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Things November 2022: Spooky

This edition of things accidentally gained a spooky theme and almost came out in October! Almost.

Learning from the best vs. the worst

You can learn how to do something from a good example, or how not to do something from a bad one. Each method of learning has its advantages, and some things lend themselves much more to one than the other. You might learn good rock-climbing technique by watching an expert; you might learn film-making by seeing a bad film and noting what doesn’t work.

Games of all kinds are arguably about learning, and the same question comes up: how should a player be taught to play?

In board games one should in theory read the instructions; in practice this is wildly more difficult than it seems (a subject I will return to in depth one day). The usual approach is for someone else to demonstrate – i.e. you learn from a good example.

In video games, the default approach is trial-and-error; generally you won’t be told in advance that, say, a certain enemy fires projectiles or the best way to evade them; you’ll be expected to figure it out. While designing with this type of learning in mind can be done thoughtfully and well, it can also be punishingly slow to learn and achieve mastery. This was my experience in Star Wars Jedi: Fallen Order, where a boss might dispatch me in 20 seconds and I then had to spend a few minutes of traversal to get back to them and have another 20 seconds to learn how to do better.

In contrast, a nice design trick in video games is to take the lead from the way people learn board games mentioned above: the player can learn the basics by seeing another character, similar to the one they control, make mistakes and suffer the consequences. The player understands the rules of the game world quickly but doesn’t feel like they’ve suffered from the mistakes themselves. Then when it comes to mastery, watching experts play – usually on streaming services or in an eSport – can be very efficient.

The distinction of learning by example vs. counter-example was brought to my attention by Charlie Stross’ framing of the two types of reality TV: those that centre on competence vs. those that are fundamentally about incompetence. When we consume stories, we again have the chance to learn from good or bad examples; incompetence-based reality TV (e.g. Love Island, Big Brother) is an example of the latter, and is the opposite of competence-based TV (e.g. The Repair Shop, Queer Eye).

When it comes to horror films (we finally arrive at the spooky point!), there’s a very natural lean towards ‘learning from incompetence’: characters in danger take inadvisable risks, split up etc. and we learn how the consequences of these decisions play out. Criticising characters for making these bad decisions misses the point of story type.

More usefully, being annoyed at those bad decisions is perhaps a sign that you have mastered the basics of “not dying”, and now you’re interested in mastery. Just like in games, you now want to find competence-based fiction instead. This is where the SCP Foundation comes in!

SCP Foundation and competence-horror

The SCP Foundation is a really fascinating work of collaborative fiction that Laurence introduced me to a couple of years ago. While the writing varies in style and quality (as you’d expect for something open and collaborative), I find it most notable for the entries that do the rare thing of combining (usually) supernatural horror with competence. Faced with an extremely dangerous threat, what would extremely competent and well-resourced people do?

To back up a bit, I’ll quickly recap the history of the SCP Foundation.

On 9th June 2007 the best Doctor Who episode of all time, ‘Blink’ was broadcast. This featured ‘weeping angels’, beings that have the appearance of statues that can’t move when observed, but if you so much as blink they can move and attack tremendously quickly.

Shortly after this, a post appeared on 4chan (link to lostmediawiki particle) pairing the image of slightly scary humanoid sculpture with a text description of what it can do – essentially the same as the weeping angels. But the really interesting part was the framing: the text was written in the form of a slightly bureaucratic set of instructions for safely ‘containing’ the entity, labeling it ‘Item SCP-173’. This immediately implied that hundreds of other things are somehow being contained by some kind of organisation, and competency is inherently part of the concept since a reasonably precise set of safety procedures are outlined. (You can read the article in its current form here).

The SCP Foundation is the logical follow-up to this intriguing idea: a collaborative wiki about the ‘Foundation’, some sort of organisation with a mission to ‘contain’ supernatural threats. Various individuals contribute different entries, each with their own SCP number.

At this point, I recommend you read a few of the shorter entries:
SCP-173, the original, as described above
SCP-055, a nice example of how some entries give more questions than answers
SCP-____-J, possibly the shortest, essentially a joke

SCP-●●|●●●●●|●●|●, entirely image based, having read the above you should have the context needed to understand most of it (and as you get deeper into the Foundation more of it makes sense).

Laurence’s recommendation was to read some of the entries tagged as cognitohazard/infohazard/memetic, and THEN look up the Antimemetics Division. A more mainstream approach would be to go straight to the top-rated articles list and work your way down, although this method of ranking has an inherent bias towards older articles.

