Raycast’s confetti cannon

Among many genuinely useful deeplinks you can use to control Raycast from afar in a simple way, I just spotted an interesting one:

raycast://confetti

This is what it does:

Despite it being a confetti cannon and nothing more, I think it goes deeper than stuff like e.g. Asana’s “celebration creatures”, and it deserves recognition for three actually kinda serious reasons:

  • You can use it to quickly test whether you’re wiring deeplinks correctly. It’s clever the Raycast team put it at the beginning of the doc page; I think every API or a complex connection method should have a simple and delightful “success scenario” for two reasons: to celebrate you establishing that connection, and to have something so simple it cannot itself be misbehaving (this way you know that if you can’t get confetti to work, you for sure messed up something elsewhere).
  • Once you know how to invoke it from far away, it’s also great for testing other things. Sounds can be muted. In JavaScript, console.log() can be too buried if you don’t have a console open or visible, and alert(“Test”) is kind of depressingly old-school and steals focus. This HUD-like thing feels like a modern way of approaching this: You know you’ll notice it when it fires away, and it will leave no lasting damage. (Okay, fair, it does steal focus too, so that’d be one thing to improve.)
  • It has great production value. I hate perhaps all of Google’s search easter eggs because they’re built so extremely cheaply – try searching for “do a barrel roll” or “askew” (and no, I’m not going to dignify them with links because links are my love language). It’s rare and worth celebrating when something that could very well be an internal joke or a test feature for nerds is actually something you want to use because it’s so well-made. (See also: Linear’s internal testing UI.)

“Rather than trying to fix this mistake, the developers leaned into it hard in the sequel.”

A fun 16-minute video from outsidexbox with 7 examples of videogame bugs where the game creators not only owned up to their mistakes, but creatively acknowledged or remixed those bugs in subsequent versions:

I didn’t know about most of these, so I did some googling and created a list for reference:

Off the top of my head, I cannot think of any non-videogame software that received a similar “bugs as lore” treatment from people responsible for the bug in the first place.

Microsoft made a blue-screen-of-death screensaver, but it was originally third-party, and kind of a prank? A mean-spirited one? I didn’t find this particularly good.

The likely second-most-famous error message, the fail whale, transcended Twitter and was even referenced in other products

…but as far as I understand Twitter the company was itself embarrassed by it, and eventually switched the whale to a caterpillar.

(Those two examples aren’t really even bugs in the same category as those in the video, anyway.)

Anachronisms

“Users were gleefully told to reload the game”

This 9-minute video from the fun game show Lateral (with Tom Scott!) covers a particularly interesting bug in the 1984 game Karateka:

If you don’t want to watch the video and try to figure it out alongside contestants, you can read more about it here, and also see it in action.

Karateka was made by Jordan Mechner and I bet his name will come up again.