World-class female singers

The story about the original Macintosh’s built-in font set being named after “world-class cities” is well known and documented by Susan Kare on the Folklore site:

The first Macintosh font was designed to be a bold system font with no jagged diagonals, and was originally called “Elefont”. There were going to be lots of fonts, so we were looking for a set of attractive, related names. Andy Hertzfeld and I had met in high school in suburban Philadelphia, so we started naming the other fonts after stops on the Paoli Local commuter train: Overbrook, Merion, Ardmore, and Rosemont. (Ransom was the only one that broke that convention; it was a font of mismatched letters intended to evoke messages from kidnapers made from cut-out letters).

One day Steve Jobs stopped by the software group, as he often did at the end of the day. He frowned as he looked at the font names on a menu. “What are those names?”, he asked, and we explained about the Paoli Local.

“Well”, he said, “cities are OK, but not little cities that nobody’s ever heard of. They ought to be WORLD CLASS cities!”

So that is how Chicago (Elefont), New York, Geneva, London, San Francisco (Ransom), Toronto, and Venice […] got their names.

If you check out the actual Philly stops and witness all their provinciality, you can understand what Jobs was after:

Go to first Macintosh via Infinite Mac, open Infinite HD and MacWrite within, and you can examine the nine eventual fonts in their pixellated, cosmopolitan glory:

The list goes in this order: New York, Geneva, Toronto, Monaco, Chicago, Venice, London, Athens, San Francisco.

But: How about some hard evidence for the original anecdote? Turns out, the March 1984 issue of Popular Computing used pre-release Mac software and printed a screenshot of the names rejected by Jobs:

Since on the facing page we see the output in the same order, coming up with the correct mapping is not hard:

  • Cursive → Venice
  • Old English → London
  • City → Athens
  • Ransom → San Francisco
  • Overbrook → Toronto
  • System → Chicago
  • Rosemont → New York
  • Ardmore → Geneva
  • Merion → Monaco

One has to admire the final order of the Mac fonts that went from dependable and utilitarian at the top, to progressively more weird; this earlier list is all over the place.

In later releases of Mac OS, three other world-city fonts – Boston, Los Angeles, and Cairo – joined the party, so let’s show them here for completeness’s sake:

(Cairo is the classic icon font and in a way a predecessor of modern emoji, with inside jokes like Clarus The Dogcow.)

But that’s not the end of the story of the original Mac fonts. Let’s get back to 1983. On yet another page of the magazine, we see this list from MacPaint:

You can tell this screenshot is even older than the previous one, because it is itself set in an earlier version of Chicago, with a single-storey lowercase “a,” and many letterforms being works in progress. (I talked about the history of Chicago in my 2024 talk about pixel fonts.)

And it is old enough that this isn’t just interim names for surviving fonts – it’s actually quite a few old fonts that didn’t make it to the release day.

Unfortunately, this particular version of Macintosh software remains unknown, but one similar pre-release version of the first Mac software leaked, and so we can take a look at some of these fonts, too:

(You can download a lot of these fonts thanks to the hard work of John Duncan. They are still bitmap fonts and might not work in all the places in modern macOS, but they seem to work in TextEdit at least.)

Here’s what I learned from looking at this list:

  • You can definitely see how unpolished some of these fonts are in terms of spacing, letterforms, and available sizes – kudos to the team for holding a high quality bar even though there was little precedent for proportional fonts on home computers at that time.
  • Even the fonts that shipped – London (née Old English), Venice (née Cursive), and Chicago (née System) – have had their letterforms tweaked and improved.
  • Chicago is not named Elefont, but simply System. Had the System name persisted, this Medium snafu from 2015 would have been even more hilarious.
  • Cream came all the way from Xerox’s Smalltalk and was the original system font for Macintosh-in-progress, before Susan Kare created Elefont/​Chicago.
  • PaintFont was a symbol/​icon font, but distinct from Cairo and emoji in that it seems it was meant to be used only by the app to draw its interface. (Today, SF Symbols serve a similar purpose.)
  • Apple originally planned to use Times Roman and Helvetica, but this hasn’t happened presumably because of licensing issues. Only years later, the proper Times and Helvetica fonts were introduced. Here’s a comparison:

But the most interesting thing I haven’t noticed before are two fonts called “Marie Osmond” and “Patti.”

I am reaching outside of my well of knowledge here, but from context clues I’ll assume the latter means Patti LaBelle. And so, pulling on that thread, it’s kind of cool to imagine an alternate universe where the original Mac fonts are neither suburban Philly stations, nor well known cities, but something like this:

System shock

I occasionally move older writing that still feels interesting to my new site, and today I republished the 2015 story about a strange bug that brought back an old pixel font from beyond the grave:

Some of the technical details inside are obsolete, but the story might still be fun. (Plus, it seems like at every job I have, I eventually stumble upon a bug that brings back something from the annals of history. Here’s one from 2019.)

The curse of the cursor

I had no idea it was Alan Kay himself who was responsible for the mouse pointer’s distinctive shape. In 2020, James Hill-Khurana emailed him and got this answer:

The Parc mouse cursor appearance was done (actually by me) because in a 16x16 grid of one-bit pixels (what the Alto at Parc used for a cursor) this gives you a nice arrowhead if you have one side of the arrow vertical and the other angled (along with other things there, I designed and made many of the initial bitmap fonts).

Then it stuck, as so many things in computing do.

And boy, did it stick.

