‘It was just the perfect game’: Henk Rogers on buying Tetris and foiling the KGB

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"Henk Rogers Reflects on His Journey to Secure Tetris Rights and His Environmental Advocacy"

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TruthLens AI Summary

Henk Rogers, a game designer and entrepreneur, first encountered Tetris at the 1988 Las Vegas Consumer Electronics Show and was immediately captivated by its simplicity and addictive gameplay. He described it as 'the perfect game,' a sentiment that would define his career and shape the future of gaming. Over the decades, Rogers has become nearly as iconic as Tetris itself, co-owning the Tetris Company, which manages the game's brand. His journey to acquire the distribution rights from the Soviet agency Elektronorgtechnica (Elorg) was fraught with tension and drama, culminating in a trip to Russia where he faced interrogation by the KGB. Despite the high stakes, Rogers managed to navigate the complex web of international rights and secure the deal that would bring Tetris to the world, all while forming a lasting friendship with its creator, Alexey Pajitnov.

Rogers' story, which has been adapted into a film starring Taron Egerton, highlights the challenges and triumphs he faced in his quest for Tetris. Although the film takes creative liberties, Rogers has embraced the cinematic portrayal and even released a book titled 'The Perfect Game: Tetris, from Russia With Love,' which offers a more grounded retelling of the events. He acknowledges that while his contributions as a game developer, such as creating the influential role-playing game The Black Onyx, are often overshadowed, his role in connecting Tetris to a global audience is significant. Now living in Hawaii, Rogers has shifted his focus from game publishing to environmental activism, leading efforts to combat climate change through his Blue Planet Foundation. His remarkable journey from negotiating with the KGB to advocating for sustainable energy demonstrates his resilience and commitment to making a positive impact on the world.

TruthLens AI Analysis

The article sheds light on the intriguing journey of Henk Rogers in acquiring the rights to Tetris, a game that has become synonymous with video gaming history. This account not only narrates Rogers' personal experiences but also emphasizes the historical and geopolitical context surrounding the game's origin in the Soviet Union.

Cultural Significance of Tetris

The mention of Tetris as a "perfect game" captures the essence of its appeal, highlighting its simplicity and addictive nature. This aspect resonates with a wide audience, particularly gamers and those interested in the evolution of video games. The narrative around Rogers' experiences, from discovering Tetris at a trade show to navigating the KGB's scrutiny, paints a picture of a cultural artifact that transcended its origins, becoming a global phenomenon.

Geopolitical Context

The article subtly delves into the tension of the Cold War era, illustrating how Tetris was initially shrouded behind the iron curtain. The mention of the KGB and the Soviet regime adds a layer of intrigue and danger to Rogers' venture, making it not just a business deal but a historical narrative. This context may evoke a sense of nostalgia and curiosity among readers about the complexities of international relations during that time.

Public Perception and Outreach

By presenting Rogers as a relatable figure who faced significant challenges, the article aims to inspire and engage a broad audience, including aspiring entrepreneurs and fans of technology and gaming. The dramatization of his story in a film also serves to broaden the appeal, potentially drawing in those who may not be familiar with the gaming industry.

Potential Manipulative Elements

While the article is largely factual, it does employ narrative techniques that may embellish certain aspects of Rogers’ experiences for dramatic effect. The focus on the KGB and the portrayal of the acquisition process could be seen as sensationalizing the story, perhaps to attract more readers. However, the core facts about Tetris and its impact on gaming culture remain grounded in reality.

Impact on Society and Economy

The success story of Tetris as conveyed in the article may influence public perception of entrepreneurship and innovation. It showcases how a single individual can change the landscape of an industry, potentially motivating others to pursue their own ventures. In terms of economic impact, the legacy of Tetris contributes to the gaming industry, which continues to thrive and evolve.

Audience Engagement

This narrative is likely to resonate with diverse communities, particularly those interested in gaming, technology, and entrepreneurship. It may attract younger audiences who identify with the themes of innovation and overcoming obstacles, as well as older generations who appreciate the historical context.

Market Reactions

While the article may not directly influence stock markets, the enduring popularity of Tetris and the gaming industry as a whole could have implications for companies involved in gaming and tech. Investors might view such stories as indicative of potential growth areas within the entertainment sector.

Relevance to Current Events

The story of Tetris and its acquisition ties into ongoing discussions about intellectual property, globalization, and the intersection of culture and technology. As the world continues to grapple with issues of digital rights and international business, this historical account remains relevant.

Use of AI in Reporting

There is no clear indication that AI was used in the writing of this article. However, certain elements, such as the structure and coherence of the narrative, suggest a well-organized approach that could be supported by AI tools. If employed, AI might have assisted in crafting engaging narratives or streamlining the reporting process.

The article provides an engaging and largely accurate account of a pivotal moment in gaming history. Its blend of personal narrative, historical context, and cultural significance makes it a compelling read, while also serving to inspire and educate.

Unanalyzed Article Content

When game designer and entrepreneur Henk Rogers first encounteredTetrisat the 1988 Las Vegas Consumer Electronics Show, he immediately knew it was special. “It was just the perfect game,” he recalls. “It looked so simple, so rudimentary, but I wanted to play it again and again and again … There was no other game demo that ever did that to me.”

Rogers is now co-owner of the Tetris Company, which manages and licenses the Tetris brand. Over the past 30 years, he has become almost as famous as the game itself. The escapades surrounding his deal to buy its distribution rights from Russian agency Elektronorgtechnica (Elorg) were dramatised inan Apple TV+ filmstarring Taron Egerton. “I suggested that Johnny Depp or Keanu Reeves should play me, but apparently they were way too old,” Rogers says.

