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Tetris Reversed is unearthed after being forgotten for a decade | The DeanBeat

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Many game fans have enjoyed the Tetris movie, which chronicled the creation and licensing of Tetris, the addictive game that Alexey Pajitnov created behind the Iron Curtain. His friend Henk Rogers went through a great deal of trouble to license the game in Russia and even get Pajitnov out of the Soviet Union decades ago.

But there’s one more chapter to the tale unfolding.

Today, Pajitnov and others who unearthed a forgotten game in the Tetris canon talked at the Game Developers Conference about Tetris Reversed, a prototype for a game that was considered lost.

But little did Pajitnov know that an engineer in charge of the game, Vedran Klanac, had kept a copy of it. Through the help of intermediaries, he showed it to Pajitnov and the two shared their memories of what happened to the lost game.

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Tetris Revisited panel at GDC 2024.
Tetris Revisited panel at GDC 2024.

Pajitnov, originally from Moscow, became famous as a computer engineer and inventor of the legendary computer game Tetris, which he created in the 1980s while working for the Soviet Academy of Sciences. Rogers got the rights to the game and eventually got Pajitnov out of the country. They retold some of this story at our GamesBeat Next 2023 event last October. (Be sure to sign up for GamesBeat Summit 2024 on May 20-21; you can use a 25% discount code: gbs24dean25.

Alexey Pajitnov is the creator of Tetrist
Alexey Pajitnov is the creator of Tetris

Pajitnov has lived in the U.S. since 1991, where he has been involved in the development of games such as Pandora’s Box and worked with companies such as Microsoft and WildSnake Software. In addition to his iconic Tetris game, he is behind titles such as Hatris, El-Fish, and Hexic among many others that have deepened and expanded game design. He was awarded First Penguin Award at Game Developers Choice Awards in 2007 for his breakthrough in the world of games. And his story was the subject of the Tetris movie.

Klanac is the CEO of Ocean Media, and he is originally from Zagreb, Croatia. He was an aerospace engineer who started his career in the games industry with Croteam where he built the physics engine for Serious Sam 2.

Since 2006, he has been running Ocean Media, a game publishing company with a focus on consoles. During the last 20 years, he was involved in production as a programmer and executive producer in more than 200 projects. And it turns out he was the programmer who created the Tetris Reversed code based on instructions from Pajitnov, who had passed them on through a middleman.

More than a decade ago

Vedran Klanac was the prototype creator.

In 2011, programmer Vedran Klanac went to the NLGD Festival of Games in Utrecht, The Netherlands. He listened to a talk on a charitable effort from Martin de Ronde, a cofounder of game studio Guerrilla Games. Klanac said in an interview with GamesBeat that he listened to De Ronde’s talk and offered to help. De Ronde came back months later saying he had an agreement with Pajitnov about creating a new prototype for a Tetris game.

De Ronde asked if Klanac if he wanted to make Tetris Reversed by Pajitnov.

“Are you kidding me?” Klanac reacted.

They started the project. De Ronde served the go-between on the project, mediating between designer Pajitnov and engineer Klanac. De Ronde wanted to create a title for OneBigGame and donate most of the proceeds to charity. It was a side project that was separate from Guerrilla Games, and he wanted the games to come from famous game developers like Pajitnov.

“We discussed this recently but I never knew who Vedran was during the project,” Pajitnov said during the panel. “Most of the players all concentrate just on the profile in the game. All that matters is the profile of the garbabe in the playfield. The placement of the specific pieces in Tetris. If you remember similar board game, the player tries to use all of the space. I thought maybe this could be done, to attempt to use all of the playfield. I found a way to do it by reversing the game. Instead of putting the pieces in the playfield, I used them to eat the items in the game. That was the main concept of the game.”

De Ronde would receive instructions from Pajitnov about the design of the game, and then pass them on to Klanac, who would turn around and code the game. Then he would pass a note back through Pajitnov about what had been completed. It took a month to do the first prototype.

“I had some questions about how it should work. And then we started the iterations which the communication group” undertook, Pajitnov said.

