Platform: Atari Lynx
A colorful handheld that dared to be different
The Atari Lynx holds a special place in gaming history as the first color handheld console to hit the market. In a world that was about to be dominated by the monochrome Game Boy, the Lynx turned up with a bright, backlit LCD, bold arcade conversions, and a silicon trick bag that let it scale, rotate, and distort sprites in real time. It was ambitious, technically fearless, and very much an Atari product: inventive, a bit rebellious, and always memorable.
If you ever saw one running in a store window in the early 1990s, you probably remember how unreal it looked. Tiny planes in Warbirds banking and diving across a color sky, Blue Lightning throwing Mode 7–ish illusions without any Mode 7, or the slick parallax of Gates of Zendocon. Even today, the Lynx feels like the handheld that showed what portable machines could do before most people asked for it.
This article walks through where the Lynx came from, how it worked, what it played best, and why it still inspires a devoted community. Along the way, we will clear up some myths, share a few anecdotes, and highlight the games that define the system.
Origins
Before Atari put its name on the badge, the Lynx began life as the "Handy," a project by Epyx, the company behind California Games. Two engineers, Dave Needle and R. J. Mical, who had previously helped shape the Amiga, built Handy as a forward-looking color handheld. Epyx struggled financially, and the hardware needed a partner to bring it to market. Atari, looking to reclaim momentum in the post-2600 era, saw the opportunity.
Atari acquired the project, rebranded it "Lynx," and kept the original vision: a handheld that was not just portable, but also genuinely advanced. That meant a full-color LCD, a custom graphics pipeline, and hardware features console developers would envy. Needle and Mical’s fingerprints are all over the design, and their pedigree shows in the system’s clever architecture and developer-friendly touches. If you want a gentle rabbit hole on the creators and their impact, R. J. Mical’s profile is a nice start in Wikipedia.
Launch and market context
Atari launched the Lynx in late 1989 in North America, which put it shoulder to shoulder with Nintendo’s Game Boy and just ahead of Sega’s Game Gear and NEC’s TurboExpress. In pure tech, the Lynx was the standout: color, backlight, sophisticated sprite handling, and a built-in networking port for multiplayer. For its debut holiday season, the Lynx even managed to generate a frenzy, with stock shortages and high curiosity from tech-savvy players and magazine reviewers.
But markets do not run on pixels alone. The Game Boy undercut the Lynx on price by a wide margin and ran for what felt like forever on four AA batteries. Atari’s machine, priced closer to a premium console than a pocket toy, drew power like a small flashlight and weighed more than you might expect for everyday commuting. Over time, that difference in battery life and price dominated. The Lynx still carved out a notable fanbase and developed a catalog of surprisingly varied games, but it never overtook the green titan.
Design priorities
From first glance, the Lynx makes its agenda clear. It is unapologetically about visibility and speed. The original model is large and flat with handles on both ends, designed to fit different hands comfortably. The most distinctive physical feature is that it is ambidextrous. With a button combination, you can flip the display orientation, and the mirrored controls let left-handed players hold the unit reversed so it still feels natural. In the late 80s, that attention to ergonomics and accessibility felt futuristic.
Game cards were thin, credit card–style cartridges that slid into a slot on the side. They were unusual for the time and gave the system an almost sci-fi persona. By the standards of 1989, the Lynx came off like a portable arcade machine, and that impression carried through in the catalogs and pack-in titles.
Hardware overview
Under the hood, the Lynx mashes together a familiar CPU with very specialized custom chips. The CPU is based on the 65C02 family, a refined descendant of the 6502 that powered the Apple II and NES. Surrounding it, two custom chips do the heavy lifting: Mikey and Suzy. Mic drop names aside, this pairing is central to what made the Lynx feel like a pocket-sized Amiga.
Before we get into nitty-gritty details, it helps to frame the design as a system built to push sprites around efficiently. Most handhelds of the era brute-forced graphics through the CPU or simple tile engines. The Lynx gave developers a powerful blitter, line drawing, scaling, and rotation operations baked into silicon. The result was not just pretty graphics but also a storytelling advantage: action games with smooth zoom effects, pseudo-3D flight, and lively animation that looked alive on a small screen.
