Sunday Times

The game that changed the world

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AS George Orwell expected, 1984 was a big year for techno-dystopiani­sm. Apple ran that advert with the hammers. Mark Zuckerberg was born, condemning us to a lifetime of likes and ex-stalking. William Gibson published Neuromance­r , bringing the concept of cyberspace to the masses.

Perhaps most chillingly of all, however, it was the year that the video game Tetris appeared, conceived by a Russian computer scientist called Alexey Pajitnov, the ultimate blockhead.

It is a puzzle in which computerge­nerated chance determines the order in which the blocks fall. There are six types of block, so, with a few moves, a near-infinite range of possibilit­ies emerges.

Enough Tetris changes the way you look at the world. Skylines and books become blocks; holes become gaps.

What is unusual about Tetris , in a world of ever improving iterations of similar games, is that it arrived perfectly formed. Pong was the antecedent of incredible complicate­d sports games. Call of Duty is better at being Doom than Doom ever was. Tetris was perfect on landing.

Plenty of new games, particular­ly those designed for smartphone­s and tablets, aim at this kind of high-minded simplicity. Angry Birds and Candy Crush are the best examples — simple concepts that hammer on your brain’s reward centres like a drunk on a pub cubicle. The most you can say about the new games is that they are “like Tetris ”.

Had Tetris been shown in a modern art gallery rather than on consoles and arcades, it would have been hailed as a masterpiec­e of form and function. It can only be played electronic­ally, but beyond that, it does not depend on processing power.

Better graphics do not improve the experience. Its core ideas are almost philosophi­cal in their simplicity: when things fit together too easily, they disappear. And you always lose eventually. —

 ??  ?? PERFECT ON LANDING: Tetris
PERFECT ON LANDING: Tetris

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