Either of these could be a good introduction to some stuff Things-readers would enjoy, and I recommend them – but if you’re not sure and/or don’t have much time, I suggest jumping straight into ‘We need to talk about Fifty-Five’ which is a neat little introduction to how clever (and also a bit silly) these things can be.

One warning: a lot of SCP entries tip quite steeply into horror, and in particular there’s a tendency towards ‘supernaturally unending suffering’, so readers with high degrees of empathy may wish to stay away. On the other hand, if that’s exactly what you’re looking for then I suggest SCP-2718 as perhaps the best/worst of that subgenre.

Video Game: Control

Most (all?) of the SCP Foundation wiki is distributed under a Creative Commons license (CC BY-SA 3.0), which means anyone is free to adapt and even exploit the material commercially as long as they give credit, link to the license, and indicate if changes were made.

There have been a few spin-offs, but the most successful seems to be Control (available on PSN, Xbox, Switch, Steam).

While technically not a direct reference, Control is clearly very heavily inspired by the SCP Foundation. The game is set in a vast and windowless building run by the ‘Bureau of Control’ which attempts to contain dangerous supernatural things in much the same way.

A particularly neat twist is that the building itself has some strange properties, and makes fantastic use of brutalist design. When you join all these concepts together, I would describe the result as extremely my jam.

I really enjoyed the game and did essentially all the things you can do in it. If any of the above sounds cool to you I would recommend it… but there are some fairly heavy caveats!

  • Unfortunately this is one of the many video games where the majority of your time is spent killing what are essentially aggressive zombies. I don’t mind a bit of shooting, but this is not the best example of it.
  • Getting confused and lost seems to be part of the design. You are given a 2D map which is only partially useful in a 3D space.
  • Weirdly spiky difficulty is also – I think – part of the design. You never know what kind of horror awaits you, and the fact that some of them can kill you very fast helps to create a feeling of ambient dread (and makes the end-game, once you are fully powered up, all the more satisfying). But often this can create a feeling of frustration, which is weirdly much less pleasant than good-old dread.

To go back to selling the idea a bit more, I’ll give an example of how this all comes together. In this moment (below) you catch sight of a plastic flamingo, which you know almost nothing about, and it is genuinely terrifying:

Control is available on PC, Playstation, xBox, and the Switch.

Consensus or Death

After some discussion in my work’s politics Slack channel, I came up with the following thought experiment:

Aliens arrive on earth and announce a challenge. After some time to prepare, all humans will be asked to vote either red or blue. If more than 62% vote for the same thing (regardless of which one it is), humanity will survive; if it’s any less, humanity will be destroyed. Can we manage it?

You can immediately see what I’m getting at: considering the partisan debates on elections, referenda, or climate change, could humanity come to even moderate agreement if you stripped out the issue being debated entirely?

To answer that question I wrote a short story about it: Consensus or Death (reading time ~15 minutes). You may be able to tell that the style is influenced by the SCP Foundation!

(Also in the dry-article-style sci-fi genre, I highly recommend Lena by qntm, which takes the form of an article about the history of the first mind upload).

Spooky unrecommendations and recommendations

I usually like to stay on the positive, but after some disappointing spooky TV experiences I figured I should at least share these with Things readers as a warning.

Dark

So Dark is a German TV series that is very difficult to describe without spoilers. The marketing material shows serious-looking characters looking small in large spooky environments with some sort of kaleidoscope effect. I don’t think it’s a spoiler to say that this is an effective graphic shorthand for what the series is: a bit spooky and mysterious, with elements of horror and possibly some sort of sci-fi/genre business going on.

As the series gradually (very gradually) unfolds its mysteries, it becomes clear that it is tackling a fascinating setup that is very rarely attempted in fiction. That is worthy of respect and is the reason I kept watching.

Unfortunately, in trying to carefully work through its central concept, many aspects of good storytelling are sacrificed. Characters don’t ask questions when they should, take advice that they wouldn’t, and generally all behave like weird automata. The tone is resolutely bleak. The complexity ratchets up very rapidly.

A big part of ‘mystery TV’ is how satisfyingly things are tied up by the end. To get a view on that without spoilers I like to check RatingGraph to see the IMDb ratings of each episode. There’s self-selection at work but it can at least tell you if the kind of person who perseveres to the end is happy with it, and the answer appears to be yes:

Well, unfortunately this did not hold true for me. My suspicion is that as a Things-reader you likely value consistency and cleverness; in my opinion Dark doesn’t manage either of those by the end, and as such was disappointing.

