, the weather was perfect,
and half-naked women were all around us. In
case you haven't been here, that is the California
version of paradise. So during the course of
this great meal, we talked about developing
an incredible new gaming system. It would be
totally portable and unlike anything currently
on the market.
Mical:
Then I asked the question of the hour: Who's
gonna pay for lunch? Morse said “I'll
pick up the tab if you design 'Handy' for me.”
We agreed to his terms and that was that. So
both of us rushed home, packed our bags, moved
into the office, and here we are today!
Needle:
We also thought working for a software company
might bring a few babes our direction as well.
EGM:
Did it work?
Needle:
Well, at least we got a free lunch out of the
deal.
EGM:
What are some of the features of the Lynx?
Needle:
You initially notice the machine's 3 1/2"
color LCD display, the 2" diameter speaker,
and a series of controls. These controls consist
of two fire buttons, five function buttons,
volume and brightness controls, and a thumb
joypad (which closely resembles its counterpart
on the NES). The machine can be powered by six
ordinary “AA” batteries. Different
ports allow you to use headphones (for private
listening), an AC power adapter, and a special
multi-player option. The unit itself measures
out at a mere 4 1/2" x 101/2" x 1
1/4".
Mical:
The Comlink feature really hasn't demonstrated
its full potential yet. We've had four players
competing in a single game, but the hardware
supports up to 16 users at a time. Epyx is currently
developing a road race that should be on the
market by Christmas. Sixteen players will be
able to link their systems together and compete
against each other in the race. It's also interesting
to note that a single cartridge brings the game
to all of these units. In other cases, the maximum
number of players is determined by the software
itself.
EGM:
What microprocessing chips were incorporated
into the system? Why did you select that particular
number of chip to power the system?
Needle:
First of all, consider what we were trying to
accomplish. R.J. and I developed a sophisticated
silicon engine that rapidly updated graphics
on the screen, generated incredible 4 channel
sound, and did all kinds of incredible stuff.
So we had the engine, but needed something to
drive it. So we picked what was clearly the
highest performing CPU (Central Processing Unit)
in a certain size and price range. And that
was the 65C02.
Mical:
Some people believe it's less of a processor
that the 68000, for example. That series of
chip was used in the Amiga, but it wouldn't
make our machine do things any better. In fact,
it would only make the unit larger and more
expensive. It's also harder to write 68000 code,
so we definitely made the right decision.
Here's some additional
food for thought. Our sprite engine (that creates
the graphics for the Lynx) is easily 20-30 times
more powerful than the Amiga sprite engine.
The CPU, which controls the game logic, enemy
intelligence, and stuff like that, is the same
one found in the Commodore 64. But our microprocessor
runs at a clock speed four times faster than
the 64. In case you haven't heard of the term,
clock speed tells us how many frames of graphics
come up every second a program runs. On most
systems you try to produce 60 frames of graphics
per second. When that isn't possible, the programmer
can't achieve 60 frames on the Lynx, he can
run things at 59.9 frames per second. Yes, we
can actually customize the frame rate of the
unit.
Put all of these
elements together in a case, and you definitely
have a killer" machine.
EGM:
I see your system can display 4,096 colors (the
same paint palette as the Amiga). Why did you
put so many colors into such a small unit?
Mical: Why not?
Any game machine that doesn't possess that many
colors these days doesn't have a future.
Needle:
Just this morning, I went down to Epyx's test
lab. As luck would have it, they had the same
space game running on a number of systems (the
ST, C-64, IBM, Amiga, etc.). Anyway, one version
of the program looked better than all the rest.
And it just happened to be running on the Amiga.
Why did it look so good? The presence of 4,096
colors allows you to generate striking scenery,
beautiful explosions, and fantastic 3-D graphics.
That's what everyone wants, and that's what
we're going to give them.
Mical:
We actually settled on using 4,096 colors because
the LCD glass has limitations in its drivers.
Dave and I thought about adding more hues to
the palette, but that simply wasn't possible.
Incidentally, the Lynx has a resolution of 160
horizontal by 102 vertical square pixels. It
can also display 16 different colors at any
given moment.
Lynx's Rampage Deluxe is a souped-up version
of the original arcade classic that features
side-scrolling landscapes! (Note: This is the
actual magazine screenshot.)
EGM: Would you tell me about the sound system
employed by the Lynx?
Needle:
It can go E-E-E or OW-W-W and sometimes plink,
plink, plink. On a serious note (no pun intended),
each of the four channels contains an 8-Bit
digital-to-analog converter. When all is said
and done, the unit produces an amazing assortment
of algorithmic sounds and also plays back perfect
digitized speech!
EGM:
How do Lynx cartridges compare to other video
game cartridges?