They did most of the work from March 2012 to November 2012. Klanac did the work in his own game engine, on his own time. And, fortunately, he had a good archiving system.

Notes would be passed back and forth, and Pajitnov never actually met Klanac. And it was just a side hustle for Klanac. Pajitnov said he remembers the prototype and he played it lot.

“Martin was in the middle. And this is one of the reasons why Alexei actually never communicated with Klanac,” he said.

“Then we started doing iterations on how to create the first version,” Klanac said.

Tetris Reversed in action.

As the fall approached, Klanac said everyone was busy. de Ronde was in the process of selling his studio, Guerrilla Games, to Sony. Then the project slowed down and de Ronde said it was dead in the water. Communication became more sporadic.

Three years later, Klanac emailed De Ronde about what was the status of the program.

“Is this dead in the water?” Klanac asked.

De Ronde had no answer but thought it was likely canceled. Then the game sat fallow. Klanac tried one more time to get clarity a year later. But de Ronde never responded to that message.

A playable prototype

So Klanac stopped working on the project and moved on. But he knew the prototype was complete and it could be played.

And so it was lost.

Tetris Reverse unearthed

Vedran Klanac worked on Tetris Reversed in 2012.

Vlad Micu, a business development professional, unearthed this story and united Pajitnov and Klanac for the first time. Micu had met Klanac in Taipei in 2017. They had been friends for a while and saw each other annually at the Reboot Develop Blue conference in Dubrovnik. They had dinner there in April 2023 along with Kate Edwards, CEO of Geogrify, and I was there too. They were talking about the Tetris movie.

Then Klanac mentioned that he still had the prototype of a game called Tetris Reversed in his personal archives. He shared the backstory with Micu, who was stunned that there was a lost prototype of a Tetris game that was never published. And he was also surprised that Klanac and Pajitnov had never met in person.

“Vedran, out of nowhere, drops this massive bomb on us,” Micu said.

Micu was working on a game conference in Prague and managed to get Pajitnov to come out and give a talk.

“I actually ended up sitting down with Alexei and bringing all of this up to him,” he said.

Micu told Klanac he should consider doing a talk about it at the GDC, and they agreed it would be a good story as a kind of post-mortem for a game that had just a prototype. Through Edwards, Micu got in touch with Pajitnov in person and he had gotten the GDC staff’s attention with regards to the story about the lost game. The Tetris company had no objection to the session.

The GDC approved the session out of the interest of the preservation of games. And the story was retold today in a panel at the Game Developers Conference. For the first time in public, they showed the video of the prototype in action.

Pajitnov went over the design decisions, the iterations and the development process. It’s not clear yet if the game will ever be officially published.

“When you see the gameplay video, and when you look at the design elements. This is Tetris for like 300 IQ people,” Pajitnov said.

How the game works

Tetris Reversed was lost for more than a decade.

Concept

This game idea started from the original game of Tetris. Klanac analyzed the game and noticed that the profile of the playfield content is the main point of care of the player. Somehow the main strategy of a regular player in Tetris is to build and maintain the appropriate profile of the “garbage” –without bumps and with deep narrow holes of certain configurations.

If you played Pentomino or any other board variations, you’ll notice that the playing happens all over the playfield – you try to find appropriate spot for the piece everywhere on the playing field. So Klanac tried to understand how to make all the space available.

Game dynamics

Generally, it is borrowed from the original game – the tetramino piece falls down, the player controls its position (to left or to right), state (rotate 90 degrees, maybe replace it, if the “hold”-option is on), and movement (acceleration – “soft drop”, maybe even some “move-up” or pause options,  if the game is too hard to play).

But the main new feature is to make the entire playfield accessible, Klanac said. That was the main point of the new game design. He took the next piece and made it fall down on the front of the playfield full of garbage. At a certain position, Klanac wanted the piece to be embedded into the playfield – with certain UI action. The piece would be placed (or attempted to be placed) – so, its “life cycle” is to be over and the next piece is to be generated. That’s why UI action must be something like a “hard drop” from the original game, Klanac said.

