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From Wikipedia
Tetris is a puzzle video game originally designed and programmed by Alexey Pajitnov in June 1985, while working for the Dorodnicyn Computing Centre of the Academy of Science of the USSR in Moscow.[1] He derived its name from the Greek numerical prefix "tetra-", as all of the game's pieces (known as Tetrominoes) contain four segments, and tennis, Pajitnov's favorite sport.[2][3]
The game (or one of its many variants) is available for nearly every video game console and computer operating system, as well as on devices such as graphing calculators, mobile phones, portable media players, PDAs and even as an Easter egg on non-media products like oscilloscopes.[4] It has even been played on the sides of various buildings,[5][6] with the record holder for the world's largest fully functional game of Tetris being an effort by Dutch students in 1995 that lit up all 15 floors of the Electrical Engineering department at Delft University of Technology.[7][8][unreliable source?][9]
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While versions of Tetris were sold for a range of 1980s home computer platforms, it was the hugely successful handheld version for the Game Boy launched in 1989 that established the reputation of the game as one of the most popular ever. Electronic Gaming Monthly's 100th issue had Tetris in first place as "Greatest Game of All Time". In 2007, Tetris came in second place in IGN's "100 Greatest Video Games of All Time".[10]
Easy spin dispute
Although not the first Tetris game to feature "easy spin" (see The Next Tetris), also called "infinite spin" by critics,[16] Tetris Worlds was the first game to fall under major criticisms for it. Easy spin refers to the ability of a tetromino's lockdown time to regenerate after left or right movement or rotation, and this has been implemented into The Tetris Company's official guideline.[17] This new type of play differs from traditional Tetris because it takes away the pressure of higher level speed. Some reviewers[18] even went so far as to say that this mechanism broke the game. The goal in Tetris Worlds, however, has to do with completing a certain number of lines as fast as possible, so technically the ability to hold off a piece's placement will not make achieving that goal any faster. Later, GameSpot received "easy spin" more openly, saying "though the infinite spin issue honestly really affects only a few of the single-player gameplay modes in Tetris DS, because any competitive mode requires you to lay down pieces as quickly as humanly possible."[19] In response to the issue, Henk Rogers stated in an interview that infinite spin was part of the guideline, giving a rationale:[17]
So the problem is you get part way through the game, make one small mistake, 'Aw man, I blew it,' and restart. I think that's an annoying way to play the game. So we decided it's better to give them a way to recover from that small mistake, but you're losing time. So if you sat there and rotated for, I don't know, five seconds, you've just taken five seconds out of the game that you needed to score so many points. So you won't find in the top games any gratuitous spinning going on, it just doesn't happen. It helps the beginning player who's trying to figure out what to do. It's a useless feature (for competitive play); it only helps if you're taking the time to think. The better players don't take that much time to think, that's the difference.[17]
History
Screenshot of the 1986 IBM PC versionTetris has been involved in many legal battles. In June 1985, Alexey Pajitnov created Tetris on an Elektronika 60 while working for the Soviet Academy of Sciences at their Computer Center in Moscow with Dmitry Pavlovsky, and Vadim Gerasimov ported it to the IBM PC. Gerasimov reports that Pajitnov chose the name "Tetris" as "a combination of 'tetramino' and 'tennis'."[3]
From there, the PC game exploded into popularity, and began spreading all around Moscow. This version is available on Gerasimov's web site.[3]
The IBM PC version eventually made its way to Budapest, Hungary, where it was ported to various platforms and was "discovered" by a British software house named Andromeda. They attempted to contact Pajitnov to secure the rights for the PC version, but before the deal was firmly settled, they had already sold the rights to Spectrum HoloByte. After failing to settle the deal with Pajitnov, Andromeda attempted to license it from the Hungarian programmers instead.
Meanwhile, before any legal rights were settled, the Spectrum HoloByte IBM PC version of Tetris was released in the United States in 1986. The game's popularity was tremendous, and many players were instantly hooked.it was a software blockbuster, with reviews such as in Computer Gaming World calling the game "deceptively simple and insidiously addictive". [20]
The details of the licensing issues were uncertain by this point, but in 1987 Andromeda managed to obtain copyright licensing for the IBM PC version and any other home computer system.
For Amiga and Atari ST two different versions by Spectrum HoloByte and Mirrorsoft became available. The Mirrorsoft version did not feature any background graphics while the Holobyte version had a background picture related to Russian themes for each level. Games were sold as budget titles due to the game's simplicity. Spectrum's Apple II package actually contained three diskettes with three different versions of the game, for the Apple II+ and Apple IIe on separate DOS 3.3 and ProDOS 5-1/4" diskettes, and for the Apple IIgs on a 3-1/2" diskette, none of which were copy-protected: the included documentation specifically charged the purchaser on his or her honor to not give away or copy the extra diskettes!
By 1988, the Soviet government began to market the rights to Tetris through an organization called Elektronorgtechnica, or "Elorg" for short. Pajitnov had granted his rights to the Soviet Government, via the Computer Center he worked at for ten years.[21] By this time Elorg had still seen no money from Andromeda, and yet Andromeda was licensing and sub-licensing rights that they themselves did not even have.
By 1989, half a dozen different companies claimed rights to create and distribute the Tetris software for home computers, game consoles, and handheld systems. Elorg, meanwhile, held that none of the companies were legally entitled to produce an arcade version, and signed those rights over to Atari Games, while it signed non-Japanese console and handheld rights over to Nintendo.