If you like quick reference points, these are the highlights most people remember:
- Display: 3.5-inch, backlit LCD at 160 by 102 pixels, capable of 16 colors on screen selected from a 4096-color palette.
- Graphics engine: Hardware-accelerated sprite scaling, rotation, skewing, and line drawing via the Suzy chip; a fast blitter to move and transform sprite objects.
- CPU: 65C02-derived core running at a few megahertz, with the heavy graphical work offloaded to custom silicon.
- Sound: Multiple DAC-based audio channels with stereo output through headphones; rich sample playback and effects driven by the Mikey chip.
- Inputs and ports: Mirrored controls for ambidextrous play, a ComLynx port for multiplayer daisy-chaining, and a standard power input for AC adapters.
- Power: Six AA batteries in the original model, with typical runtime of a few hours depending on backlight usage and game load.
This spec list only captures part of it. What makes the Lynx special is the way Suzy and Mikey divide and conquer.
Display and graphics
The Lynx screen is both its marvel and its Achilles’ heel. At 160 by 102 pixels, it isn’t high resolution by modern standards, but the color and backlight made it pop in any lighting. The backlight did sip power generously, which is the polite way of saying you would go through batteries quickly. But the ability to play in dim rooms without an external light was a revelation when most handhelds were stuck in reflective screens.
The hardware sprite system let developers treat images as objects that could be moved, scaled, rotated, and skewed rapidly. This meant developers could build bosses that zoomed toward the player, planes that banked realistically, or obstacles that stretched convincingly without chewing up CPU time. It is hard to overstate how unusual this was in 1989 on a handheld. When you see Gates of Zendocon warp the screen or Blue Lightning throw big, scaling sprites at you, that is Suzy at work.
Because the Lynx wasn’t glued to a strict tile map approach, art styles could vary widely. You can find crisp vector-like shooters, lushly colored platformers, and isometric puzzlers. The LCD’s palette range meant artists had room for gradients and shading that, while subtle, still stood out compared to contemporaries.
Sound and I/O
Mikey, the companion chip, juggles audio, timers, and system I/O. On the audio side, the Lynx leaned heavily into sample-based sound. With multiple DAC channels and clever panning, games could do surprisingly rich effects and digitized speech. Stereo output through headphones could sound fantastic, and several games put real effort into sound layering, which helped sell the illusion of depth the graphics were aiming for.
The ComLynx port is another signature feature. It allowed users to daisy-chain consoles for multiplayer. Depending on the game and setup, it could support a generous number of players in the same session. For a handheld in 1989, the idea that you could link a whole table of friends without a bulky hub was a statement. It signaled that the Lynx wanted to be social, not just solitary.
Power, ergonomics, and the Lynx II
Yes, the original Lynx is big. It earned nicknames. It also fit nicely in adult hands with sensible button placement. The mirrored controls meant you could flip the console and still have a natural grip if you were left-handed. A menu option rotated the picture 180 degrees, which felt magical the first time you saw it.
Battery life on the first model was typically a few hours using six AAs, which compared poorly to the Game Boy. Atari addressed some of this with the Lynx II, released in 1991. The redesign made the console more compact, introduced some power-saving tweaks, and adjusted the audio setup. It improved ergonomics for most players, though some still prefer the original’s grip and even its look. The Lynx II is also easier to find today and has a slightly stronger reputation for durability.
Game library at a glance
The Lynx library is not enormous, but it punches above its weight with arcade conversions, technically bold originals, and clever puzzlers. It also contains several titles that feel like they were built specifically to flex the hardware without losing playability.
Lynx historians sometimes split the catalog into "launch era pack-ins and early showpieces," "arcade conversions and technical showcases," and "cult favorites." Those buckets aren’t perfect, but they help frame what to seek out.
Pack-ins and early standouts
Atari wisely put its best foot forward at launch with games that emphasized color and speed. These early classics still define the platform.
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California Games: As a pack-in for many sets, it was both a showcase and a crowd-pleaser. Surfing is smooth and colorful, BMX is brisk, and the whole package feels massively more alive than most handheld sports games of the time. It was the perfect "show this to your friends" cart.