This way the main game dynamics is pretty much set up.

Rules

Tetris Reversed rules

Most of the rules are about the “embedment” action. If all the cells under the piece are full (grey-colored) – then the placement takes place and these cells are cleared. Otherwise, the move fails. In the real prototype, Klanac believed, four background cells remained untouched, the piece disappeared and then the entire playfield got “reversed”: all the no-empty cells turned empty and empty cells – no-empty. Now, Klanac changed this rule a bit, but historically that is what has been implemented.

Later this “Reverse” procedure was implemented in a prototype as a separate action that the player can perform with a certain button anytime during the move. The reason for that was to let the player keep playing if he “ate” almost all the garbage and there is no area for the piece placement.  The number of these “Reverse” actions was assigned limited – 15 or 20. After they are exhausted, the “Game over” happens.

The extra rule was about the collapse of the empty lines. There was no need for this feature, but the great emotional effect made Klanac really want it in a new version. The collapse rule is very simple – if the line of garbage is cleared,  then it collapses as in the original game. The only question is about the liberated space on top of the playing field. He decided to make it completely unplayable afterward. No placement is allowed there and no reversing of the cells. So, the collapse of the line literally shrinks the playing field, showing real progress in the gameplay and making a game harder and harder. Klanac thinks it was a very good decision.

Tetris Reversed

Klanac said it is called Tetris Reverse because it introduces a reversing mechanic where there are two conditions. You can reverse the board, which literally means inverse, or reversing light and dark cells.

That is, the board flips so that the area where a block can flow down in the open-air space becomes an obstacle, and the former obstacles become open spaces on the board.

On the right side of the screen, you see the number of reverses that you’re still left with and how many times you can still reverse. If a piece falls from the top all the way down to the bottom and you don’t place that block, then it will automatically reverse the game.

The idea is to survive as long as you can.

Pajitnov remembered working with de Ronde, asking him to re-create the prototype that Pajitnov had created. Klanac, through de Ronde, promised to work on two versions of the prototype. Then the project just stopped going forward.

“I had almost completely forgotten about its existence,” Pajitnov said.

Now he wonders if the game can be published as it is today.

“Basically, it’s another version of Tetris,” said Pajitnov.

Pajitnov said he was glad the prototype will be preserved for history. As for the current nostalgia around Tetris, he said it’s nice that Tetris is still alive.

“I’m sure there is going to be enormous interest as there is a new prototype that people don’t know anything about,” Pajitnov said.



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Silicon Valley shaken as open-source AI models Llama 3.1 and Mistral Large 2 match industry leaders

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Open-source artificial intelligence has reached a watershed moment, challenging the long-held dominance of proprietary systems and promising to reshape the AI landscape.

This week, two significant developments have propelled open-source AI models to the forefront of technological capability, potentially democratizing access to cutting-edge AI tools.

On Tuesday, Mark Zuckerberg, chief executive of Meta, unveiled Llama 3.1, declaring it had achieved “frontier-level” status.

This bold claim suggests that Meta’s freely available AI now rivals the most advanced systems from industry leaders like OpenAI, Google, and Anthropic.

Just a day later, Mistral, an emerging French AI lab, released Mistral Large 2, a model that reportedly matches or surpasses existing top-tier systems, particularly in multilingual applications.

These back-to-back releases mark a pivotal shift in the AI world. For years, tech giants have jealously guarded their most powerful AI models, citing concerns over safety, potential misuse, and competitive advantage.

This week’s developments have shattered that paradigm, igniting debates about equity, innovation, and the ethical implications of democratizing such transformative technology.

Industry experts are hailing this week’s developments as a potential turning point in AI history, comparable to pivotal moments that have sparked technological revolutions in the past.

The sudden availability of frontier-level open-source models is expected to dramatically accelerate AI development globally, potentially reshaping entire industries and altering the balance of power in the tech world.

This rapid democratization of cutting-edge AI capabilities could usher in a new era of innovation and competition, with far-reaching consequences for businesses, researchers, and society at large.