But let’s rewind slightly. The first mouse pointer during the Doug Engelbart’s 1968 Mother Of All Demos was an arrow faced straight up, which was the obvious symmetrical choice:

(You can see two of them, because Engelbart didn’t just invent a mouse – he also thought of a few steps after that, including multiple people collaborating via mice.)

But Kay’s argument was that on a pixelated screen, it’s impossible to do this shape justice, as both slopes of the arrow will be jagged and imprecise. (A second unvoiced argument is that the tip of the arrow needs to be a sharp solitary pixel, but that makes it hard to design a matching tail of the cursor since it limits your options to 1 or 3 or 5 pixels, and the number you want is probably 2.)

Kay’s solution was straightening the left edge rather than the tail, and that shape landed in Xerox Alto in the 1970s:

Interestingly enough, the top facing cursor returned as one of the variants in Xerox Star, the 1981 commercialized version of Alto…

…but Star failed, and Apple’s Lisa in 1983 and Mac in 1984 followed in Alto’s footsteps instead. Then, 1985’s Windows 1.0 grabbed a similar shape – only with inverted colors – and the cursor has looked the same ever since.

That’s not to say there weren’t innovations since (mouse trails useful on slow LCD displays of the 1990s, shake to locate that Apple added in 2015), or the more recent battles with the hand mouse pointer popularized by the web.

But the only substantial attempt at redesigning the mouse pointer that I am aware of came from Apple in 2020, during the introduction of trackpad and mousing to the iPad. The mouse pointer a) was now a circle, b) morphed into other shapes, and c) occasionally morphed into the hovered objects themselves, too:

The 40-minute deep dive video is, today, a fascinating artifact. On one hand, it’s genuinely exciting to see someone take a stab at something that’s been around forever. Evolving some of the physics first tried in Apple TV’s interface feels smart, and the new inertia and magnetism mechanics are fun to think about.

But the high production value and Apple’s detached style robs the video of some authenticity. This is “Capital D Design” and one always has to remain slightly suspicious of highly polished design videos and the inherent propensity for bullshit that comes with the territory. Strip away the budget and the arguments don’t fully coalesce (why would the same principles that made text pointer snap vertically not extend to its horizontal movement?), and one has to wonder about things left unsaid (wouldn’t the pointer transitions be distracting and slow people down?).

Yet, I am speaking with the immense benefit of hindsight. Actually using that edition of the mouse pointer on my iPad didn’t feel like the revolution suggested, and barely even like an evolution. (Seeing Apple TV’s tilting buttons for the first time was a lot more enthralling.) And, Apple ended up undoing a bunch of the changes five years later anyway. The pointer went back to a familiar Alan Kay-esque shape…

…and lost its most advanced morphing abilities:

Watching the 2025 WWDC video mentioning the change (the relevant parts start at 8:40) is another interesting exercise:

2020:

We looked at just bringing the traditional arrow pointer over from the Mac, but that didn’t feel quite right on iPadOS. […] There’s an inconsistency between the precision of the pointer and the precision required by the app. So, while people generally think about the pointer in terms of giving you increased precision compared to touch, in this case, it’s helpful to actually reduce the precision of the pointer to match the user interface.

2025:

Everything on iPad was designed for touch. So the original pointer was circular in shape, to best approximate your finger in both size and accuracy. But under the hood, the pointer is actually capable of being much more precise than your finger. So in iPadOS 26, the pointer is getting a new shape, unlocking its true potential. The new pointer somehow feels more precise and responsive because it always tracks your input directly 1 to 1.

(That “somehow” in the second video is an interesting slip up.)

I hope this doesn’t come across as making fun of the presenters, or even of the to-me-overdesigned 2020 approach. We try things, sometimes they don’t work, and we go back to what worked before.

I just wish Apple opened itself up a bit more; there are limits to the “we’ve always been at war with Eastasia” PR approach they practice in these moments, and I would genuinely be curious what happened here: Did people hate the circular pointer? Was it hard to adopt by app developers? Was it just a random casualty of Liquid Glass’s visual style, or perhaps the person who was the biggest proponent of it simply left Apple? We could all learn from this.

But the most interesting part to me is the resilience of the slanted mouse pointer shape. In a post-retina world, one could imagine a sharp edge at any angle, and yet we’re stuck with Kay’s original sketch – refined to be sure, but still sporting its slightly uncomfortable asymmetry.

The always-excellent Posy covered this in the first 7 minutes of his YouTube video:

But specifically one comment under that video caught my attention:

Honestly, I’ve never thought of the mouse cursor as an arrow, but rather its own shape. My mind was blown when I realized that it was just an arrow the whole time.

…because maybe this is actually the answer. Maybe the mouse pointer went on the same journey floppy disk icon did, and transcended its origins. It’s not an arrow shape anymore. It’s the mouse pointer shape, and it forever will be.

“Two lights that you never want to see when you’re landing on the Moon.”

Many of you have probably heard the repeated story of the first Moon landing in 1969 almost getting undone by a bunch of onboard computer glitches:

There could not be a worse time in the flight to have computer problems. At, the time the press gleefully reported how Armstrong seized manual control from a crippled and failing onboard computer and managed to heroically and single-handedly land the spaceship on the surface of the Moon against all odds.

Robert Wills argues against this narrative in this 2020 talk, wanting to shine a spotlight away from Neil Armstrong and toward people who designed the software (among them Margaret Hamilton), and the mission control’s Steve Bales, who made a decision not to abort the launch as the 1201 and 1202 errors were piling up.