The Chilling Adventures of Sabrina

A modern, darker update of Sabrina the Teenage Witch, CAOS had a lot of promise. In particular it has some fun world-building with various magic rules that at least kind-of make sense, and it sets out a general ‘witches vs patriarchy’ theme which is very appealing.

I was particularly interested in the ambiguity of the protagonist: is Sabrina good or evil? Chaotic neutral perhaps? Are we supposed to start out rooting for her and then realise we were wrong to do so? Will she gradually become the antagonist instead of the protagonist? Unfortunately it seems the series isn’t interested in those questions at all. That’s about all I can say without spoilers.

Once again Rating Graph was a useful guide here, and unfortunately I checked it when only 3 seasons of data were available; you can now see that the final ending was (in contrast to Dark) widely seen as a disappointment.

Oxenfree (video game)

Oxenfree is a short spooky point-and-click adventure where the primary innovation is the conversation system. The gambit is that at various points you are given a few choices of what to say – as in the above screenshot – but (unlike other games) conversations continue to proceed naturally, so you have to choose when to interrupt to get your remark in, or miss the moment so you don’t say anything!

This is the primary way you make choices in the game and is quite effective.

It does have the classic problem in dialogue selection: to make the choice manageable, the options are terse summaries of what the character will say – particularly important here because you need to read and comprehend your choices while simultaneously listening to the ongoing conversation. Unfortunately, sometimes the full version of your remark will add a slant or tone that is really not what you intended, which can make the choice feel a bit unfair.

A tiny example: Jonas suggests splitting up, and you have the option to say ‘Let’s keep together’. But if you choose that, your character actually says ‘C’mon, Jonas, this is… let’s just all go up. I don’t wanna send Ren away like a… deer hound.’ Which is a bit snippier than I expected.

(Side note, I found Horizon Zero Dawn really excellent in this regard, where each terse choice unfolded to a really great full-length expression preserving the tone).

Here’s ProZD illustrating the point in 6 seconds (with NSFW language):

So anyway, the down-side of Oxenfree is that it’s mostly about some teenagers who are a bit silly and grumpy with each other, but the up-side is that it has some really well-realised spooks and some excellent ‘genre business’ (I’m avoiding spoilers) going on. As I tweeted after first finishing it, one moment of the game was so creepy that I felt physically nauseous – which I found really awesome!

So if you’re interested in narrative video games and/or spooks and/or ‘genre business’ then I highly recommend it, especially as it’s relatively short at around ~5 hours. (A sequel is due in 2023).

Oxenfree is available on Steam, Switch (how I played it), PS4, Xbox One, iOS and Android (as part of Netflix subscription)

Marvel Snap

Okay, this isn’t really spooky, but it’s worth noting. I work in mobile games, so I think I can authoritatively say that Marvel Snap (iOS, Android) the first game in a long time to do something really new, interesting, and widely appealing. (I guess the last one was Pokemon Go).

It takes the genre of a tactical card game (like Magic or Hearthstone), but radically distills it down so a match only takes 2-3 minutes. It’s like a simplified version of the card game Smash Up, and is similar in the way it can be a bit strategic but also chaotic and delightful. Notably it adds a very light ‘raise the stakes’ mechanic (the ‘Snap’ of the title) that gives you some strategic control over the randomness.

Now the game is free, and makes money from in-app-purchases, but if you’re not a fan of how those games tend to go I should point out that this is one of the least aggressively monetised high-quality games out there, with money primarily being used purely for aesthetics. So if any of the above sounds appealing, give it a go! (iOS, Android)

[Edit: a subsequent update added the ability to buy specific cards you don’t own from a rotating shop, with a currency that you earn very slowly, while offering an expensive bundle that gives you that currency. While I do think the game deserves more money than it was asking for before, and this tactic will almost certainly better ensure it’s longevity, I can no longer describe it as being one of the ‘least aggressively monetised’ games. You can absolutely have a huge amount of fun without spending though. – T.M. 16/12/22]

Music Video Video Mysteries

My current music discovery/collection method is as follows:

  1. Listen to the world’s-best-radio-station, Fip
  2. Shazam any interesting tracks to identify them
  3. Later, look those tracks up on Youtube
  4. If I still like the song, I add it to a playlist for that year

(If you’re interested you can check out my playlists from 2019, 2020, 2021)

During the Youtube review stage I’m usually not paying much attention to the video, but occasionally it will suck me in, and my very favourite videos produce a profound sense of mystery that feels like there is something going on here and I don’t know what it is.