Open-source challengers shake up the AI status quo

The implications of this week’s announcements are far-reaching. Smaller companies and individual developers can now access sophisticated AI capabilities without the hefty price tags or vendor lock-in associated with proprietary systems. This democratization could fuel an unprecedented wave of innovation, as diverse minds from around the globe contribute to and build upon these powerful tools.

However, the widespread availability of advanced AI also raises new challenges. Organizations must now grapple with how to differentiate themselves in a world where cutting-edge AI capabilities are becoming commoditized. The onus falls on business leaders and technical decision-makers to rapidly develop strategies that leverage these open technologies while adding unique value.

The geopolitical ramifications of this shift are equally significant. As AI becomes increasingly central to national competitiveness, the proliferation of open-source models could alter the global balance of power in technology. Countries and regions that effectively harness these openly available resources may gain significant advantages in AI development and application.

A double-edged sword: The thrilling and terrifying dawn of AI for all

Despite the excitement, skeptics urge caution in accepting claims of parity with top proprietary models at face value.

The AI field is known for its rapid advancements and shifting benchmarks, making “frontier-level” a moving target. Moreover, raw model capability is just one factor in AI system effectiveness; data quality, fine-tuning, and application-specific optimizations play crucial roles in real-world performance.

The abrupt open-sourcing of frontier-level AI also intensifies ongoing debates about AI safety and ethics. While transparency can aid in identifying and addressing biases or vulnerabilities, it may also lower barriers for malicious actors seeking to exploit these powerful tools. The AI community now faces the urgent challenge of striking a delicate balance between openness and responsible development.

For policymakers, this week’s developments underscore the critical need for adaptive regulatory frameworks that can keep pace with technological advancements while ensuring public safety and ethical use of AI. The tech industry may need to rapidly reevaluate business models and competitive strategies in a landscape where cutting-edge AI capabilities have suddenly become widely accessible.

Navigating the new frontier: Collaboration, ethics, and the future of AI

As the dust settles on this landmark week, the true impact of these milestones will be determined by how effectively the global community harnesses the potential of open-source AI while mitigating its risks.

The sudden democratization of frontier-level AI has the potential to accelerate innovation, reshape industries, and fundamentally alter our relationship with artificial intelligence.

In this new era, collaboration and ethical considerations will be paramount. The open-source AI revolution promises to unlock unprecedented possibilities, but it also demands a heightened sense of responsibility from developers, businesses, and society as a whole.

As we navigate this transformative period, one thing is clear: the future of AI is becoming more open, more accessible, and more participatory than ever before, and the pace of change is accelerating rapidly.



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ISPs are fighting to raise the price of low-income broadband

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A new government program is trying to encourage Internet service providers (ISPs) to offer lower rates for lower income customers by distributing federal funds through states. The only problem is the ISPs don’t want to offer the proposed rates.

 obtained a letter sent to US Commerce Secretary Gina Raimondo signed by more than 30 broadband industry trade groups like ACA Connects and the Fiber Broadband Association as well as several state based organizations. The letter raises “both a sense of alarm and urgency” about their ability to participate in the Broadband Equity, Access and Deployment (BEAD) program. The newly formed BEAD program provides over $42 billion in federal funds to “expand high-speed internet access by funding planning, infrastructure, deployment and adoption programs” in states across the country, according to the (NTIA).

The money first goes to the NTIA and then it’s distributed to states after they obtain approval from the NTIA by presenting a low-cost broadband Internet option. The ISP industries’ letter claims a fixed rate of $30 per month for high speed Internet access is “completely unmoored from the economic realities of deploying and operating networks in the highest-cost, hardest-to-reach areas.”

The letter urges the NTIA to revise the low-cost service option rate proposed or approved so far. have completed all of the BEAD program’s phases.

Americans pay an average of $89 a month for Internet access. New Jersey has the highest average bill at $126 per month, according to a survey conducted by . A 2021 study from the found that 57 percent of households with an annual salary of $30,000 or less have a broadband connection.



