Ithink you had to be at least Player Level 50 in order to unlock it that way, but when I first wanted to unlock this stage couple years ago, I played on June 6th and nothing happened either. I'm pretty sure this method only worked once years back.
Speaking of which, for me the 1984 stage disappeared again after installing the Connected multiplayer patch. Usually you cannot access the secret menu screen after unlocking the stage, so I hope it's not impossible for me now to unlock it once again. I will have to try that out next time I boot the game. ?
Earlier that day, after lunch at a mutual friend's house, Pajitnov, 58, was eager to have us take turns driving his Tesla through the placid suburbs of Bellevue, Washington, where he lives, urging us on to bursts of acceleration that left momentary feelings of weightlessness in my chest every time the road dipped.
Over lunch, we had discussed Russia's fight against the Nazis in World War II, Pajitnov's longstanding love for classic puzzler game Lode Runner, his time developing artificial intelligence and speech recognition platforms during the Cold War, and the many other games, such as Yoshi's Cookie, he's worked on that aren't Tetris. Among other things.
If there's one constant to his story, it's a penchant for hauling ass. Sheila Boughten, president of Tozai Games, gave me some insight regarding the psychology of Pajitnov's motor vehicle operation. Boughten entered the video game industry through the now-defunct Bullet-Proof Software, where her very first task was to coordinate with American and Russian immigration in the early 90s so that Pajitnov could move to the US and join the team at Bullet-Proof, which sponsored his work visa.
"Everyone drove like mad people," Boughten told me of her experience at the time in Moscow, riding white-knuckled with Pajitnov in his Soviet-era Fiat clone. "And Alexey was not excluded. He drove like a madman. I was fearful. I said, 'Alexey, I don't want to die in Russia. Be careful.'"
Things were grim and grimy back then, particularly to Westerners visiting for the first time. When Boughten and her Bullet-Proof colleague, Scott Tsumura, needed to go to the Moscow train station for a side trip to St. Petersburg, Pajitnov insisted on escorting them to the station and seeing them off over their protests.
Boughten remembers people trying to pry away their luggage as Tsumura, Pajitnov, and herself moved through the station. "Everything was chaos there," she said. "They saw Americans with suitcases and knew there was stuff inside they wanted. Alexey fought the path between us to the train, literally fending off swarms of people and shoving our stuff on the train."
Compare this to his working life in the days of the former Soviet Union. Working at the state-run Academy of Science in Moscow, Pajitnov would wake up between 7:30 and 8 AM. "Maybe later," he explained, "because I worked until midnight every day."
He'd eat sausage, eggs, and cottage cheese for breakfast. Then he would run some errands or do chores, before showing up at the office around 10 AM. The tiny space he was assigned to work in "was extremely crowded." It was a room built for four or five people seated at desks. On most days it had to accommodate 15 researchers.
"We didn't have any room at all," he said, laughing. "I shared my desk with three other people. So I'd leave my work for late hours, because my desk would be vacated." Then, in relative peace, he'd get to work developing artificial intelligence and automatic speech recognition, a field he says is, to a certain extent, "still very primitive."
In a word, he found the work "heuristic." But he grappled with the reality that his experiments were primarily military-based. Although the Academy scientists didn't always know precisely how their fundamental findings would later be applied, there were rumors. "Legends," as Pajitnov puts it.
There was, however, a very real, "sad application" of Pajitnov's work by the KGB, who on several occasions sent representatives from their R&D wing to the cramped office he shared with over a dozen other Academy researchers.
Pajitnov explained that while the KGB was ever keen to eavesdrop on people for information, it was difficult, given the state of technology at the time, to be continuously recording. The KGB, then, was heavily interested in applying Pajitnov's speech recognition experiments to an audio system that would start recording automatically if and when certain keywords, deemed dangerous to the state or incriminating to the speaker, were uttered.
For his part, at least, Pajitnov was markedly apolitical. But he was also uneasy with the sort of nationalism expected of any Russian native in that era, let alone a guy employed by the Computing Centre at the Academy of Science.
In decades past, Russian children went on mandatory field trips to the Tomb, to behold the despot's ennobled corpse. But Pajitnov had found a way to avoid that. "I was always sick that day," he told Boughten.
"He could never be open about that, of course," Boughten said, referring to Pajitnov's discomfort with the tyrant, "because he might not have lived. But he had a hard time, even going through the tour that day."