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Blue Lightning: A fast pseudo-3D jet combat game with scaling sprites, bright skies, and impressive speed. It is the kind of game that made bystanders stop and ask what on earth this handheld was.
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Gates of Zendocon: A sprawling side-scrolling shooter with a slightly eerie tone, creative enemy design, and lots of level gimmicks. It highlights the hardware scaling and the color palette with flair.
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Electrocop: Ahead of its time in presentation, Electrocop is an isometric action game that feels like a futuristic tech demo that also happens to be fun. The interface, effects, and atmosphere were unlike anything else on a pocket system in 1989.
Arcade ports and technical showcases
As a portable arcade machine, the Lynx excelled at bringing coin-op energy to your backpack. Because it could scale sprites and throw around color smoothly, a lot of late-80s arcade styles mapped well.
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S.T.U.N. Runner: The sense of speed and the pseudo-3D tunnels feel surprisingly close to the arcade vibe. It remains a Lynx favorite for showing off smooth motion on a small screen.
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RoadBlasters: A sharp, colorful port with great control feel. The Lynx’s sprite engine sells the forward motion and enemy vehicles convincingly.
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Rampart: The classic build-and-battle puzzle-strategy game is superb on the Lynx and benefits from quick controls and clear color separation.
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Hard Drivin': It is an ambitious port of a 3D arcade racer. While it cannot replicate everything, it captures the sensation of a polygonal racer in your hands, which is wild for the period.
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Checkered Flag: Not to be confused with the later Jaguar title, the Lynx version is a colorful F1-style racer that demonstrates a nice balance of speed and control on the hardware.
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Toki: The vibrant arcade platformer comes across well on the Lynx, and the color palette does it justice.
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Paperboy and APB: Atari’s quirky arcade heritage shines here. The Lynx versions are fast, playful, and show how elastic the system could be, juggling multiple sprites and effects without falling apart.
Deep cuts and cult favorites
Some of the Lynx’s best games are quieter hits that people discover later. They often emphasize simulation, depth, or unique mechanics.
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Warbirds: If you try just one Lynx game to understand the hardware’s magic, make it this one. A WWII dogfighting sim on a handheld, with convincing sense of altitude and distant specks turning into planes, all powered by smart sprite math. It is atmospheric and surprisingly intense.
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Chip’s Challenge: A gentle-looking but fiendish puzzle game that became a phenomenon on multiple platforms. On Lynx, it runs brilliantly and suits portable play sessions. For context and trivia, the game’s story is well documented on Wikipedia.
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Todd’s Adventures in Slime World: A cooperative-friendly platformer with sprawling levels and a distinctive aesthetic. The Lynx’s colors and scaling tricks make this one feel like it belongs on the system.
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Zarlor Mercenary: A vertical shoot-em-up with weapon shops and co-op support that rewards repeat playthroughs and score chasing.
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Batman Returns: A showcase beat 'em up with chunky sprites, satisfying hits, and moody color choices that push the LCD nicely.
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Xenophobe: Faithful to the arcade’s tone with a strong use of the color palette and solid action loops.
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Ishido: The Way of Stones: An elegant strategy-puzzle game that leans into the Lynx’s ability to render subtle color contrasts. A relaxing change of pace.
Lemmings, Ms. Pac-Man, and other cross-platform favorites exist on the Lynx and are often good-to-excellent ports, but the list above highlights experiences that feel most at home on Atari’s hardware.
Multiplayer and ComLynx
Local multiplayer on handhelds was not common in 1989, and when it did show up it often required bulky or expensive extra hardware. The Lynx built in a networking port called ComLynx that let players daisy-chain systems with simple cables. Many games support link play, and it can get delightfully chaotic with more than two players.
Technically, ComLynx is a serial comms system that lets each console pass messages to the next. Practically, it meant you could line up friends around a classroom table or couch and play together without much fuss. Titles like Blue Lightning, Todd’s Adventures in Slime World, and Zarlor Mercenary become very different in multiplayer, with emergent moments you will not see solo.