So, here are my top 3 of those. I highly recommend watching the video before reading the explanation so you get the authentic “what is going on?” experience. To that end, I’ll post all three videos first and the explanations after, and also note that this is the last Thing so you can drop out here if you need to make time for video watching.

(Side note, I recommend using the Youtube ‘watch it later’ button that looks like a little clock as a shortcut to making a playlist for exactly that purpose).

ALA.NI – Le Diplomate, video by Ira Rokka

Noga Erez – You So Done, video by Indy Hait

Jamie xx – Gosh, video by Romain Gavras

Music Video Explanations

Watching Le Diplomate I experienced surprise in three parts: there’s something weird going on with this diplomat character, we have Iggy Pop speaking French, and finally there’s some satire/political commentary and I’m curious about where it’s coming from. Conveniently, all of these questions are answered in this interview with ALA.NI.

You So Done similarly has some layers to it: I was first impressed by the strange musical aesthetic (which Ellie informed me is very similar to Billie Eilish, particularly Bad Guy, which I had somehow never heard before); then the strange not-quite-violence of the video, and the only-slightly-indirect lyrics speak to some core emotional truth behind the whole thing. Once again, the artist herself directly answers these implied questions.

Jamie xx’s Gosh is a little different, in that there isn’t a mysterious lyric component, but the visuals are a whole other thing: what are we seeing? Is it real? Where is it? How did it come about? It seems like it means something… but what? Happily, once again, almost all of these questions are answered in an article here.

Transmission spookily cuts to static

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Things 115: Long-form Special – 5 Great Reads

I’ve built up quite a backlog of links to great long-form content to go in Things, so it’s time for a long-form special!

You’re unlikely to have time to read all these things now, so if you haven’t done so already I recommend getting Read It Later (or some prefer Instapaper) so that you can time-shift some of these links to somewhen more convenient.

Alternatively you may prefer to read these articles in printed form, in which case you might like to download this 27-page pdf I made, which contains each article in full.

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1) Charlie Stross: Invaders from Mars

(1oth December 2010)

This is the shortest (at just over 500 words, so not really long-form) and probably the most important of the articles I’ll link to here, so you should really just read it right now.

If you can’t or won’t do that, here’s the key parts:

Corporations do not share our priorities. They are hive organisms constructed out of teeming workers who join or leave the collective: those who participate within it subordinate their goals to that of the collective, which pursues the three corporate objectives of growth, profitability, and pain avoidance.

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Corporations … live only in the present … and they generally exhibit a sociopathic lack of empathy.

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We are now living in a global state that has been structured for the benefit of [these] non-human entities with non-human goals.

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In short, we are living in the aftermath of an alien invasion.

Put another way: it’s easy and instinctive to direct ire at individual humans that we see as being to blame for our woes – maybe bankers, politicians, lobbyists, or the 1%. But more importantly, the actions of those individuals are just emergent properties of the system we have created. Which is pretty terrifying.

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2) Paul Ford: Nanolaw with Daughter

(16th May 2011)

With the above in mind, this makes for a particularly interesting slice of sci-fi about a potential emergent behaviour of the systems we’re building now. The most succinct part I can find (quoted below) also happens to be the driest, so if you think this sounds remotely interesting, do go ahead and read the story in full (~2,000 words).

My daughter was first sued in the womb … I’d posted ultrasound scans online for friends and family … A giant electronics company that made ultrasound machines acquired a speculative law firm for many tens of millions of dollars. The new legal division cut a deal with all five Big Socials to dig out contact information for anyone who’d posted pictures of their babies in-utero … The first backsuits named millions of people, and the Big Socials just caved, ripped up their privacy policies in exchange for a cut. So five months after I posted the ultrasounds, one month before my daughter was born, we received a letter … We faced, I learned, unspecified penalties for copyright violation and theft of trade secrets, and risked, it was implied, that my daughter would be born bankrupt.