Eventually, at the Academy of Science, Alexey was given access to his own personal computer that he could use "with no one behind my shoulder." Since he had to run tests on the AI and speech recognition software and programs he was working on anyway, Pajitnov performed them by playing video games. He experimented on and tested this new computer by developing games on it in the Pascal programming language.
Some of these earliest video game experiments he developed on this personal computer were later published as Microsoft Entertainment Pack: The Puzzle Collection. Upon its release, there was no mention that the games were created on the down low during long hours inside the Soviet central nervous system.
But it was also under those circumstances, with later help from a friend, Vladimir Pokhilko, a Russian clinical psychologist interested in human-computer interactions, that Pajitnov ultimately created the most successful video game in history.
Tetris was formally released in June 1984 by the Academy of Sciences, after initially spreading among academics and the computer literate by way of copied floppy disks. As a tile-fitting puzzler, Tetris captivated these members of intelligentsia. After all, here was a game constructed of pristine shapes taken straight from Platonic idealism.
The game was later discovered at the 1988 Consumer Electronics Show in Las Vegas by Bullet-Proof Software founder Henk Rogers, who, to make a complicated story brief, spread the gospel of the tetrominos to a world ripe for fresh addiction. Bullet-Proof released the game in America in 1989. It's estimated the franchise has gone on to sell over 70 million physical copies, plus an estimated 100 million mobile downloads of the game worldwide.
Because it was made during work hours on a government computer, the Soviet government claimed all rights both to Tetris and to the untold millions in royalties that eventually rolled in. So, despite his sudden international recognition as a developer, Pajitnov remained essentially a working Joe when he joined up with Rogers and Bullet-Proof, immigrating to America in 1990 on the work visa they sponsored. Six months later, Pajitnov brought his wife, Nina, and sons, Peter and Dmitri, to Bellevue, Washington.
The two would meet up at CES 1990 in Chicago, where Boughten was an exhibitor with Pajitnov, and where Tetris got its first big break outside Russia. She remembers Alexey and Vlad drinking and dancing each night of the trade show. They had a hit.
"That was the thing about Pajitnov," Boughten told me, and it was something that befits a man whose globe-striding creations are only possible to play well in a state of total mindfulness. "He was very present. He is very present."
Still, the shift to life in the West took time. Boughten remembers how blown away Pajitnov was when she brought him to an American grocery store for the first time. "He was so amazed," she said. "He was really taken by how many things you could buy."
It was Boughten who further helped Pajitnov acclimate to his new life. She set up his dentist appointments. She helped him understand the reasoning behind a hefty ticket he found under his wiper after he'd left a rented Cadillac parked at a fire hydrant for three days. She helped him rebut a plenitude of fast-talking businessmen drawn to the heat of his fame.
"Having a conversation with the FBI in flesh and blood" left an impression on Pajitnov. The agent even arranged a follow-up appointment, at which his wife Nina, an English teacher, was similarly questioned about clandestine ties with Soviet intelligence.
But the Feds quickly realized they were wasting resources by investigating a happy-go-lucky developer who spent all his time thinking about puzzle games, and who bore no KGB secrets. Besides, in those fresh-from-the-USSR days, as Scott Tsumura recalls, "Alexey's Russian greeting-hug was very tight." He would kiss women and men square on the lips.
By 1996, the same year that the Tetris rights, through a complicated legal process following the death of the Soviet Union, were finally given to Pajitnov, he had begun designing games for a pre-Xbox Microsoft.
His routine at Microsoft remained "basically the same" as it had been in Soviet-era Russia. He'd roll up to the office each morning between 9 and 10 AM, and work until around 1:30 PM, when he'd take lunch. He'd call it a day around 10 or 11 PM.
Then Microsoft started developing the Xbox. "That was very unfortunate for me. I'm interested in puzzle games. And Xbox wasn't for puzzles," he said. "I tried to find as peaceful a title as possible to work on. I don't like shooting games."
"Microsoft wasn't very good with games, generally," he said of the early days. "They didn't understand the essence of it. They didn't have enough specialists. Somehow they didn't hire the right people. So, I felt a bit alien. The first couple of years [of the Xbox development era] it was a complete disaster. They started and canceled so many good projects, bad projects. It was like being in a blender."
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