The argument: the computer was working as intended, it fixed itself over and over again owing to its clever software, and it actually helped Buzz Aldrin understand (at least subconsciously) what led to the seemingly random and distracting computer errors.

The above is more of a traditional talk than the videos I usually share – a bit more technical, taking up an entire hour, and with generic slides – but it’s buoyed by Wills’s enthusiasm and knowledge.

Besides, it’s lunar landing! Did you know about DSKY and its fascinating keyboard and UI? Did you know the spacecraft’s window was part of the interface, too? Or that its software was woven into the hardware? Or that the Apollo 11 had a… guillotine in it?

Unaddressed in the talk, but also important:

An unsung hero of the decision not to abort the landing is Richard Koos, a NASA simulation supervisor who […] 11 days before the launch of Apollo 11, put the team of controllers including Bales […] through a simulation that intentionally triggered a 1201 alarm. […] Unable to figure out what the 1201 was, Bales aborted that simulated landing. He and Flight Director Gene Kranz were dressed down for it by Koos, who put the team through four more hours of training the next day specifically on program alarms. When the 1202 and 1201 alarms occurred during the actual landing, Garman, Bales, and even Duke recognized them immediately.

Fortune favors the prepared.

“Kapor had projected first year sales of $1M, but did $53M instead.”

I mentioned VisiCalc not long ago and Lotus 1-2-3 just this week. Yesterday, a new issue of Stone Tools came out, nicely tying the story together.

Stone Tools is a project by Christopher Drum where he grabs old productivity apps, spools up the correct emulator, and writes a review from today’s perspective. I like the emulation part – Drum even provides specific instructions so you could do it, too – and the fact he’s actually putting the tools through their paces.

Anyway, Drum reviewed VisiCalc a few months ago, and Lotus 1-2-3 yesterday.

The reviews can probably be a bit intense if you are unfamiliar with the territory, but you will be rewarded with a lot more detail than just casual understanding of these apps. Reading about VisiCalc first and 1-2-3 second really drives home how “VisiCalc walked so 1-2-3 could run” and it’s fun to see the beginnings of spreadsheet conventions that we take for granted today, for example $ absolute addressing:

In VisiCalc I’m prompted for a “relative or fixed?” decision for every cell reference in every target cell. Replicate a formula with 5 cell references across a column of 100 cells and be ready to answer 5 x 100 prompts. Unfortunate and unavoidable.

Like always, one can find inspiration in surprising places. In the review of Lotus 1-2-3, there’s this interesting tidbit:

The more I encounter [the horizontal menu-bar], the more I wonder if we gave up on it too soon. This could be “blogger overly immersed in their subject matter” brain, but I’m growing to oftentimes prefer two-line horizontal menus over modern GUI menus. […]

It also provides something GUI menus don’t: an immediate explanation of a menu item before committing its action to the document. If a menu item is not a sub-menu, line two describes it. It’s easy to audit features in an unknown program.

I have just been pondering that maybe we moved away from status bars and question mark (Windows)/balloon (Mac) help too soon – pretty much everything these days relies on tooltips – and this slotted right into that.

Anyway. Drum seems to be having fun with the project, and I appreciate that. There are little custom visuals and jokes in every post. Also, as an example, you can download an absolutely delightful recreation of VisiCalc called PicoCalc and run it on your Mac. I have never expected a spreadsheet to be so cute:

And it’s not just most well-known tools. What astonished me in the review of Scala Multimedia in January is how absolutely gorgeous the software (which I’ve never seen before) looked:

This ain’t Windows 3.1; just that palette alone is worth bringing back.

Not going to excerpt more, but there is a lot more. Check out Stone Tools and the 13 programs reviewed so far!

Mar 7, 2026

“I’m obviously taking a risk here by advertising emoji directly.”

It’s hard to imagine it now, but during iPhone’s first year, no emoji were available at all. It took four years until 2011’s iOS 5 gave everyone an emoji keyboard.

But in between 2008 and 2011, there existed a peculiar interregnum where emoji were only available on Japanese iPhones. The situation had to be carefully explained and caveated:

Eventually, an enterprising developer realized that emoji outside Japan was as easy as toggling a UI-less preference with a great name KeyboardEmojiEverywhere, hiding inside the innards of the iPhone:

Except, “easy” is in the eye of the beholder. This was still a few too many hoops to jump for an average iPhone user. So, developers figured out that there could be an app for that: the above preference incantation wrapped inside an application with an easy UI, and put in the burgeoning App Store.

The interesting part is that Apple initially fought some of these efforts, by rejecting a Freemoji app and likely a few others. (Not sure if this was about emoji specifically, or more principally about losing control.)

The developers had to get sneaky, and started hiding emoji enablers inside other apps. A $0.99 “RSS reader for a Chinese Macintosh news site” called FrostyPlace unlocked emoji by “simply pok[ing] around in it for a minute or so by tapping in and out of an article and playing with the two buttons at the bottom of its screen. That part is important, so be sure to do some genuine tapping.”

Then there was the free Spell Number (you can still see its old App Store page), where punching in a certain secret number would give you the same.

The author called it an “easter egg” and even wrote candidly at the end of instructions that “you can also delete Spell Number if you don’t want it, the setting will still be here.” (The number also had to change from 9876543.21 to 91929394.59 at some point, perhaps to evade… something?)

Eventually, Apple seemingly gave up – Ars Technica has a fun interview from 2009 from someone who renamed their app from Typing Genius to “Typing Genius – Get Emoji” and got away with it:

Ars: As the screenshot at the start of this post shows, you haven’t been shy about advertising the Emoji support over at App Store. Are you worried that adding Emoji to your application might have negative consequences? Are you worried about Apple pulling it from App Store?

