Yesterday, I wrote perhaps far too much about how the current Ford Bronco’s rear indicators look like curly brackets; that was, of course, important journalism, perhaps the most important journalism possible. In the comments, many of you suggested another notable taillight that needs to be addressed: the low, wide taillights of the current Hyundai Santa Fe. These are taillights that have captured the attention of even more staid, non-taillight obsessed publications and have been ones that my non-car-geek friends have pointed out as being interesting. So let’s talk about them.
Even more important is the fact that the design of the Hyundai Santa Fe taillights reminded me of something very specific; and, perhaps even more tellingly, one of our commenters called it out yesterday, a testimony to either the remarkable perception of our wise commentariat or my embarrassing predictability, or, more likely, some combination of the two.


First, though, let’s look at these taillights:
The Santa Fe’s taillights are interesting in many ways. First, they’re quite low. We’re talking Volkswagen Vanagon-level low. And the reasons they’re so low are pretty much the same reasons as why the Vanagon’s lights were so low: to get the biggest, widest, tallest hatch possible on the back of the car, to maximize loading space. That means the hatch has to be the full width of the car, with room for the support struts behind it, and as tall as possible, so the only place for taillights is down low.
So that explains the location and general wide and short proportions; what about the pattern?
According to Head of Design for Hyundai North America, Kevin Kang, the pattern in the taillights is part of an overall H-based design theme used all over the vehicle (emphasis mine):
“Conveniently, the “H” from Hyundai has a boxy shape (despite how it appears in the Hyundai logo), and the designers seized on this to make “H” a design theme seen throughout the vehicle, including the front and rear light treatments, the front climate vents and even the ambient lighting across the dashboard. There are even compound H shapes, such as on the front, with each DRL forming its own H and then a bar across the front, creating an overall H. He told his designers to give people something to distinctly remember about Santa Fe after they left it. Indeed, the first thing you will likely remember about the Santa Fe are those “H” headlights and tail lights.“
So, they’re supposed to be Hs, or, as George Bernard Shaw would confusingly write, “aitches.” But the particular way this H looks reminds me of something far, far more specific, as this perceptive commenter noted yesterday:
Dammit, yes, William, yes it is. Absolutely, 100%, you unscrewed the access flap of my skull and looked inside and saw this:
Yes, the Atari 2600 version of the game Mouse Trap! Specifically, it’s these that were what the Santa Fe taillights reminded me of:
Those are supposed to be dog bones. And they sort of do look like dog bones, just like they sort of look like the H-pattern in the Santa Fe taillights. So, yes, that is exactly what I was reminded of. Yeah, it’s pretty geeky, but we’ve come this far, so why not dig into why those dog bones look like that?
I mean, look at the cats and mouse in that screenshot; they have a lot more detail than those dog bones, right? The arcade version of the game managed to draw the dog bones at about the same level of detail as the dogs and cats and mice:
So why can’t the old Atari 2600 do the same? Well, there’s a good answer, and the answer is a great reminder of how incredibly limited the Atari 2600 was, and how clever the programmers were that made the games for it. So, let’s dig into it!
Here’s the key thing to know about the 2600: it was designed to play games like Pong and Tank, simple games that, at their most complex, looked like this:
So, two players (tanks), a simple maze, and two “missiles.” That’s it. Oh, and a ball for Pong-type games. That’s all the Atari 2600 was ever intended to do, so that’s all its visual capabilities were: it could draw two players, two missiles, a simple background (called a playfield), and a ball.
And that’s all that any game actually uses! Even ones that have remarkably complex graphics find clever ways to use these five basic elements. Mouse Trap, for example, breaks down like this:
Now, you probably still have some questions: how can that one cat-player be repeated so many times? And why are the playfield pixels all so wide compared to the player ones? Well, the answer has to do with brutal limitations.
You see, back in 1977 when the 2600 (originally called the VCS) was designed, computer memory was crazy expensive. That means that if the 2600 were to have enough memory store a whole screen at a time, it would have been as expensive as a new AMC Gremlin. So that was out of the question. So what could they do?
They could make do with a lot less. Specifically, they could only have enough memory to store one scan line of the display.
That one scan line could hold this much information: playfield pixels (but only 40 of them, which is why they’re so wide, and really only 20, because half the screen would either be mirrored or duplicated, though programmers did figure out how to get around this for asymmetric playfields), the two player sprites (8 pixels wide, and these could be duplicated on the line 2 or 3 times, or widened), and the missiles and ball, both of which could be widened from one pixel to 4). Each of those could have one single color per object, out of a respectably large palette of 128 colors.
So, those dog bones look the way they do because playfield pixels were four times as wide as the resolution of the player sprite pixels, which means the smallest “dot” looks like a hyphen.
The way a full screen was drawn was that the 2600 “raced the beam;” this means it sent data to the screen based on where the CRT television was actually “painting” the screen, from top to bottom, one line at a time, 30 frames every second. So, it would send the contents of one scan line, then, as the electron beam was moving down to the next line to draw that, the 2600 could change the data for that next scanline, meaning pixel patterns and colors could change from line to line, allowing for an actual screen image to be drawn!