Tengen (the console software division of Atari Games), regardless, applied for copyright for their Tetris game for the Nintendo Entertainment System, loosely based on the arcade version, and proceeded to market and distribute it under the name TET.IS: The Soviet Mind Game (with faux Cyrillic typography incorporating the Cyrillic letter Ya), disregarding Nintendo's license from Elorg.
Nintendo contacted Atari Games claiming they had stolen rights to Tetris, whereupon Atari Games sued, believing they had the rights. After only four weeks on the shelf, the courts ruled that Nintendo had the rights to Tetris on home game systems, and Tengen's TET.IS game was recalled, with an unknown number of copies sold. [22]
Nintendo released their version of Tetris for both the Famicom and the Game Boy (the Game Boy version was developed by Bullet-Proof Software, Inc., who held the Japanese license, despite Nintendo's license to the game) and sold more than three million copies; some players considered Nintendo's NES version inferior because it lacked the side-by-side simultaneous play of Tengen's version, but Nintendo's Game Boy Tetris became arguably the most well-known version of Tetris. The lawsuits between Tengen and Nintendo over the Famicom/NES version carried on until 1993.
Sega also released a Tetris game for the Mega Drive, however the ensuing blitz of litigation ensured that it was hastily withdrawn.
Pajitnov himself has made very little money from the deal, even though Nintendo profited greatly from the game.
In 1996, when Russian restrictions expired, he and Henk Rogers formed The Tetris Company LLC and Blue Planet Software in an effort to get royalties from the Tetris brand, with good success on game consoles but very little on the PC front. The Tetris Company (TTC) managed to secure trademark registrations for the Tetris mark in several countries and has licensed the brand to a number of companies, but courts have not decided on the legality of tetromino games that do not use the Tetris name. Blue Planet was later purchased by JAMDAT Mobile, in turn purchased by Electronic Arts.
According to circulars available from the United States Library of Congress, a game cannot be copyrighted (only patented), which would invalidate much of TTC's copyright claim on the game,[23] leaving the trademark on Tetris as TTC's most significant claim.[original research?]
Some players prefer Tetris brand games; others prefer homemade tetromino games downloaded from the Internet, which are given names such as "N-Blox" or "Lockjaw" so as not to infringe trademarks. In late 1997[24][unreliable source?] and in mid-2006,[25] TTC's legal counsel sent cease and desist letters to web sites that misused the Tetris trademark to refer to homemade tetromino games.
End of play
Players can lose a typical game of Tetris when they can no longer keep up with the increasing speed, and the tetrominoes stack up to the top of the playing field.
Would it be possible to play forever?
The question Would it be possible to play forever? was first encountered in a thesis by John Brzustowski in 1988[29] and has been more recently investigated in published articles by Walter Kosters. The conclusion reached was that a player is inevitably doomed to lose. The reason has to do with the S and Z tetrominoes. If a player receives a large sequence of S tetrominoes, the naïve gravity used by the standard game eventually forces the player to leave a hole in a corner.
Suppose that player then receives a large sequence of Z tetrominoes. Eventually, that player will be forced to leave a hole in the opposite corner without clearing the previous hole. Back and forth, the holes will necessarily stack to the top. If the pieces are distributed randomly, this sequence will eventually occur. Thus, if a game with an ideal, uniform, uncorrelated random number generator is played long enough, any player will top out.[30]
Practically, this does not occur in most of Tetris variants. Some variants allow the player to choose to play with only S and Z tetrominoes,[31] and a good player may survive well over 150 consecutive tetrominoes this way. On an implementation with an ideal uniform randomizer, the probability at any given time of the next 150 tetrominoes being only S and Z is one in (2/7)150 (approximately 2×10-82). The expected wait until such a sequence occurs has an order of magnitude close to the number of atoms in the known universe. Most implementations use a pseudorandom number generator to generate the sequence of tetrominoes, and such an S.Z sequence is almost certainly not contained in the sequence produced by the 32-bit linear congruential generator in many implementations (which has roughly 4.2 × 109 states). In fact, newer Tetris brand games from 2001 and later tend to follow a new guideline such that the randomizer generates all seven tetrominoes in a permutation at one time, guaranteeing an even distribution over the short term,[citation needed] and this randomizer allows the player to continue a game indefinitely in theory, often clearing all blocks from the playfield.[citation needed] On the other hand, the "evil" algorithm in Bastet often starts a game with a series of more than seven Z pieces.
Recent versions of Tetris such as Tetris Worlds allow the player to continuously rotate a block once it hits the bottom of the playfield, without it locking into place (see Easy spin dispute, above). This permits a player to play for an infinite amount of time, though not necessarily to land an infinite number of blocks.
Effect of Tetris on the brain
According to intensive research from Dr. Michael Crane and Dr. Richard Haier, et al. prolonged Tetris activity can also lead to more efficient brain activity during play.[32] When first playing Tetris, brain function and activity increases, along with greater cerebral energy consumption, measured by glucose metabolic rate. As Tetris players become more proficient, their brains show a reduced consumption of glucose, indicating more efficient brain activity for this task.[33] The game can also cause a repetitive stress symptom in that the brain will involuntarily picture tetris combinations even when the player is not playing the game (the Tetris effect), although this can occur with any computer game showcasing repeated images or scenarios.
In January 2009, a number of news reports cited a study that Tetris had psychological benefits in the sense that it reduced stress. "'Tetris' can wipe out your traumas" claimed one headline.[34]
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