Wow, that's pretty incredible, especially since that capability is built for a freaking handheld.
Absolutely. Designed by the same people who worked on the Amiga chipset, also way ahead of its time. It is really pleasant to work with, you can actually do a tile system but it becomes a list of tiles that you add to and remove from as new tiles come into view.
But just building your world out of (scaling) sprites is usually a much better idea.
I'm currently using ProMotion to make art and screens for the NES game I'm making.
It is really great software for that. I don't know how much it has advanced since I last used it.
I got a simple C-64 sprite maker program too, from either Loadstar or Compute's Gazette. I ended up adding on to it quite a bit as I tinkered with it.
And you could then just save and load the sprite data into your own game? I should have made something like that for my VIC-20.
Loved the Lynx. When someone asked earlier how you accomplish the faux-perspective roadway effect, I instantly thought of Lynx and S.T.U.N. Runner, and I was all "just make the road out of thousands of sprites and zoom them towards you really fast."
STUN runner has a really awesome way of drawing its tracks. It draws sections back to front, using four quadrants of scaled sprites for each section.
Roadblasters also uses a really neat trick. Hardware sprite compression on the Lynx works by stating the next color you want to draw, combined with the number of horizontal pixels it is to repeat over. Roadblasters has a single compressed sprite for the whole road and then just alters the number of pixels for the grass on the left, for each horizontal line of the sprite, to bend the road in real-time.
(you cannot do that with raster interrupts on the Lynx, as sprites are drawn completely independently of the display refresh).
What the Lynx can do with sprites however, is to increase or decrease the horizontal and vertical scaling of a sprite, per horizontal line (for a tapering and perspective effect). Combined with that it can also skew sprites horizontally. With this you can build a whole perspective-correct scaling and and panning ground plane out of sprites.
This is what they do to generate the landscape in Blue Lightning.