This limitation actually gave the 2600 a ton of flexibility: colors could change line-by-line, patterns of pixels, locations of objects, and so on. That’s how a machine designed to draw two rectangular paddles and a ball could produce images that looked like this:
So, to recap, the reason the Hyundai Santa Fe taillights remind me of the dog bones in the Atari 2600 version of the video game Mouse Trap is because computer memory was crazy expensive in the 1970s.
Glad we cleared that up.
Alright Autopian hivemind…..this got me thinking of an old game I used to play at the library in the early 90s on mac (which, of course, they all were on mac at that point). You navigated a simple person sprite through a maze like layout avoiding enemies (vaguely remember some resembling fuzzballs)….
But the thing that sticks out in my mind is that when a blob would hit you you would be transported to a mini level (maybe the inside of the blob?) that you would have to get through.
Can never find what it was to this day, so……what was the game, Autopians?! Someone here has to know!
Mazeworld Abyss is my guess:
https://www.macintoshrepository.org/5719-mazeworld-abyss
No. Should mention that this was likely a late 80s game. Old 2D graphics. Think Oregon Trail simple but in 8 bit color. Honestly some of my Commodore Vic20 games had better graphics.
This is some very poor advertisement placing:
https://photos.app.goo.gl/emSujVRXbjvALpT89
I didn’t see dog bone until the discussion yesterday. But the quoted statement here confirms I’m seeing them as Hyundai intended. They’re trying too hard here and giving the overuse of the rotor motif in the RX-8 some stiff competition.
My 5 year old calls them “dog bone taillights”
The entire rear of this car, in certain colors, reminds me of a Previa.
My wife pointed out that if the 2 dots on one end ever go out it will look like a certain portion of the male anatomy.
It’s the bracket style grab irons from a 1937 AAR 40c box car.
No?
I hate that there’s a lot of empty space between the top and bottom of the bone, and the fucking turn signals and reverse lights are separate and even lower. WHY!?
The design feature I find noteworthy about this Santa Fe that I cannot recall another vehicle having is that the liftgate actually protrudes out further than the bumper/fascia does. I saw one in traffic a couple weeks ago and noticed that. It’s mildly off-putting from an aesthetics standpoint, but it’s even more baffling of a design knowing that if an owner backs into something, the first thing to contact is the liftgate.
That may be the kindest thing ever said about the Santa Fe’s appearance, especially from the rear.
Ask and ye shall revieve! Hahaha thank you for this article, it is indeed the most important journalism possible. In fact in the current climate, it may well be the only journalism that fully delivers on its promise.
While I did have a 2600, we never had enough moeny for more than a single game purchase, and Mouse Trap wasn’t it. We made due with th (fortunately excellent) game Pitfall, and anything else I had was borrowed from other kids lucky enough to have parents dumb enough to have blown their weekly pay on one of these. The stand out for me was always Berzerk, because I still contend you don’t know true terror until you’ve been chased around a line maze by an evil smiley face.
If you’re only going to have one extra cartridge for the 2600, Pitfall! (don’t forget the “!”) was the one to have.
Honorable mention: Yar’s Revenge, Asteroids
I was thinking of another Atari game named Dodge’Ems
Thank you for this important update Jason.
man that car… the front & side design language (in my personal opinion) are both excellent – and then the rear, charitably, looks like dogshit. If they moved the lights up to the position where the name badge is it would look much better (and no longer be legal with USDOT standards, admittedly).
Makes me think of Night Driver for some reason, never been able to figure out exactly why though
A neighbor just got one of these. IMHO they look even weirder in person than they do in pictures. Now that I see them everywhere I’m not a big fan anymore and I don’t think they’ll age well at all.
I physically recoiled the first time I saw one of these in the wild. The rear end is truly hideous.
Torch’s dogged search for the truth has game, no bones about it.
With such low tail lights, any impact at all and you’re boned.
I saw dog bones.
Or as British people would say, “haitches.” Makes zed sense to me.
Well, what do you expect from people who can’t even properly pronounce or spell al-you-mini-um?
It’s obviously the Sattelite of Love, from MST3K.
That was my thought as well. We got movie sign!!
Push the button, Frank.
DEEP HURTING
But can you play Mousetrap on the tailights?
I’ve only ever played Mouse Trap on the Coleco. Using the numeric keypad on their wackado controller to open or close the doors. I have to admit I loved playing Combat on the Atari and bouncing my projectile around walls to kill my opponent. Simple pleasures. Repeatedly levitating ET out of a pit, not so much.
So, when you’re making a turn, is the indicator sound in the cabin 8-bit? Shouldn’t it be?
Ye Gads! Dog bones on what is a dog ugly rear end. This is up there with the Honda Crosstour and any BMW GT fastback.
Love it! I’ve been calling them the dog bone taillights from the moment I first saw them. Didn’t make the Atari connection, but that’s just extra rad.
same here!
I was gonna say it was the cars from the Atari 2600 game Dodge Em, which also just look like the dog bones lol.
https://i.ytimg.com/vi/0l92EVMKPCQ/sddefault.jpg