The casting wasn’t his only concern when he read the screenplay. “It was terrifying. I didn’t know anything about how a script becomes a movie. I thought: ‘This is a crap movie … a car chase?! There is so much bullshit in there!’”

Still, it can’t have been more terrifying than the KGB interrogation awaiting Rogers when he made that fateful trip to Russia in 1988. Tetris may now be one of the most successful video games in history, with more than 520m sales, yet it was conceived by Alexey Pajitnov while he was working on artificial intelligence and automatic speech recognition at the state-owned computing centre of the Academy of Sciences in the Soviet Union – and he certainly wasn’t supposed to be coding puzzle games. Those trance-inducing tetrominos were almost sealed away behind the iron curtain, the exclusive property of the Soviet regime.

Thankfully, however, a complex series of shaky international rights deals involving several companies, including Robert Maxwell’s Mirrorsoft, finally culminated in the Japan-dwelling Dutchman Rogers snapping up the Japanese computer rights, and then hopping on a plane to Russia hoping to secure a similar deal for handhelds. After he arrived in Moscow on a tourist visa, the KGB watched Rogers’ every move. Sneakily – and very much illegally – he managed to gain entry into Elorg, the state-owned company with a monopoly on all Soviet-made computer software. As he came face to face with the reclusive coder behind this mesmerising game, Rogers swiftly discovered he’d been duped. The Tetris rights Rogers “owned” had been sold without Russian knowledge – and the Soviets weren’t too pleased.

“I was in a room with seven people, some of them KGB types, being given the third degree for a couple of hours, like: ‘Who the hell are you coming into the Soviet Union?!’” says Rogers. It was there that he first met Pajitnov. “Alexey was suspicious of me at first, because he’d met other people who had come sniffing for Tetris’s rights. He always felt that they were just slimy capitalists looking to make a dollar.” The film’s retelling of this encounter feels surprisingly faithful, with the tense interrogation scene and resulting paranoia of KGB surveillance matching Rogers’ own descriptions.

“When he figured out I was a game designer, Alexey’s demeanour changed completely,” recalls Rogers. “Alexey had never met a game designer before … Therewereno game designers in the Soviet Union, because there was no game business in the Soviet Union. You had your job, and games would be something that you did on the side.”

Intrigued to meet a fellow nerd, Alexey quietly asked Rogers to find him after the meeting. With the KGB watching their every move, and millions of dollars on the line, Rogers was aware of the danger that they both faced. “As a foreigner, I had to be careful. So I waited downstairs by the door and escorted him to my room in the middle of the night, quietly showing him my version of Tetris.”

Rogers and Pajitnov have been friends ever since, and once the Soviet Union was dissolved and Elorg’s stake sold, they formed the Tetris Company together in 1996. Up to that point, Pajitnov had made no money from the game at all.

Despite the 2023 film taking some factual liberties (“I cried about things in the movie that never happened, I cried about my daughter singing after I missed her recital – they made that shit up!”), Rogers says that he got a kick out of seeing his story on the big screen. “It premiered at South by Southwest and the audience can be very critical. But they were cheering when I first saw the Game Boy. They were cheering for a device! At the end, we all got to come on stage: Alexey, myself, and Taron. We got the biggest standing ovation from the audience. It felt like I won an Oscar.”

However, compelled to share a more grounded retelling of his story, Rogers has just released a book:The Perfect Game: Tetris, from Russia With Love. It’s a fun, if slightly arrogant look at the events that brought the puzzle sensation to the world, littered with endearing, memory-correcting interjections from Pajitnov.

While the film highlights Rogers’ undeniable charm and business acumen, it buries his contributions as a game developer. While living in Japan in 1983 he founded Bullet-Proof Software and created the influential role-playing game The Black Onyx, which gave the genre the iconic health bar and also introduced RPGs to a Japanese audience. The game’s manual was written by Hisashi Suzuki who would go on to become president of Squaresoft, creator of the Final Fantasy series. The Black Onyx was apparently also a huge influence on legendaryNintendodesigner Shigeru Miyamoto: “Miyamoto credited Black Onyx – thereby crediting me – for teaching him about role playing games,” says Rogers. “He said it was what led to him creating Zelda.”

Is it strange though, that Rogers’ story has overshadowed that of Tetris’s creator, Pajitnov? “Alexey and I play very different roles,” replies Rogers. “The role that I’m playing right now, telling the story, he would never play that role. He’s more of an introvert. If you give him a chance, he’ll sit in a room and do mathematical proofs. In terms of connecting Tetris to the world, the world would have to search him out and he would come kicking and screaming.”

New versions of Tetris are released every few years, a recent highlight being 2019’s psychedelic Tetris Effect, which saw the creator of the Dreamcast classic Rez, Tetsuya Mizuguchi, reimagine the game as a transcendental audiovisual experience complete with VR version – a concept dreamed up during a hedonistic weekend at Burning Man. “Gucci – we call him Gucci – is a good friend,” says Rogers. “We went toBurning Mantogether, where we blue-skyed in the desert about what Tetris Effect would be – a Tetris in VR – and he built that product.”

While Rogers still enjoys games (“Minecraft really did something outside the box.”), his priorities changed after a near fatal heart attack in 2005. “I’m done with game publishing,” he says. “I know how much work it is and how much money it takes and my heart has to be in it. And now, my heart is in fighting climate change.”

Rogers now lives in Hawaii, and over the last 20 years his Blue Planet Foundation has successfully lobbied the island nation to commit to clean energy by 2030. He is slowly convincing neighbouring islands to stop purchasing foreign oil and to invest in sustainable alternatives. If anyone can save the planet, it’s the man who outsmarted the Maxwells, escaped the KGB, and got us all dreaming of difficult little blocks blocks endlessly falling into place.

The Perfect Game by Henk Rogers is published by Di Angelo

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Source: The Guardian