“It’s like a Freudian slip simulator.”

For a while, the digital artist James Dalzell Hodge kept a video diary of various design decisions while making his next game. This 13-minute video is interesting because it harks back to my mention of diegetic interfaces just a few days ago:

It’s a nice quick dive into the subject – a rare coverage of what “diegetic” means outside of the realm of movies.

I like these videos because Hodge focuses on details and shows working through things, including approaches rejected along the way. Inside, there are even occasional peeks at interfaces from Unreal Engine tools and Blender, not to mention examples from other games.

“Ketchup is next, which is similar in construction to the mustard.”

Since we’re talking about pixel art, in this 30-minute video, Stuart Brown known as Ahoy embarks on recreating an illustration called Four-Byte Burger:

The original picture was created by artist Jack Haeger on an influential computer Commodore Amiga in 1985, on prototype software that “was in such an early stage of development that it lacked a save feature, entirely.” Proper to-disk screenshotting didn’t come to computers until the 1990s, so the only reproduction of the picture was a photograph taken off of the display and reproduced in print in a manual for the graphics software; the original image pixels evaporated when the computer was eventually turned off.

Brown recreates the image using more modern means (Photoshop), but eventually goes back to an Amiga to try to display it as close to the original as possible. It’s a soothing watch, and there are some fun moments in the video, like rotating the CRT to “portrait mode” – in a world populated by smartphones, in some sense the image aspect ratio seems oddly prescient.

(Also, if you ever find yourself having to rotate a CRT, you can just degauss it instead of waiting all night. Degaussing a monitor is one of the forgotten weird tactile pleasures bordering on dark magic, and if you’re ever near an old CRT, ask someone to show you.)

“Playing through it felt like reading a love letter.”

The videogame MainFrames was released on Steam and Nintendo Switch in 2025 to positive reviews:

MainFrames invites you to meet Floppy and to browse a clever and charming platformer that plays out entirely within the windows and desktop of a PC monitor. You won’t want to press the escape key on this cozy outing!

Recently, I stumbled upon the artist Alexis Morille who worked on a game sharing a few visuals and animations on Bluesky.

Here’s what really happens under the hood when you resize the window:

And here are the other “UI daemons” helping you scroll the contents:

I believe the word “gremlins,”x before being usurped by the 1984 horror comedy, was generally used to denote little mischevious creatures that live inside machinery and cause trouble. I wonder what the word would be for the little creatures that do all the hard work.

I haven’t tried the game yet, but I found these to be delightful.

Jun 22, 2026

UI art from 4096

4096 is a Russian UI artist (I just made up that title) who creates interesting audio-visual mashups. Here are some of the best ones:

Interfaces of rhythm games (like Guitar Hero):

Windows startup sounds, incl. fun hi-def reimagining of their splash screens:

Windows error messages:

If this looks like fun, check out the rest of their work, including Windows 95 mobile and the art of blank VHS tape boxes.

“There is no quality or historical significance standard.”

Multibowl is one of my favourite emulation projects because it’s a rare example of using emulators creatively, rather than for nostalgia or research.

It’s a 2016 game by Bennett Foddy and AP Thompson that reimagines older existing games as smaller pieces of a new, Super Mario Party-like experience. Two players randomly join one of 300 games – sometimes in medias res – with a small explicit goal that can be accomplished in about ~30 seconds, after which a point is awarded, another game is loaded, and so on.

All of this is done through actual emulation and fast switching of games’s original code:

Regarding the game choices, at the outset, I wanted to curate a list of moments of gameplay that would be meaningful if played for just a short period of time. Sometimes it’s obvious – you can take a moment from a fighting game where both players are low on health, or play a sports game from the start until the first point is scored. So that’s where I started. Over time, I figured out that you could make exciting moments in games that are not otherwise interesting for a competitive duel. For example, in Dodonpachi (a bullet hell game) we take away the player’s guns and challenge them to stay alive in a huge hail of bullets.

For games that were designed as cooperative experiences, I eventually gravitated toward the structure ‘score more points but do not die’, which forces the players to calibrate how much risk they take relative to the other player.

This excerpt is from a 2017 interview of Foddy by Seb Chan from ACMI. There are many interesting moments in that interview, such as the issue of curation:

Multibowl is not a very precise historical curation like you might make for a museum exhibition, where you can only show a couple of dozen things at most. It’s a huge driftnet of games. There is no quality or historical significance standard, and no attempt to balance out the games in terms of nationality or gender. The only curatorial instinct that it follows is to find the most diverse set of game ideas. With each piece distilled down to a randomly-selected 30-second slice, there’s room for an infinite number of them.

In fact, contrary to a museum curation, the point of Multibowl is to have too many games for a single player to see. It’s best when it feels too big to grasp. I think, now that there are 300 games in there, it’s starting to feel that way.

Unfortunately, it is not possible to actually play Multibowl outside of special events, given copyright issues. In addition to general emulation copyright murkiness, Foddy adds, “I don’t think the actual bits of actual games have ever been used as the fabric of a larger game before.”

However, a really fun introduction to Multibowl is another art project from a now-defunct comedy duo Auralnauts, who actually played Multibowl pretending to be Kylo Ren and Bane, to hilarious results:

A Japanese word for “cat”

When I was in Hong Kong a few months ago, I noticed that a lot of intercoms have this particular animation of a cat sleeping and chasing a fly, on a loop:

It was actually kind of fun to see it all over Hong Kong on LCDs of varying quality.

Turns out this was Neko! A “screenmate” application from the late 1980s that made its way to various software platforms and apps since.

I liked the idea that somewhere in the intercom factory someone wanted to add a little delight to a very pedestrian (no pun intended) surface, and that’s why now we have Neko all over Hong Kong.

(I liked it so much I recreated it and added to the bottom of my site.)