
Shanghai (1990-)
Developer: Activision
Publisher: Atari
Genre: Puzzle
Shanghai for the Atari Lynx was developed by Activision and published by Atari Corporation in 1989, making it one of the early titles available for the handheld system. The game was part of a long-running series that originated with the original Shanghai, which first appeared on home computers in the mid-1980s and was itself based on the traditional Chinese tile game Mahjong Solitaire. The Lynx edition was one of many ports released across multiple systems, including the NES, Sega Master System, Commodore 64, and later on modern platforms through various compilations.
The game’s concept is straightforward but deeply strategic: players must match pairs of identical tiles from a layered layout, removing them until the board is cleared. Only tiles that are free on one side can be selected, forcing players to think several moves ahead. Its inspiration is directly drawn from Mahjong tile sets and the solitary puzzle tradition, adapting it into a video game format that was easy to understand but challenging to master. The Lynx version stayed faithful to the established design while taking advantage of the system’s bright screen and clear visuals to make the intricate tile patterns easy to distinguish.
Gameplay on the Lynx included multiple tile layouts, giving players variety and replayability. The portable format made Shanghai particularly well suited to quick play sessions, but the difficulty could escalate quickly depending on the arrangement of tiles and the availability of matches. While it did not feature heavy action or complex controls, its appeal came from the slow-burn satisfaction of careful planning, observation, and puzzle-solving. The Lynx version also included a two-player mode using the ComLynx cable, allowing players to compete head-to-head in clearing their boards, which added a social dimension to what was otherwise a meditative single-player experience.
The soundtrack for Shanghai on the Lynx was minimal, focusing more on sound effects to accompany tile selection and completion rather than lengthy music tracks. This sparse audio design worked in the game’s favor, allowing players to concentrate on the puzzle without distraction. Shanghai did not have a prequel but spawned many sequels and variations, including Shanghai II: Dragon’s Eye and later titles that expanded on the formula with new layouts and rule sets. The game was promoted as a cerebral alternative to the action-heavy titles of the era, highlighting the Lynx’s versatility in offering a wide range of experiences. Reception was generally positive, with critics praising it as a faithful and addictive adaptation of the original concept, and it remains remembered as one of the Lynx’s more enduring puzzle titles.
Images from MobyGames
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