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My name is Marcin Wichary (he/him). I’ve worked as a UX designer, typographer, front-end person, and manager at Google, Medium, and Figma. I’ve also written a book about keyboards and typing, gave talks, and published essays about design, typography, and technology.

Unsung is my blog about software craft and quality.

More info about Unsung

Send me feedback, tips, bug reports, and anything else:

More info about Unsung

“Both of these screens end with Dig Dug dying.”

A fun video by Power Pak about the “attract mode” in a vintage videogame Dig Dug:

The attract mode played on a loop when the game was left alone in the arcade, waiting for a customer. From the name, you might assume it was just there to lure a passerby – show a fun logo, a few snippets of the game, some signature special effects and occasionally even sounds.

The video argues that for Dig Dug any many other games it was a lot more than that, with its recorded sample gameplay chosen very intentionally to achieve a few goals:

  • Reaching you how to play
  • Showing you advanced tactics
  • Taunting you to do better

The video then compares it to a few games that didn’t do such a great job, and even some modern games.