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Labs / L-02 · The house’s arcade · Live

DZND PLAY

Your arcade and your collection, in one place.

DZND’s own arcade, behind the controller in the middle of the homepage: original games on one shelf of 8-bit cartridges, cards to collect in a Binder, a community to talk, trade and duel in, and one player across all of it.

General Market, a DZND PLAY card: rare · anodised titanium, No. 0001
Amazing Grace, a DZND PLAY card: legendary · gold, No. 0001
Switch Am, a DZND PLAY card: legendary · gold, No. 0001

01 / The mark

DZND, then PLAY in gold.

The first thing a player sees: the house’s name in small letters over PLAY, struck in gold in PLAY’s own bold pixel type, glowing over Orbital Wahala’s station at night above the Lagos lagoon while the arcade loads.

DZND

PLAY’s home-screen icon: the DZND monogram drawn in 8-bit, white on navy

On the home screen

Saved to a phone, PLAY is DZND’s monogram drawn in 8-bit, white on navy: a drawing of 24 cells, always shown at a whole number of screen pixels a cell, so it stays sharp at every size.

02 / The door

Found, not advertised.

PLAY began with the owner’s brief of October 2026: small games behind the controller on the homepage, found rather than advertised. Play comes first and identity second. Anyone plays at once; entering the weekly ranking takes a name and an email.

PLAY has no place in the menu. It waits behind the controller in the middle of the homepage and opens over the page, which loads none of the games until the controller is pressed.

A cartridge opens its game’s screen first: a small arcade screen switched on over the holder, with the game’s number, its art, its line and PLAY. Only PLAY starts a game.

PLAY’s game intro for Orbital Wahala: the title, the cartridge, its line and the PLAY key

03 / The shelf

Six cartridges, one case.

The games sit as cartridges in an arcade holder, a dark moulded case with fitted bays. Each game’s cartridge, colours, place on the shelf and status are set in The House, and a change reaches a player already on the shelf within a minute.

DZND PLAY’s arcade holder: the cartridges seated in a dark moulded case
Side A
The public catalogue, the only side players are shown. Side B holds the games still being made, for staff only.
Statuses, in words
Premium, Repairs and Building are drawn on the cartridge and printed under it, never shown by colour alone.
Depth from CSS
The case, its rim, its screws and each bay’s shadow are CSS: inset and cast shadows and gradients, no 3D library.

04 / The games

Six games, each its own kind of play.

  1. Orbital Wahala: First Contact, a formation sweeping down zone 01 as the ship fires up into it

    DZ-04

    ORBITAL WAHALA: First Contact

    Reflex

    Endless zones for the leaderboard, or a campaign of levels.

  2. Mama’s Pot on a phone: a player’s Director in the quad, the tasks above and the stick below

    DZ-06

    Mama's Pot

    Social deduction

    Someone took the meat from Mama's pot: do your tasks, watch the pot, vote the thieves out.

  3. Shine Shine, stage 1, the market’s edge: a sack pushed into the pit to cross it, diamonds beyond

    DZ-05

    Shine Shine

    Platform puzzle

    Stages across Lagos, seen from the side: climb, push, break and cross to the exit.

  4. The Drop, in its eventOS edition: a tower of tickets stacked on an LCD screen

    DZ-01

    The Drop

    Precision

    Stack the house; what overhangs is cut away.

  5. House Memory: a piece of the house to remember, the Lotus ’26 hoodie

    DZ-02

    House Memory

    Recognition

    Remember the house, in order.

  6. Event Chase: tickets on a maze, the crowd closing in, on an LCD screen

    DZ-03

    Event Chase

    Agility

    Collect the tickets; keep clear of the crowd.

05 / The collection

Cards to collect, and a Binder to keep them.

Every counted run can drop a card. Each is numbered, kept in the player’s Binder, and can be used, sent, traded or locked away.

A page of the Binder: cards in their pockets, Legendary gold, Rare titanium, Uncommon silver, Common bronze; the cards not yet found are locked pockets with a question mark

A page of the Binder. The cards not found yet wait as locked pockets.

Switch Am, Legendary, No. 0001: its face, and its back with what it does, its charges, cooldown, supply and whether it can be stolen or passed on

Switch Am, face and back, as issued on a test copy of PLAY.

The face
Its picture, its name and tier, its number (No. 0001 is the first of its kind) and its timings.
The back
What it does, in plain words, and its rules: charges, cooldown, how many a player may hold, the supply, and whether it can be stolen or passed on.
The metal
Each tier has its own: Entry gunmetal, Common bronze, Uncommon sterling silver, Rare anodised titanium, Legendary gold, God Tier black chrome with crimson enamel.
  • Switch Am, a DZND PLAY card: legendary · gold, No. 0001

    Switch Am

    Legendary · Gold

  • Amazing Grace, a DZND PLAY card: legendary · gold, No. 0001

    Amazing Grace

    Legendary · Gold

  • General Market, a DZND PLAY card: rare · anodised titanium, No. 0001

    General Market

    Rare · Anodised titanium

  • Street Code, a DZND PLAY card: rare · anodised titanium, No. 0001

    Street Code

    Rare · Anodised titanium

  • Level Up, a DZND PLAY card: uncommon · sterling silver, No. 0001

    Level Up

    Uncommon · Sterling silver

Packs

Five cards to a pack, at least one Rare or better. A pack waits on its shelf, sealed, until it is opened: the cards are dealt face down and turned over one by one.