The feature telegraphed something important about the Lynx’s philosophy: it did not just chase a spec sheet. It tried to rethink what portable play could be, socially and aesthetically. If the battery life did not always agree, the ambition still shines through.
Development model and tools
For developers, the Lynx was a curious mix of approachable and idiosyncratic. On the approachable side, the 65C02 lineage meant there was plenty of assembly knowledge to draw on, and Atari provided documentation that explained how Mikey and Suzy could be leveraged to do heavy lifting. On the idiosyncratic side, those custom chips required a different mental model than pure tile engines. Once coders got the hang of the object pipeline, though, they could orchestrate effects that would be prohibitive on CPU alone.
One thing often praised is how predictable the hardware was when treated properly. Developers could build game loops that kept frame pacing tight, interleave audio and sprite operations without conflicts, and embrace the strengths of the blitter instead of fighting it. That design bent is very much in the spirit of its creators, who came out of environments where graphics co-processors and DMA were common tools, not exotic add-ons.
Market performance and competitors
Sales estimates for the Lynx vary, but it is generally placed well below Nintendo’s numbers and below Sega’s Game Gear as well. You will often see figures that frame the Lynx as shipping a few million units at most. The picture to keep in mind is not so much failure as mismatch. Atari built a technically premium handheld with a premium cost in a market that rewarded simplicity, price, and battery longevity.
The Game Boy had a low price, robust first-party support, and an absolute killer app in Tetris. Nintendo’s industrial design went for pocketability and endurance in a way that resonated with families and commuters. Sega’s Game Gear later offered color and rode Sonic’s momentum, backed by big retail presence. NEC’s TurboExpress swung for the fences with near-console fidelity but was priced beyond most people’s comfort.
Atari tried to meet the market halfway with the Lynx II and with price adjustments, but the gravity of the Game Boy was hard to escape. That said, within its own ecosystem the Lynx cultivated a tight-knit community and a surprisingly durable software library. It also gave Atari a strong story to tell about innovation when it later introduced the Jaguar.
Impact and legacy
The Lynx proves that being first at a feature can matter even if it does not translate to dominance. It demonstrated that backlit color handhelds were viable, drove developers to think in terms of sprite transformations on the go, and set a template for hardware-assisted graphics that would show up repeatedly through the 1990s.
Its legacy lives in a few obvious places:
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Technical ambition: The Lynx’s hardware acceleration for 2D effects made it a pioneer among handhelds. Later portables would follow the pattern of offloading graphics tasks to specialized units.
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Multiplayer mindset: ComLynx foreshadowed a world where portable devices could talk to each other fluidly. Link play became standard expectation within a generation.
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Cult library: The best Lynx games are still worth experiencing. Warbirds, Blue Lightning, and Chip’s Challenge hold up because they leaned into the hardware’s strengths rather than chasing trends it could not reach.
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Homebrew culture: Long after commercial support waned, hobbyist developers kept the Lynx alive with new releases, ports, and tools. That creative energy is part of the platform’s identity now.
If you want a thorough factual summary, the Atari Lynx article on Wikipedia remains a useful hub, and it links out to detailed hardware and game pages.
Community, mods, and preservation
The Lynx has one of the more cheerful retro communities, mixing collectors, modders, and devs who do it for the love of the challenge. You will find several modern conveniences that make owning and playing a Lynx today much easier.
Backlit LCDs from the early 90s were not gentle on power, nor were they as sharp as today’s screens. Replacement display kits provide bright, crisp output with better power characteristics and less ghosting. Power mods, new shells, and button replacements help extend the life of older units.
On the software side, modern flash cartridges let you load legitimate backups and homebrew conveniently. The Lynx GameDrive, for instance, is a contemporary flash solution designed for the console. You can learn more on RetroHQ’s product page for the Lynx GameDrive.
There is also a small but genuine publishing scene. Companies like Songbird Productions have released new Lynx titles, reissued rare games, and supported fans with hardware accessories. Forums like AtariAge host development threads, technical docs, and repair guides that make it easier for newcomers to join in.