Fung: I’m obviously taking a risk here by advertising Emoji directly on iTunes. That being said, I’m not the first. Worst case scenario, I’ll update the application with Emoji support removed. I’m hoping that Apple will turn a blind eye to this because I can’t see any harm done in allowing users to use Emoji.

Not quite “I am ready to do some time for the good cause,” but close enough.

Yet, it still took until 2011 for emoji support to be universally available with iOS 5, and even then you had to enable the keyboard in settings.

I like this little story of a mysterious latent cool new thing hiding inside your device, a thing that you could unlock only if you followed some seemingly nefarious instructions that never fully made sense but that actually worked.

An interesting tidbit: At least early on in 2008, for emoji to work both the sender and the recipient had to follow the instructions. So the toggle wasn’t just about adding a keyboard, but also enabling the decoding and rendering. (And complicating things further, iPhone’s Japanese keyboard had emoticons, and that keyboard was widely available without any hacks. The difference between emoji and emoticons was not obvious to many people, leading to a lot of extra confusion.)

Lastly, a fun sidebar: I asked about all this an old internet buddy, Steven Troughton-Smith, whom I remembered back from my GUIdebook days, and who still routinely posts fun hacks and discoveries about Apple platforms on Mastodon. I thought “Steven might remember that story; he seems like the kind of person who’d at least know how to find an answer.” Turns out, my hunch was better than I thought: Steven was the enterprising developer who actually discovered how to give emoji to any iPhone, all the way back in 2008.

“Which is definitely not good to do to it.”

The year is 1981. Your IBM PC is equipped with a tragic speaker that sounds awful for anything except occasional beeps. (Those beeps sound awful, too.)

You can’t afford a sound card and besides, sound cards for your PC have not been invented yet. You can’t even afford a floppy drive, so you’re one of the rare people who actually uses an audio cassette player as a storage device – a technique usually reserved for more primitive machines that have half the bits your new PC does.

But there’s a silver lining. Your cassette player has a little relay that controls its motor. You can engage and disengage the relay at will.

So, someone figured out that toggling the relay kind of sounds like a metronome. Like percussion. It’s a hack, but in the sonic landscape inhabited solely by your sorry speaker, it’s a breath of fresh air (scroll to 7:26 if you don’t land there automatically):

The year is 2026. Your computer itself is the size of an audio cassette, fits in your pocket, has better storage, graphics, sound, pretty much everything compared to a 1981 PC. It even has a special haptic motor. Except, that motor can only be controlled by native apps, and there is no official API to do it from a browser.

But there’s a silver lining. Tapping any checkbox on a site generates a haptic pulse. And that apparently works even if the checkbox is hidden and if the computer is doing the tapping.

So, someone figured out a way to use that to build a library that gives websites powers to provide haptic feedback. It’s a hack, but damn if it’s not one someone took to its logical conclusion.

I love these kinds of hacks, and I wonder what’s going to happen to this one. Will it fly under a radar, or will some websites start abusing it? If so, will Safari clamp it down, or will it actually give people a proper API for haptics?

Lock Scroll With a Vengeance

One of the most mysterious keys on the PC keyboard has always been Scroll Lock, joining Caps Lock and Num Lock to create the instantly recognizable LED triumvirate:

Scroll Lock was reportedly specifically added for spreadsheets, and it solved a very specific problem: before mice and trackpads, and before fast graphic cards, moving through a spreadsheet was a nightmare. Just like Caps Lock flipped the meaning of letter keys, and Num Lock that of the numeric keypad keys, Scroll Lock attempted to fix scrolling by changing the nature of the arrow keys.

This is normal arrow key usage in Lotus 1-2-3, doing what you’d expect, if likely a bit slower:

And this is Lotus 1-2-3 with Scroll Lock enabled. Here, the arrows do not move the cursor, but move the spreadsheet:

(You can play with it yourself!)

In time, scrollbars helped with the problem, then mice with wheels solved it in one direction, and then trackpads in both. (Although even though my 2025 Windows laptop doesn’t have a Scroll Lock key, its onscreen keyboard does, and the key still works in Excel.)

But, I grew to believe that UI problems never fully die, and often come back dressed up in new clothes.

This is the TV app on my Apple TV, doing movement as you’d expect:

But Netflix a while back picked a different approach – scrolling almost as if Scroll Lock was on:

More recently, I saw that approach spread to HBO Max and YouTube apps as well:

Is this good? To me personally, the Scroll Lock-esque approach feels strange and claustrophobic. I see the (hypothetical) value of keeping the selection in one place, but the downsides are more pronounced: things feel lopsided, going back in this universe is flying blind, and the system creates strange situations at the edges, where Scroll Lock struggled as well.

And yet, given I just dated myself by reminiscing Lotus 1-2-3, I’m curious how it feels to others.

“Our programs are fun to use.”

Beagle Bros was a 1980s software company making apps for Apple II that is still remembered fondly for their personality.

The company had a hobbyist slant, selling various small tools and collections with fun names like Beagle Bag (in the “Indoor Sports” collection) and DOS Boss and Utility City – similar perhaps to Norton Utilities on the PC side, but with a lot more fun and charisma. This is one of their loading screens, also showing both their recognizable logo and their endearing quirkiness:

The fun and well-photographed interview in Softalk in 1983 starts like this:

How do you understand a man who has three clocks on his wall, showing the time in three different cities-San Diego, Fresno, and Seattle-all, of course, showing the same time (″If anything changes in those cities, we’ll know about it”)?

