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The Tetris Effect

The Game that Hypnotized the World

ebook
1 of 1 copy available
1 of 1 copy available
The definitive story of a game so great, even the Cold War couldn't stop it
Tetris is perhaps the most instantly recognizable, popular video game ever made. But how did an obscure Soviet programmer, working on frail, antiquated computers, create a product which has now earned nearly 1 billion in sales? How did a makeshift game turn into a worldwide sensation, which has been displayed at the Museum of Modern Art, inspired a big-budget sci-fi movie, and been played in outer space?
A quiet but brilliant young man, Alexey Pajitnov had long nurtured a love for the obscure puzzle game pentominoes, and became obsessed with turning it into a computer game. Little did he know that the project that he labored on alone, hour after hour, would soon become the most addictive game ever made.
In this fast-paced business story, reporter Dan Ackerman reveals how Tetris became one of the world's first viral hits, passed from player to player, eventually breaking through the Iron Curtain into the West. British, American, and Japanese moguls waged a bitter fight over the rights, sending their fixers racing around the globe to secure backroom deals, while a secretive Soviet organization named ELORG chased down the game's growing global profits.
The Tetris Effect is an homage to both creator and creation, and a must-read for anyone who's ever played the game-which is to say everyone.
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    • Kirkus

      July 15, 2016
      How a simple computer game of cascading geometric shapes became a worldwide phenomenon.In 1984, Alexey Pajitnov, a "lone computer scientist at the Russian Academy of Sciences," invented "Tetris," the massively popular computer game that combines hand-eye coordination and geometry. Impressively, he created it during his off hours using what today would be considered primitive software and antiquated computers. When the game was reprogrammed to work on Nintendo's Game Boy, making it accessible to almost everyone with a handheld console, it took off. As CNET section editor Ackerman notes, "it's estimated that the dozens of official versions of Tetris have generated more than $1 billion in lifetime sales, and the game's legacy has directly influenced time-sucking moneymakers from Bejeweled to Candy Crush Saga." The author provides a meticulous accounting of the rise of "Tetris" from its earliest inception to its release from behind Russia's walls and into the rest of the computer world. He details the background of Pajitnov and Henk Rogers, a Dutch-born computer programmer who had worked in his family's gem business for years before following his passion with computers and eventually inventing the role-playing game "The Black Onyx." Ackerman also includes side notes on how the playing of "Tetris" alters the brain--not necessarily in a good way--and how addictive the game can be. For those fascinated with the way video games are created and intrigued by the history of early computers, the book will provide great entertainment, just like the game. However, most ordinary players of "Tetris" will get bogged down in the nitty-gritty details that Ackerman includes in his exhaustive reporting of a game that "is everything from a cultural shorthand for crowded elevators, closets, and parking lots to the first game many people download on their new tablets and smartphones." An all-inclusive history behind one of the most popular video games ever.

      COPYRIGHT(2016) Kirkus Reviews, ALL RIGHTS RESERVED.

    • Library Journal

      July 1, 2016

      With this impressive first effort, journalist Ackerman (CNET) explains the complicated and fraught history of a ubiquitous video game classic. Tracing the history of Tetris from its inception behind the Iron Curtain of the Soviet Union as the Cold War waned through the drawn out comedy of miscommunications surrounding its licensing, the author strikes a balance between fleshing out the characters involved in the game's epic rise and untangling the web of misunderstandings that accompanied it into the world. He covers this background nicely and without judgment, not just evoking feelings for figures such as Alexey Pajitnov, the game's creator; and Henk Rogers, the man responsible for bringing Tetris to the video game device Game Boy but also creating a desire to understand how, under a government that did not acknowledge individuals' rights to license their own creations, the final agreements were finally struck. Despite the implications of the title, Ackerman focuses considerably less on the body of scientific research involving Tetris--there are three "bonus level" chapters devoted to the topic, each one a treat--but that is probably a subject for another book. VERDICT A must-read for Tetris fans.--Paul Stenis, Pepperdine Univ. Lib., Malibu, CA

      Copyright 2016 Library Journal, LLC Used with permission.

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