Preservation matters with the Lynx because some titles had small print runs and regional quirks. Thankfully, the community has done an admirable job archiving manuals, box art, and ROMs where legal and appropriate. If you intend to build a physical collection, start with common titles to get a feel for pricing and condition, then hunt down the deep cuts gradually.
Notable curiosities and anecdotes
Every classic platform has a bag of stories that fans love to retell. The Lynx’s bag is eclectic.
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Ambidextrous design: The mirrored control layout and screen flip option made the Lynx uniquely friendly to left-handed players. It was not a marketing bullet point so much as a thoughtful detail that still feels progressive.
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The name "Lynx": Marketers liked the feline association and the idea of "linking" systems via ComLynx. That dual meaning helped shape the console’s brand identity from day one.
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Thin game cards: The credit card–style cartridges looked futuristic and gave the Lynx a distinctive silhouette when you changed games. They also made storage easy, though the exposed connectors meant you learned to keep them clean.
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Holiday shortages: Early demand outpaced supply in 1989. For a brief stretch, the Lynx was the hardest handheld to find. Some retail chains had waiting lists, which feels almost surreal given how quickly the Game Boy took center stage.
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Developer delight: Programmers often highlight how refreshing it was to have a blitter on a handheld. One developer described it as "a little arcade PCB with a battery compartment."
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Personal memory: The first time I handled a Lynx was behind a glass counter at a toy store. A staffer turned on Blue Lightning, and I remember the gasp that came out of me. It was not a polite "oh neat" but a very unfiltered "wow, that’s in your hands?" That gut reaction sums up the Lynx for me: a portable spectacle, unapologetically so.
Common questions people ask
Newcomers to the Lynx usually want straight answers before they dive in. Here are the ones that come up most often.
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Is it really the first color handheld? Among major commercial handheld consoles, yes. There were pocket LCD curiosities and special-purpose devices, but the Lynx was the first full-fledged color handheld gaming console to reach market.
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How bad is battery life? On an original, expect a few hours on six AAs, depending on the game and backlight. The Lynx II is a bit better. With modern batteries or using an AC adapter, it is manageable. Many owners run power adapters at home and save batteries for travel.
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Is the library worth it if I already collect Game Boy or Game Gear? If you like arcade-style action, inventive shooters, and experimental early-90s design, absolutely. There is meaningful overlap with those catalogs, but the Lynx’s style, color handling, and scaling-heavy graphics give it a distinct flavor.
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How fragile are the screens? Age and use vary widely. Some units develop scratches or minor ghosting. Screen replacement kits exist and can dramatically improve the experience if you are comfortable with mild modding.
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What about multiplayer today? ComLynx cables can still be found or made, and link play still works. It is a joy at retro meetups. Some flash carts also encourage multiplayer by making it easier for everyone to have the same game version.
What the Lynx taught the industry
When you look at handheld evolution, the Lynx shows up as an early marker for a few later trends. Designers learned that:
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Backlighting matters. People wanted to play anywhere, including in low light. While backlighting had a cost, it became standard once battery chemistry and screen tech caught up.
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Hardware acceleration is portable too. Specialized chips are not just for home consoles. Blitters, sprite engines, and later GPUs transform what handhelds can do within tight power budgets.
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Multiplayer is a value multiplier. Even a simple link cable can make a game library feel bigger. The Lynx pushed that idea with daisy-chaining and made social play a core part of the proposition.
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Ambition needs balance. The Lynx’s tech-first approach was exhilarating, but price and battery consumption made it a niche choice. Successful portables learned to weigh spectacle against practicality.
Should you try it today?
If you are curious about gaming history or you love 2D tech wizardry, the Atari Lynx is an easy recommendation. You can approach it a few ways. Some people buy a Lynx II, add a modern screen, and pair it with a flash cartridge. Others collect a handful of carts and keep the hardware stock. Both approaches are valid, and both let you enjoy the reasons this system still gets talked about.
If you are assembling a starter library, think about mixing one technical showpiece, one puzzle or strategy game, and one multiplayer-friendly title. Blue Lightning or S.T.U.N. Runner will wow you, Chip’s Challenge will keep your brain busy, and Todd’s Adventures in Slime World or Zarlor Mercenary will show you how fun ComLynx can be.