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Read the full version here

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3) Johann Hari: How Goldman Sachs gambled on starving the world’s poor – and won

(2nd July 2010)

Once again, keep in mind the idea of emergent properties of the system while reading the story behind this (~1,600 words):

At the end of 2006, food prices across the world started to rise, suddenly and stratospherically. Within a year, the price of wheat had shot up by 80 percent, maize by 90 percent, and rice by 320 percent. In a global jolt of hunger, 200 million people – mostly children – couldn’t afford to get food any more, and sank into malnutrition or starvation. There were riots in over 30 countries, and at least one government was violently overthrown. Then, in spring 2008, prices just as mysteriously fell back to their previous level. Jean Ziegler, the UN Special Rapporteur on the Right to Food, called it “a silent mass murder”, entirely due to “man-made actions.”

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Read the full version here

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4) Alan Bellow, Damn interesting: Who Wants to be a Thousandaire

(12th September 2011)

All this is somewhat heavy going, so here’s some good news: after a prolonged period of silence, Damn Interesting is now back up and running, and kicked things off with a characteristically interesting story about something that happened back in 1984:

The scoreboard on Larson’s podium read “$90,351,” an amount unheard of in the history of Press Your Luck. In fact, this total was far greater than any person had ever earned in one sitting on any television game show. With each spin on the randomized “Big Board” Larson took a one-in-six chance of hitting a “Whammy” space that would strip him of all his spoils, yet for 36 consecutive spins he had somehow missed the whammies, stretched the show beyond it’s 30-minute format, and accumulated extraordinary winnings. Such a streak was astronomically unlikely, but Larson was not yet ready to stop. He was convinced that he knew exactly what he was doing.

You’ll have to read the full story to find out quite what was going on.

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5) Eben Moglen: Freedom in the Cloud

(transcript from talk given on 5th February 2010)

This final link is the most extraordinary thing I’ve read in at least the last five years. Extraordinary because Eben Moglen discerns the big picture around where the internet came from and where it is headed. Extraordinary because he has put his finger on the defining emergent property of our age. And most of all, extraordinary because  he also has a strong and compelling recommendation on what to do about it.

In a nutshell: client-server architecture encourages centralised services, which create irresistable temptation for surveillance. So we should decentralise the architecture.

That doesn’t remotely do it justice though, so you should really read the whole idiosynratic, fascinating piece here (all 7,000 words of it!).

I can understand that might be quite intimidating, and this is important stuff. So if you can’t see yourself ever reading that, I’ve edited it down (brutally) to fewer than 500 words that take you through the main points here:

It begins with the Internet, designed as a network of peers without any intrinsic need for hierarchical or structural control. It was the great idea of Windows to create a political archetype in the Net which reduced the human being to the client and produced a big, centralized computer, which we might have called a server. [So] now the Net was made of servers in the center and clients at the edge.

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Now, one more thing happened about that time … Namely, servers kept logs. That’s a good thing to do … But if you have a system which centralizes servers and the servers centralize their logs, then you are creating vast repositories of hierarchically organized data about people at the edges of the network that they do not control and, unless they are experienced in the operation of servers, will not understand the comprehensiveness of, the meaningfulness of, will not understand the aggregatability of.

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All of those decisions architecturally were made without any discussion of the social consequences long-term. So we got an architecture which was very subject to misuse.

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In fact, what we have are things we call platforms, [which] mean places you can’t leave. And the Net becomes the zone of platforms and platform making becomes the order of the day.

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Now, where we went on is really towards the discovery that all of this would be even better if you had all the logs of everything because once you have the logs of everything then every simple service is suddenly a goldmine waiting to happen, and we blew it because the architecture of the Net put the logs in the wrong place. They put the logs where innocence would be tempted.

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Stallman was right. It’s the freedom that matters. The rest of it is just source code.

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What do we need? We need a really good webserver you can put in your pocket and plug in any place. In other words, it shouldn’t be any larger than the charger for your cell phone and you should be able to plug it in to any power jack in the world and any wire near it or sync it up to any wifi router that happens to be in its neighborhood. It should know how to bring itself up. It should know how to start its web server, how to collect all your stuff out of the social networking places where you’ve got it. In other words, it should know how to be your avatar in a free net that works for you and keeps the logs. You can always tell what’s happening in your server and if anybody wants to know what’s happening in your server they can get a search warrant.

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What we need is to make a thing that’s so greasy there will never be a social network platform again.