  1. The Binder's pack shelf: two sealed five-card packs, and the pack ready to open

    The pack shelf: packs wait sealed.

  2. A pack opened: five cards dealt face down in a fan, tap a card to reveal

    Five cards, dealt face down.

  3. A card turned over: Spoil Your Life, Rare, with the cards still to turn below

    Turned over one by one.

Gold Tickets
Rare, drawn by luck alone, and kept for good, each with its own number. A Gold Ticket opens the Gold Ticket Directors.
Vaults
A card in a Vault cannot be stolen, whatever card is used against it. A Wooden Vault holds one card, an Iron Vault two.
Overflow
A card or pack with no pocket free waits in Overflow, kept for 72 hours while room is made.
Space Bus
A new ship for Orbital Wahala for every second level completed in its Levels mode, bound to the player.
Mana
Earned in every game and kept in the player’s Coffer, which grows with their level; it buys from the house in Trade.
Cards in play
Attacks, guards, counters and luck: a card can take from another player, swap with them, protect, or boost a run.

06 / The community

Six places to talk, trade and play.

One world around them: Lagos at night, seen from the station of Orbital Wahala, each place drawn in the same 8-bit grid as the games.

  1. The Commons: the square under the Lagos skyline, and a conversation between sample players

    Talk

    The Commons

    Everyone in PLAY, in one square. Say something.

  2. Crews: the yards and their banners, a crew with its motto and members

    Talk

    Crews

    Your people: start a crew, join one, keep each other going.

  3. The Barter Wall: an offer of a card for another, the exact card shown, committed until taken or withdrawn

    Trade

    Barter Wall

    Offer what you hold for what you want. Items, not money.

  4. Trade: the exchange hall, a five-card pack and a Wooden Vault from the house, priced in Mana

    Trade

    Trade

    Buy and sell for Mana from your Coffer. Item for item is the Barter Wall.

  5. Players: the arrivals gate, the player as others see them, and who is online

    Play

    Players

    Everyone in PLAY, your people first. Find a player; follow, challenge, invite.

  6. Duels: the arena, an invitation to The Drop to answer, and a duel played to the end

    Play

    Duels

    One game, two players, head to head.

Sample players and messages, on a test copy of PLAY: nothing here is a real player’s.

07 / One player

A name and a Director, across every game.

One system holds the games. A player chooses a Director, one of PLAY’s own characters, as their picture. Their lives are shared by every game, and an overall ranking reads across them.

  • Rookie

    The New Arrival

  • Olopa

    The Officer

  • Pepe

    The Hot One

  • Oji

    The Blacksmith

  • Ada

    The First Daughter

  • Yaji

    The Unlucky One

  • OMO G

    The Governor's Daughter

  • Obtainer Man

    The Obtainer

  • Studio

    Studio Director

  • Labs

    Labs Director

  • House

    House Director

The Director

Chosen once, with the player’s name, as their picture in PLAY and on the rankings. The Gold Ticket Directors open with a Gold Ticket, each with an ability of its own.

Lives

Shared by every game, spent only by a game, and given back with time. With none left the cartridges wait, and everything else stays open.

The ranking

Each week and all time, game by game and overall. Anyone plays as a guest; entering the ranking takes a name and an email, which is never shown.

PLAY’s score slip at the end of a run: game over, the score, a new best stamped in red, the lives left

Every run ends on a printed score slip.

PLAY’s character profile for Ada, the first daughter, and the key that selects her

Each Director has a profile of their own before they are chosen.

08 / Run from The House

The house decides; the screen shows.

Everything a player sees is set in The House, and the server checks it again when a game is asked for, so the screen can never start what the house would refuse.

Each game
Published or not, under repairs, Premium; its cartridge’s colours, its line and its place on the shelf. A game under repairs refuses to start and keeps every score.
Each week
The week’s game and its rule, and a prize when there is one.
Every run
Issued and scored by the house’s server, by the same rules the browser plays. A score is the house’s, not the browser’s.
Every match
Mama’s Pot is played by 4 to 15 players at once on its own match server, the household against the meat thieves.
Light by design
The first games were built with no game engine and no new dependency: the page itself, CSS, one animation loop and one canvas.

09 / DZND’s role

Conceived, drawn and run by DZND.

PLAY is DZND’s own: not a game made for a client, but an arcade the house conceived, designed, built and runs, inside its own website.

Product
The system around the games: a player and their Director, lives shared by every game, the weekly and overall rankings, cards, packs and the community.
Game design
Each game’s rules, levels and pace, from The Drop’s tower to Mama’s Pot’s match.
Pixel art
The Directors, the cartridges, the pixel type and icons, and the games’ worlds, all drawn in code.
Engineering
The games in the browser, the server that issues and scores every run, and the match server Mama’s Pot is played on.
Operations
The House: each game’s cartridge and status, the week’s challenge and prize, the Directors’ names, the switches.

The record

Record
L-02, DZND Labs
Kind
The house’s arcade
State
Live
Year
2026
Games
Six

Next in the Labs

Living Pages

Living Pages — pages that move, stories that live, memories that stay