…and has images like these:

Beagle Bros catalogs and manuals were filled with old-timey woodcut illustrations repurposed to tell jokes:

(I find the anachronistic combination of hedcuts and dot matrix printer typography particularly fascinating.)

Some of their software was more serious; Beagle Bros released many useful tools and even text editing and presentation apps. They also made practical posters:

But other stuff…? It was just goofing off:

How does this relate to craft and quality?

There is this interesting question about how much product and marketing and vibes and lore correlate. Did we forgive Sierra On-Line the numerous flaws of their games because we liked the company? Do we love Panic because we like what they do, or because of how they do it? Did Google put doodles on its homepage to distract people from more nefarious things, or because it just felt like a fun way to celebrate things? Is there such a thing as pure selflessness? What is the nature of free will?

Those are, perhaps, topics for future posts.

But Beagle Bros must have been doing something right if there is still a living, elaborate catalog of their works online, 40+ years later. Jeff Atwood also argued in 2015 that it was more than just fun – or that “fun” itself can give back in great ways:

Here were a bunch of goofballs writing terrible AppleSoft BASIC code like me, but doing it for a living – and clearly having fun in the process. Apparently, the best way to create fun programs for users is to make sure you had fun writing them in the first place.

But more than that, they taught me how much more fun it was to learn by playing with an interactive, dynamic program instead of passively reading about concepts in a book. […]

One of the programs on these Beagle Bros floppies, and I can’t for the life of me remember which one, or in what context this happened, printed the following on the screen: “One day, all books will be interactive and animated.”

I thought, wow. That’s it. That’s what these floppies were trying to be! Interactive, animated textbooks that taught you about programming and the Apple II! Incredible.

Steven Frank, the co-founder of Panic, wrote this in 1999, with similar themes:

You never knew exactly what you were going to get. I remember one program listing printed on the side of a bird that, when run, produced a series of wild chirping noises from the Apple’s speaker. And this was from a program that was only five to ten lines long. As a neophyte BASIC programmer myself, I was stunned and amazed. How could you make something this cool with this small amount of code? […]

Beagle Bros’ tools were fantastic. They literally let you do the (allegedly) impossible, like change the names of operating system commands. And they always packed the disks full with extra stuff. Demos of their other products, and strange graphics hacks that existed for no reason other than the fact that they were cool, and because there was spare room on the disk. Beagle Bros. had a lot to do with why I ever wanted to learn programming in the first place. […]

I’ll never forget the book. […] The book was a huge compilation of all around interesting stuff. Weird Apple II tricks that were pointless, but endlessly fascinating. Like the fact that there were extra offscreen pixels of lo-res graphics memory that you could write to, that never got displayed. Or how to put “impossible” inverted or flashing characters into your disk directory listing. Or how to modify system error messages. Not very useful, but really fun to know and really, really cool to mess with. My dad was convinced I was going to somehow break the computer with all this hacking, but a simple reboot always fixed everything.

(I swear I did think of Panic above as a spiritual successor to Beagle Bros without knowing that their work literally inspired one of the Panic’s founders!)

Frank’s essay provoked more emails, and this excerpt caught my attention:

The subtlety: They had utilities which would produced formatted Basic listings and they would give example output of these utlities in their ads and catalogs. It was quite a while before I realized that most of those examples were not program excerpts, but complete programs which of course contained the Beagle Bros signature weirdness. And then there were the seemingly innocent hex dumps. My favorite was from the cover of one of their catalogs, which had a classic picture of this fellow sitting in a chair. On the floor next to him is a handbag with a piece of tractor paper sticking out. On the paper is a hex dump: 48 45 4C 50 21 20 and so on, which are ASCII codes that spell out the message: “HELP! GET ME OUT! I’M TRAPPED IN HERE!----SOPHIE”

Toward the end of the prolific 1980s, Beagle Beos tried to strike it big by making an integrated office suite:

After the work the company had done on AppleWorks 3.0, Simonsen felt ready to jump into the Macintosh market with a “Mac AppleWorks” of their own – they called it Beagle Works. Unfortunately, other companies – giants in the Mac market such as Microsoft, Claris, and Symantec – had the same idea. Their resources were far greater than Beagle Bros had imagined, and the race was costly.

The gamble killed the company. It’s likely that the changing software market would anyway.

But the years before seem to still inspire some people. Check out the Beagle Bros Repository – the homepage is a bit confusing (I think it prominently shows last-updated or last-added things for some reason?), but just use the nav at the top. Maybe it will inspire you, too.

“Some rather obscure and complex mathematical process”

When you start a new game in SimCity 2000 (you can try it in the browser yourself), as the city is generated, you see a few messages fly by: Creating Hills, Tracing Rivers, Smoothing. Among them, for a bit, one can see “Reticulating Splines”:

If it was not obvious from seeing Smoothing followed by More Smoothing and then Yet More Smoothing, the phrase is a joke. From The Official SimCity 2000 Planning Commission Handbook:

“Reticulating splines” is a giant pulling of our legs. Will and some others made up the phrase because they thought it looks and sounds as if it means something. It might: the word “reticulate” means to divide something so that it looks like, or appears to be, a net or a network generating, perhaps, from a single point; a “spline” can be an irregular curve or the approximation of a curve. Individually the terms have meaning. Together – in the case of SimCity 2000 – they don’t. It’s just a prank and a joke.