This speech gave rise to Diaspora, and Eben Moglen went on to create The Freedom Box Foundation to bring about exactly what he’s describing here. I’m continuing to monitor both projects, so if you’re happy to delegate your attention on this then stay tuned to find out when I think they’re ready for the mainstream to jump in.

@metatim
(Twitter is part of the same problem, of course, so I just set myself up on Identi.ca)

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Things 103: Troll Hunter, Algorithmic Price War, London from Above

Video
I just got back from Edinburgh International Film Festival, which had some problems this year, but as an individual punter I nonetheless carved myself out an even better time than last year, thanks mainly to Clare’s choices from the programme and also to Twitter for alerting me to a few late-announced events. A full write up will naturall follow, but for now, I will simply recommend this, which will apparently see some sort of UK release in early September:

http://www.youtube.com/watch?v=TLEo7H9tqSM

Link
I suspect we will start to see more and more of this kind of thing: algorithms written to handle clever tasks in a not-perfectly-clever way, interacting with one another in ways their creators did not forsee since they did not anticipate the other algorithms theirs would be interacting with, to produce bizarre results like this Amazon marketplace book being listed for $23m. Hilarious and terrifying at the same time.

Question
A bunch of sci-fi stories (most recently some Dr Who episodes) confront us with the question: if you encountered an exact copy of yourself, how well would you get on? Very often in these scenarios, the duplicates end up fighting one another. Does that seem realistic for most people? For you? (I have a slightly tangential self-test for this one)

Pictures
For those of us that live in the UK, it’s hard to imagine that for some people London apparently has the same kind of Destination Appeal as New York, Paris or Tokyo. These pictures of London from above help me to start to see their point of view.

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Things 99: Rules for Stories, Sci-Fi Map, Movie Bar Codes

Video
When an important character first appears in a movie, it’s generally good practice to have the first few things they do give a strong indication of what kind of person they are. I think this is why people get so upset about the “Han shot first” debacle, since it was such a character-defining moment.

Occasionally, real life can give us the same speedy insight into a person, such as these 14 seconds:

Quote
In screenwriter Todd Alcott‘s series of insightful and fascinating posts analysing The Shining and how it fits the standard three-act structure set against a driving need of the protagonist, provided that you consider the hotel itself to be the protagonist (which is actually quite a compelling argument; read it in full in parts 1, 2, 3, 4, 5, 6, 7), he has the following aside:

[I]n order for a protagonist/antagonist dyad to work dramatically, the protagonist must be aware that the antagonist exists, and is acting upon things, and vice versa. This is why […] fantasy stories always have magical characters who can see the future and know what’s going on in distant lands – because otherwise, the protagonist and antagonist would never know that the other exists.  If Gandalf is just some guy who tells Frodo to throw the ring into a volcano and Frodo says “okay” and sets out, there is no drama to Lord of the Rings.  It must be that Gandalf is a wizard and that Frodo can have visions when he puts on the ring and that Sarumon has a magic ball that sees things, or else everybody is just kind of doing things.

I wasn’t so sure about that when I first read it, but ever since then I’ve seen it more and more. I think it’s actually more the case that when a writer has a story in mind it’s very difficult for them to separate their omniscient knowledge of events from the far more limited knowledge held by the individual characters. If you have some kind of fantasy setting, it’s almost irresistably tempting to get around this by including some kind of magical information transfer. Harry Potter leans on this story crutch particularly heavily (although to be fair Rowling does fold the implications back into the narrative).

Picture
Ward Shelley’s History of Science Fiction, originally posted at scimaps.org:
(click for big)

Puzzle
Imagine taking a frame from a movie, and squashing it horizontally to produce a thin vertical line. Now imagine doing that to every frame of the movie, and putting those lines next to one another in sequence. While I’m not sure of the precise transformation used, this is what Movie Barcodes essentially does.

For many movies, this will tend to produce a set of incomprehensible stripes that show little more than the general color grading of the film. The Matrix is a perfect example (click for big on this or any of the others in this post):

Films using distinctive palettes at different times reveal their underlying pattern, for example the distinct striations of Hero:

This begs the question: are there any movies which you could recognise from their “bar code” alone? I suspect this is only reasonable if you’re given a subset of movies to guess from, or if the movie is particularly distinctive. So for this week’s Things, see if you can guess the following movies (the answers are in the filenames of the images):

A famous Disney movie:

Another famous Disney movie:

A film I like:

New movies are regularly added to the Movie Barcode Tumblr, and most excellently they sell a variety of prints of some of the most popular!