Even if you only emulate to sample the catalog, a few minutes with Warbirds tells you most of what you need to know about why the Lynx earned admiration. It is a portable machine that thought like an arcade cabinet, with the art to match.
Final thoughts
The Atari Lynx is a testament to how far vision can take a platform even when the market winds are not at its back. It punched above its weight technically and left behind a library that is still rewarding to explore. For a certain kind of player, it scratches a very specific itch: unabashedly colorful, fast, and clever 2D games that feel special because the machine underneath was built with purpose.
If you want to learn more, the Atari Lynx page on Wikipedia is a good general reference, and diving into the background of creators like R. J. Mical is a rewarding history lesson. For modern releases and accessories, publishers like Songbird Productions and hardware makers such as RetroHQ with the Lynx GameDrive keep the ecosystem lively.
The Lynx may not have won the handheld wars of the 90s, but it won hearts, and that is a pretty good legacy for a console that dared to put a colorful screen in your hands before the rest of the world was ready.
Most played games
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Lynx CasinoStory 0h 30mExtras -Complete -
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Blue Lightning (1989)Story 1h 38mExtras -Complete 7h 49m
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Turbo SubStory 0h 47mExtras -Complete 2h 41m
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Fat BobbyStory 0h 25mExtras -Complete -
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Pinball Jam (1992)Story 1h 3mExtras -Complete -
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Awesome GolfStory 1h 17mExtras -Complete -
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Gordo 106Story 0h 44mExtras -Complete -
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Jimmy Connors TennisStory 2h 30mExtras -Complete -
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Dirty Larry: Renegade CopStory 0h 40mExtras -Complete -
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Hockey (1992)Story -Extras -Complete -
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Bubble Trouble (1991)Story 1h 8mExtras -Complete -
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Dracula the UndeadStory 1h 0mExtras -Complete 1h 2m
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Bill & Ted's Excellent AdventureStory 9h 42mExtras -Complete -
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Ninja Gaiden (Arcade)Story 1h 13mExtras -Complete 0h 58m
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Ishido: The Way of StonesStory 0h 43mExtras -Complete -
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Power FactorStory 0h 58mExtras -Complete -
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Zarlor MercenaryStory -Extras -Complete 3h 56m
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ElectrocopStory -Extras -Complete 12h 6m
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Gates of ZendoconStory 0h 58mExtras -Complete 3h 19m
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Chip's ChallengeStory 59h 35mExtras -Complete 47h 20m
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Robo-SquashStory 0h 48mExtras -Complete -
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Warbirds (1991)Story 0h 26mExtras -Complete 2h 56m
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Kung FoodStory 1h 10mExtras -Complete -
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XenophobeStory 0h 52mExtras 0h 46mComplete -
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Toki (1989)Story 1h 31mExtras 1h 58mComplete 2h 21m
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Steel TalonsStory -Extras -Complete -
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Shanghai (1986)Story 0h 26mExtras -Complete 12h 13m
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Shadow of the Beast (1989)Story 2h 4mExtras -Complete 1h 54m
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Scrapyard DogStory 1h 53mExtras -Complete 3h 36m
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RygarStory 2h 6mExtras 3h 14mComplete 3h 13m
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RoadBlastersStory 1h 10mExtras -Complete -
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RaidenStory 1h 13mExtras -Complete 2h 20m
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QixStory 0h 53mExtras 0h 33mComplete 40h 49m
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PaperboyStory 1h 39mExtras 1h 0mComplete 4h 47m
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Ninja Gaiden III: The Ancient Ship of DoomStory 2h 36mExtras 2h 33mComplete 6h 22m
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Hard Drivin'Story 0h 15mExtras -Complete 0h 19m
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Checkered Flag (1991)Story 1h 45mExtras -Complete 1h 20m
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California GamesStory 4h 6mExtras 2h 49mComplete 9h 26m
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Batman ReturnsStory 1h 38mExtras 3h 3mComplete 2h 38m
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Baseball Heroes (1992)Story -Extras -Complete -