Newsletter
  • Get a newsletter digest every Friday:
Contact

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

About me and the blog

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

“Just because it’s consistent doesn’t mean it’s consistently right.”

I mentioned before how the old-fashioned pixels on CRT screens have little in common with pixels of today. The old pixels were huge, imprecise, blending with each other, and requiring a very different design approach.

Some years ago, the always-excellent Tech Connections also had a great video about how in the era of analog television, pixels didn’t even exist.

But earlier this month, MattKC published a fun 8-minute video arguing that for early video games it wasn’t just pixels that were imprecise. It was also colors.

What was Mario’s original reference palette? Which shade of blue is the correct one? Turns out… there isn’t one.

Come to learn some details about how the American NTSC TV standard (“Never The Same Color”) worked, stay for a cruel twist about PAL, its European equivalent.