In some versions of the game, there was also a seductive woman’s voice saying the phrase out loud, which presumably made it even more memorable.

The phrase moved to other Maxis games, notably The Sims…

…and subsequently Minecraft…

…and then tons of other places.

I’ve heard the argument that it wasn’t just Reticulating Splines – that Will Wright’s joke was the beginning of the habit of putting “cute” loading messages in apps, including actual not-game and definitely-not-cute applications. I am 100% sure there are some earlier examples of “funny” loading or error states, but I also see how this one attained a certain critical mass and influence.

I hate these cute loading strings with passion. I think I’m in the minority. It’s a topic for a future time, but it was fun at least to trace some part of its history, sifting through hundreds of pages earnestly explaining the concept of “reticulating splines” to people. Whether they’re in on the joke, I am not sure.

Also, okay. Fair enough. I chuckled just now when I saw this:

“Just a little detail that wouldn’t sell anything”

The breathing light – officially “Sleep Indicator Light” – debuted in the iconic iBook G3 in 1999.

It was originally placed in the hinge, but soon was moved to the other side for laptops, and eventually put in desktop computers too: Power Mac, the Cube, and the iMac.

The green LED was replaced by a white one, but “pulsating light indicates that the computer is sleeping” buried the nicest part of it – the animation was designed to mimic human breathing at 12 breaths per minute, and feel comforting and soothing:

Living through that era, it was interesting to see improvements to this small detail.

The iMac G5 gained a light sensor under the edge of the display in part so that the sleep indicator light wouldn’t be too bright in a dark room (and for older iMacs, the light would just get dimmer during the night based on the internal clock).

In later MacBooks, the light didn’t even have an opening. The aluminum was thinned and perforated so it felt like the sleep light was shining through the metal:

And, for a while, Apple promoted their own display connector that bundled data and power – but also bundled a bit of data, which allowed to do this:

Back when I had a Powermac G4 plugged into an Apple Cinema Display, I noticed something that was never advertised. When the Mac went to sleep, the pulsing sleep light came on, of course, but the sleep light on the display did too... in sync with the light on the Mac. I’ve tested that so many times, and it was always the same; in sync.

Just a little detail that wouldn’t sell anything, but just because.

Even years later, some people tried to recreate it on their own:

To do this I shifted the first gaussian curve to that its domain starts at 0 and remains positive. Since the time domain is 5 seconds total and the I:E ratio is known, it was trivial to pick the split point and therefore the mean. By manipulating sigma I was able to get the desired up-take and fall-off curves; by manipulating factor “c” I was able to control for peak intensity.

But at that point, in the first half of 2010s, the breathing light was gone, victim to the same forces that removed the battery indicator and the illuminated logo on the lid.

I know each person would find themselves elsewhere on the line from “the light was overkill to begin with” to “I wished to see what they would do after they introduced that invisible metal variant.”

I know where I would place myself.

This blog is all about celebrating functional and meaningful details, and there were practical reasons for the light to be there. This was in the era where laptops often died in their sleep – so knowing your computer was actually sleeping safe and sound was important – and the first appearance of the light after closing the lid meant that the hard drives were parked and the laptop could be moved safely.

The breathing itself, however, was purely a humanistic touch, and I miss that quirkiness of this little feature. If a save icon can survive, surely so could the breathing light.

“So, I made another tool.”

Palette cycling is an interesting technique borne out of limitations of old graphic cards. Today, any pixel can have any color it wants. In the 1970s and 1980s, you were limited to just a few fixed colors: as few as 2 for monochrome displays, or 4, or 8, or – if you were lucky – 16. Some of those fixed palettes, like CGA’s, became iconic:

But there was an interesting hybrid period in between then and now where you still were only allowed 4 or 8 or 16 or 256 color choices in total, but you could assign any of these at will from a much bigger palette.

So, as an example, each one of these three is made out of 16 colors, but each one is 16 different colors:

Moving pixels was slow. But palette swaps were so fast and easy, that it led to a technique known as palette cycling. This is probably the best-known example, from an Atari ST program called NEOchrome.

Despite so much apparent movement, no pixels are changing location, as that’d be prohibitively slow in 1985. Only the palette is changing. If you watch the same animation with the UI visible, you can clearly see which colors are “static,” and which are moving around:

But this was 1985, so why I am mentioning it 40 years later?

I like looking at old computers for a few reasons. Some of these seeminly-ancient techniques are inspiring and remind me that the limitations are often in the eye of the beholder. Seeing someone really good pushing a platform to its limits is just a good thing to load into your neurons – this could be you next time! And, believe it or not, some tips and tricks can still be relevant.

For example, this is a 9-minute video by Steffest from just earlier this year that walks through a modern attempt to make a palette cycling animation, including starting on an iPad:

The end result goes much harder than I expected. It was interesting to see again the technique of dithering to simulate transparency (we’ve seen it before, but this one is more advanced). But what particularly stood out to me here was the artist making his own little tools to aid in the creative process; I’ve always loved the notion that a computer is really just meant to be an accelerant, making it easy for you to avoid drudgery.

“The killer app is making calls.”

I was randomly checking the Wikipedia entry for killer apps – apps that were so good that they single-handedly made people buy a particular hardware platform just to run them (Wii Sports for Nintendo Wii, Super Mario 64 for Nintendo 64, and so on).

