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20 dicembre

'Tetris' : "The Making Of An Icon" - Interview With The Creator !

 
 
From 'Kikizo' Comes this Very Interesting Interview with the One of the Most Iconic Developers of the History of Videogames, the Creator of One of the Most Amazing & Successful Games in History, called...'TETRIS'.
 
 
Alexey Pajitnov Gets a Lot more Attention these Days but he's Still Not as Well Known as his Most Famous Creation. In the Mid 1980's Pajitnov, while Working in a Computer Research Lab in Communist, Russia, Designed a Devilishly Addictive Puzzle Game that Would Soon Inundate the Industry. Originally, the Game only Worked on the Antiquated Computer it was Developed on, but as Soon as it Started Spreading across the Campus, Pajitnov Knew that 'Tetris' was Something Special. The Intervening Decades have Been Good to Tetris - if Not, for the Most Part, Pajitnov himself. It's One of the Most Recognizable Games Ever Created, but Few are Aware of its Bedraggled Past, a Story of Lawyers and Licensing that Spans Years and Continents.
 
 
 
 
To Find out More about How TETRIS Came to be and What it Meant to its Creator, we Went Straight to Pajitnov, to Hear in his Own Words What Creating a Videogame Icon was Like. Read All about this Interesting (LONG) Interview, here:
 
 
 
 
 
Here's a Quote:
 
 
"Kikizo: That's a great story ! So then Tetris came along. It took a few years before it became really big; for the first few years it just spread throughout Moscow, to other communist countries and then it spread to the West. Did you have any knowledge of the way it was growing ?

Pajitnov: Not exactly, because the way the software was distributed was just the coding and copying. You'd write a program for a friend, and within a couple days you'd see it everywhere. So basically, there was no way to track it. That was the way things happened back then, but I can probably say it spread much quicker than two years. As soon as I finished it my first version was on the Elektronika 60. It was just a Russian computer. And when I released that version, meaning when I gave the code to my friends, in a few weeks I saw it in every place that had a Elektronika 60. And then I realized that the game was not bad and people found it interesting. So I converted it for PC, in 1985, so we could make it look pretty. And afterwards we decided to go ahead and put the PC version out there and it spread out really quickly. It was a question of just a couple of months."

 

 01o02o10o12

 

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