Mical:
That's a difficult question to answer. I get
amused when people advertise their 1 meg games
and 2 meg games. In reality, they're talking
about the number of bits in the code and not
the number of bytes. So they make their product
sound better by saying the cart features a 1
meg game, instead of referring to it as a 128K
of code (meaning 128K bytes rather than 1 megabit).
Our cartridges can store up to 2 megabytes,
or using the competition's terminology, up to
16 meg! The Lynx uses card-sized game packs
similar to those found on the TurboGrafx and
Sega Master System.
EGM:
Is it possible to interface your system with
the average television set?
Needle:
The Lynx wasn't designed to perform that task.
In fact, it would have limited the machine's
capabilities, while defeating the purpose of
the unit in general. I envision children on
long drives, happily playing video games for
hours on end. Other people will use our unit
in the air, on the water, at picnics, and on
the beach. We want the dedicated game fanatic
to take the system everywhere he goes. Sure,
anything is possible. But we have no plans to
modify our design.
EGM:
Would you tell me more about the Lynx?
Needle:
The Comlink serial port is also connected to
a general purpose (UR) device located deep within
the unit. This means other hardware peripherals
may use the port for other operations. An external
joystick is a definite possibility, but we really
aren't worried about optional stuff right now.
Getting the system into the hands of consumers
is our main concern at this time. Incidentally,
the port also runs at midi baud rates. So it's
possible to interface your midi-type synthesizer
with the Lynx. Again, there are no plans to
produce such a package in the near future.
Mical:
Lynx programmers can also produce unlimited
sprites (at any given size) for their games.
In other words, you can have any number of moving
objects on the screen, and they can be as large
as you want them to be. Epyx is currently developing
a unique golf game, where the player sees things
as the ball might see them (once it has been
hit). This program features over 700 sprites,
while the average home computer game usually
contains several dozen sprites. After examining
these statistics, it's easy to see that our
golf game displays an incredible amount of detail.
Here is another point of interest: the maximum
clock speed of the unit is 16 mega-hertz. This
means that the Epyx game system operates faster
than any other video game console ever made.
The Lynx also features 64K bytes of RAM (Random
Access Memory). Then you have smooth visual
scaling, where an object gradually becomes smaller
as it moves away from your position (and vice
versa). I could go on and on about the Lynx,
but four factors stand out above the rest: (1)
this incredible portable unit delivers high-quality
graphics and sounds, (2) it's easy to manipulate
the controls, (3) the games are very challenging,
and (4) adults will enjoy it as much as the
kids. By the way, California Games comes packaged
with the system, so users have access to a great
game from the moment they open the box.
EGM:
As we wrap things up, would you share an amusing
story about the development of this product?
Mical:
Let's go back in time to this year's January
Consumer Electronics Show (which was held in
Las Vegas). As you already know, that was the
first place we showed the Lynx to a limited
number of people. Once a non-disclosure was
signed, they were escorted back to a private
room where the unit was set up on a table. Most
of our guests didn't seem to notice a ribbon
coming out of the machine and leaving the room
through a hole in the wall. Dave and I were
on the other side of that wall, carefully monitoring
the guts of the system. In fact, we were surrounded
by computers and huge breadboards of electronic
components. And it got fairly warm in there
too.
So why did we
go to all this trouble? Dave and I wanted to
create an accurate simulation of the completed
product. To make things look right, we had to
put all the electronic stuff in a totally separate
chamber. We also had a code set up with the
marketing people (on the other side of the wall).
Whenever a client had seen enough of a game,
they pressed a special button, and a tiny light
came on in our room. Pressing it twice was the
signal to skip the next game on the list. This
simple arrangement worked out well until someone
started pressing the button over and over and
over again. We couldn't figure out what this
individual wanted, so Dave and I poked our heads
out the door to see what was going on We saw
some oriental businessmen. talking things over
with our marketing staff. But one member of
the group was still observing a game on the
Lynx. He had apparently discovered our secret
switch and wondered what it did - it produced
two bewildered game designers!
Our super reporter
also spoke with Andy Marken of Marken Communications,
the public relations company for the Lynx system.
With some probing, John was able to get even
more Lynx-related news...
EGM:
What's going on with the Lynx right now?
Marken:
First of all, limited quantities of the system
(around 80,000) will be available in New York
and Los Angeles stores by late September. Epyx
also informs me that 10 new games for the unit
will probably be available by Christmas. Even
though no accessory items have officially been
announced, an AC adaptor that connects to your
car cigarette lighter, should be on the market
by the end of '89.
Many thanks to
R.J., Dave, and Andy for taking time out of
their busy schedules to share their insights
on the portable system of tomorrow that's here
today!
Reprinted from
Electronic Gaming Monthly Issue No. 4, September
1989.
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