There are some interesting nuggets in there I didn’t know, like Sibelius (music software) being a system seller for the British computer Acorn Archimedes, Xevious doing the same for Famicom (I had no idea Xevious, as beautiful as it is, was so huge!), and Steve Jobs focusing so much on making calls on the first iPhone. How quickly we started taking visual voicemail for granted…

But I was surprised not to see killer apps for Fortnite, Minecraft, Roblox, or even Mac OS X. Does the concept of killer apps not work anymore? Is iMessage a killer app for those who want blue bubbles, but it’s much harder for us to know that?

(I’m also curious about a parallel list of botched updates: Digg in 2010, Sonos in 2024, the “simplified” iMovie ’08 and Final Cut Pro X, Liquid Glass, as some of them ended up being anti-killer apps. I don’t immediately see anything like this online, but it could be an interesting series of posts to analyze those more carefully, going past schadenfreude or ridicule.)

Also, it made me think of one of my favourite ads. It’s for VisiCalc, the first computer spreadsheet, and the first-ever killer app. The ad was unassuming, small, in a corner of a 1979 computer magazine. But, in hindsight, what a prescient and brilliant question: How did you ever do without it?

We take spreadsheets for granted, too, but chills. Literal chills.

Feb 13, 2026

“You’d get knuckle pain if you typed too much.”

I’m slightly suspicious of this story that Unix commands were made so short (cp instead of copy, mv instead of move, ls instead of list, and so on) because the console keyboard had really unpleasant keys.

I imagine it must be a confluence of many things, not just this one. Shorter means faster even with amazing keyboards. Shorter also means the commands travel quicker over the slow modems of the era. The downsides were limited: the early nerdy user base of Unix could handle the extra confusion.

On the other hand – no pun intended – I typed on the keyboard on the picture and I can confirm it is absolutely, positively atrocious, with the tallest keys you have possibly seen:

At any rate, it’s a good a reminder of the power of motor memory, and the difficulty of change management. Even the worst keyboards imaginable are so much better now, and the modems so much faster. And yet, the short and confusing commands remain to this day.

“The floppy disk icon relies on interface familiarity, not object familiarity.”

Just a few hours after writing about floppy disks, I stumbled upon a bona fide floppy icon in the Bluesky’s iOS app, anno domini 2026:

I imagine this, in a nerdy view deep inside settings, might be more of a fun nod, but it made me curious – does Word still use a floppy icon?

Yes, it does! Right next to the icon-less AutoSave toggle, deep within a veritable kowloon walled city of interface elements.

And yet, maybe I should chill with the jokes – NN/Group revisited the save icon in July of last year and surprise! People still understand them.

83% of participants associated the floppy disk icon with saving. […] Another 13% described this object literally with responses such as “disk,” “disc,” or “this is an SD card for storing information.” These responses were not coded as “save,” but still suggest familiarity with the image.

What a fascinating journey! The icon didn’t change at all, but its perception went from being a literal representation of a familiar object, to a skeuomorph once floppies were replaced by hard drives, to then a symbolic representation of physical media in general (a lot of people think it’s an SD card – or perhaps even that floppy disks and SD cards are one and the same), to increasingly just an abstract symbol that represents saving as a concept, registering similarly to the circular arrows for syncing, and an arrow pointing south for downloading.

NN/Group is itself kind of a floppy disk, trying to walk a fine line between their legacy and reinventing themselves. They’re dismissed by many as old-school, academic, boring enterprise software aficionados, relics of a different era. I see some of that and often disagree with them, but I also sometimes appreciate their rigor, reliance on user studies, and outright dismissal of fashion in UI design. I want to revisit their site in more detail and see how I feel about it today, 30 years after Jakob Nielsen’s books rocked my world.

How to shoot a screen using a board of keys

Everybody who routinely takes screenshots on a Mac knows very well the motor memory heaven and hell that are the screenshotting shortcuts: ⌘⇧3 to grab the whole screen, ⌘⇧4 to grab part of it, hold ⌃ ahead of time to put the result in the clipboard, press space at the right moment to select a window, hold ⌥ at a different time to remove a shadow, and so on. (Yes, there’s more.)

It’s strange to talk about those shortcuts, because the world is divided into two groups: people who have never used any of these because they are the scariest shortcuts that induce RSI if you just think about them, and people who have used them for so long that their fingers do all the work. Either group would struggle with writing the above paragraph – as did I, needing to watch my hands first, and then take notes.

But: why do the shortcuts start with 3? After all, ⌘⇧1 and ⌘⇧2 don’t seem to do anything.

That wasn’t always the case. Turns out that once upon a time Apple was trying to create a larger universe of nerdy shortcuts for your Mac. The effort is so old – they were introduced in 1986 – that ⌘⇧1 was added as a quick shortcut to… eject the floppy disk. And, since you could also have an external floppy drive, ⌘⇧2 was assigned to eject that, and the shortcuts for screenshots followed in sequence: ⌘⇧3 to save the screen, and ⌘⇧4 to send it straight to your printer. (Even then, there was already Caps Lock thrown into the mix, too, switching between the entire screen and the current window.)

Early BASIC programmers knew to separate their line numbers by 10 because there will always be a line you want to insert in between, but keyboard shortcut designers do not have that luxury.

And so the nice system backfired immediately. Some Macs started coming with two built-in floppy drives, but still allowed you to plug in an external one. What would you press to eject that?

Well, of course it had to be ⌘⇧0, since ⌘⇧3 was already taken.

(In an absolutely delicious bit of rhyming, the 0 key itself is on the “wrong” side of most keyboards – except Hungarian – because it was added to keyboards before the 1 key was! It felt more natural to put it after 9 than right before 2.)

