{"id":175310,"date":"2015-11-19T19:00:00","date_gmt":"2015-11-20T00:00:00","guid":{"rendered":"https:\/\/jbsgame.com\/gamebarcodes-distill-games-down-frame-by-frame\/"},"modified":"2015-11-19T19:00:00","modified_gmt":"2015-11-20T00:00:00","slug":"gamebarcodes-distill-games-down-frame-by-frame","status":"publish","type":"post","link":"https:\/\/jbsgame.com\/gamebarcodes-distill-games-down-frame-by-frame\/","title":{"rendered":"GameBarcodes distill games down frame by frame"},"content":{"rendered":"
A couple weeks ago an imgur page<\/a> was floating around the Internet showing various films with each frame reduced to its average color and represented as a single vertical line in what turn out to be often vibrant barcodes. This is not exactly that same process, but a similar idea as applied to video games<\/a>.<\/p> Alan Zucconi<\/a> ripped frame data from Let’s Plays of various games. He gives a tutorial how to do it on his site. Instead of taking the average color, his algorithm tabulates all of the colors and arranges them into a vertical slice, giving it more of a painted look than a hard barcode look, but it’s still striking.<\/p> My favorite of the bunch is Journey<\/a><\/em>‘s, because it works as a retelling of the game. You can see how it starts in the deserts, treks through the underground, and ends on the snowy peaks, all from one image.<\/p> Others are not so pretty. For all the praise Bloodborne<\/a><\/em> gets, it makes for just about the dullest, drabbest barcode. 0rbitalis<\/a><\/em> is also a strange choice, considering how much of it takes place against a black background.<\/p>