Things were quiet for a while. Floppies disappeared over time. Only in 2018, Apple evolved the old Grab app that it inherited from NeXT into a Screenshot app, and assigned it a new shortcut, ⌘⇧5. That was a nice improvement – video recording, a very helpful timer, a few smaller options, and a bit of a GUI thrown atop for convenience.

There are a bunch of system and change management lessons in here, but I want to talk about something else I just learned about.

Acorn 8, a graphic app, has a delightful screenshotting feature parked under ⌘⇧7 that does something incredible: it takes a screenshot, but does so in a way where windows are separate layers, grouped by app. It’s amazing; you can re-compose stuff afterwards, reveal covered stuff, remove windows, even change the wallpaper. A mouse cursor arrives too in its own tiny layer, like a cherry on top.

I’m sharing this both because I gather people who read this blog take a lot of screenshots – but also because this is software craft. I know “delightful” is (mis—? ab—?)used to refer to beautiful but slow transitions, and cute but distracting UI copy, but this is the stuff of true delight: using newly abundant technology to actually do something useful, and rewrite the rules of something that hasn’t been touched for ages, in a way that feels magical. There is still room for improvement – notably, you cannot just fire and forget a screenshot straight into your filesystem – but I find this kind of stuff inspiring.

I also know what you’re thinking: hey, what happened to ⌘⇧6? I’m not going to tell you. It’s probably not that hard to google it, but maybe you’ll enjoy trying to guess like I did. What was a feature of Macs that arrived after 2018 that Apple would want you to forget about even more so than the floppy disks?

“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.

“An integer overflow causes an enemy to spawn directly on top of the player”

A nice counterpart to my post from a few days ago – a 5-minute video by philive of more kill screens from various classic arcade games, with simple explanations.

“The glossy, shimmering future of computing”

A good 22-minute video from XDA about the debacle that was Windows Vista and the corrective measure that followed, Windows 7:

It taught me many things and it clarified that things were more complicated than they seemed. Windows Vista (widely seen as failure) perhaps wasn’t so bad, and 7 (quoted by many as the best Windows ever) was not that far away from Vista, down to its internal version number being 6.1 to Vista’s 6.0.

It’s also interesting to reflect on this today, when macOS is having its own Vista moment.

There is also a follow-up video on Windows 8, the possibly most consequential Windows release of that era, with product decisions that reverberate still today.

Main takeaway: An entire book could be written and a lifetime of lessons learned from Microsoft’s “.1” releases.

“The only way to win was to cheat.”

A 6-minute video from JHR about the 1980s British game Jet Set Willy, a big prize for its completion, the bug that made it unplayable, the copy protection, the hackers, and the mess of it all.

Amiga Pointer Archive

I have been wondering the other day why aren’t there more mouse pointer museums and here’s one – Amiga Pointer Archive! (Amiga was a 16-bit home computer especially popular in Europe.)

Doesn’t work so well on mobile, but it’s fun on desktop. I recommend zooming the page to 200%.

“More or less turned Windows into a carnival”

Wes Fenlon at PC Gamer:

Every so often, a wonderful thing happens: someone young enough to have missed out on using computers in the early 1990s is introduced to the Windows 3.1 “Hot Dog Stand” color scheme.

I can’t figure out whether Gruber’s take (“That’s Microsoft.”) is also a subtle jab at Apple in the year of Liquid Glass.

Also, great first comment under the original post:

I assume “Plasma Power Saver” served an actual purpose - it was intended for users of “portable” machines having a gas plasma display. Early ones were monochrome (orange) and I guess the actual color hue didn’t matter so much as the intensity.

Early plasma displays were genuinely fascinating.

“Strangely primitive against the backdrop of the slick user interface”

Forgot about this cute little story:

It used to be that when you dragged an item off the Dock and dropped it, the icon would disappear in a puff of smoke and make a satisfying noise. The animation was strangely primitive against the backdrop of the slick user interface of what used to called Mac OS X.

I too wondered why that animation was weirdly amateurish, almost like a placeholder. Well,

One of the most talented engineers on the team took out a piece of paper. I wish I could say it was a napkin to make the story better. ¶ On the piece of paper, he drew a series of five frames. The intention of the designer was that these drawings would stoke further discussion. That it would get cleaned up and refined later. ¶ But that never happened. It shipped as is. And the rest is history.

Also when looking it up, I found a mention of a fascinating bug that exposed the origin of the animation as a sprite.

“Ugly in a way that’s pretty”

I gave a talk about the craft of pixel fonts at Config last year, and this fresh YouTube video by Noodle seems to be a great and quirky companion to the whole issue of “how did pixels look on old CRTs,” including many examples from modern games.

“And then the system crashes”

From Nina Kalinina’s excellent revival of a forgotten 1983 GUI, a discovery of a hilarious accessibility bug:

VisiOn loves to beep at the user. It beeps every time a menu option is chosen or an on-screen button is clicked.

If you are tired of the noise, you’d appreciate that Application Manager has an option to replace the sound with a “visual beep”. It is implemented as a flashing area of 32x16 pixels around the mouse cursor. Every time the flashing is about to happen, an image “below” the cursor is preserved in RAM to be restored after the “visual beep” is over. However, the memory allocated for this bitmap is never freed. It takes between 200 and 1000 clicks to fill the RAM with useless copies of the mouse cursor, and then the system crashes.

If you have never heard of VisiOn, The Digital Antiquarian has a fun walkthrough that also happens to be the first chapter of an excellent series about the history of graphical user interfaces.