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These transparent earbuds by Nothing made my AirPods look and sound boring

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A hand holding the Nothing Ear (a) earbuds

Nina Raemont/ZDNET

ZDNET’s key takeaways 

  • For $99, the new Nothing Ear (a) earbuds offer clear sound and a thoughtful design. 
  • Their affordability, comfort, and long battery life make them a great option for budget-conscious shoppers.
  • Unfortunately, its middling noise-canceling tech doesn’t protect you from external noises. 

Most of the audio tech on the market right now errs on the side of aesthetic caution. I’ve tested plenty of earbuds this year, and something I’ve noticed is that many manufacturers sacrifice style for functionality, opting for blacks, grays, and enough matte finishes to fit inside a therapist’s office — much to my chagrin. In the words of the late, great Andre Leon Talley, “it’s a famine of beauty” over here.  

Also: Why I ditched my AirPods Pro for Nothing’s new transparent earbuds (and don’t regret it)

So when Nothing sent me its new earbuds, I was excited to finally see a cool, fresh, and exciting design, and they’re worthy of a callout. I’ve been testing the new Nothing Ear (a) earbuds since launch, taking them on a ten-mile run, working deskside, and commuting on the subway with them in my ears. One question that informed my initial testing was: Despite their stylish design, how does the audio tech stack up to similarly-priced competitors?

View at Amazon

The Nothing Ear (a) advances on the specs from the brand’s Ear (1) earbuds from 2021. The new buds offer plenty of upgrades like improved active noise cancellation, transparency mode, longer battery life, Bluetooth multipoint, minimized latency for gaming, and pinch controls.

Also: The best earbuds of 2024: Expert tested and reviewed

Nothing plays with solid color and transparent accents and puts the two at the forefront of its product design. You can’t help but obsess over the brand’s unique visual appeal: a stripped-down design that reveals the inner workings of the technology cast against bold colors. The clear design of both the earbud case and the earbuds itself offers users an inside look into the tech’s internal components and an appreciation for what is often obscured. 

Nothing Ear (a) on a table

Nina Raemont/ZDNET

The earbuds come with three ear tip sizes in the box and are available in three colors: black, white, and yellow. I tried these buds in yellow, which is the first non-neutral color in Nothing’s earbud lineup. The color feels daring and bright and is just as much a fashion accessory as it is a tech accessory. 

Other competitive earbuds can’t say the same: I looked at my list of best earbuds to see if there was any color diversity and found that every top earbuds I’ve included are either black, a muted white, or white, from Sony’s WF-1000XM5 and JBL’s Tour Pro 2, to Bose’s QuietComfort Ultra and Apple’s AirPods Pro. These earbuds, on the other hand, are like the AirPods Pro’s funkier younger sister who went to art school, buys gifts for friends through the MOMA Store, and can explain the difference between white and orange wine to you. 

The case is lightweight and compact, so it won’t be obstructive or heavy in your pocket. The earbuds themselves are comfortable and easy to wear, with an extra tactile ear tip that keeps the buds attached to your ear canal as you move around. Nothing also equipped these buds with Bluetooth multipoint and in-ear detection when you wear these, two nice touches that inexpensive earbuds occasionally lack. 

Also: The best earbuds I’ve ever listened to are not by Bose or Sony

I ran for five hours and worked and commuted with these earbuds for a week straight and still have a battery life of 80%. Needless to say, these earbuds won’t die easily on you. 

Nothing Ear (a) held up to a mirror

Nina Raemont/ZDNET

One of my favorite design choices with the Ear (a) is that the controls are dictated by pinches instead of taps and swipes, similar to the AirPods Pro 2. Most earbuds that I’ve tested with the same form factor have touch controls on the top of the ear stem where the bud meets the stem. I always run with earbuds in, and when my ears get too sweaty, and my earbuds begin to slip out, I accidentally touch and activate the touch controls when I’m attempting to press the bud back into my ears.

Also: The best earbuds under $100

Nothing eliminated this problem for me, as the touch controls are at the bottom of the stem, far away from accidental touches. Despite needing a pinch to activate the controls, they are reliable and responsive. The pinch controls allow you to play and pause music, skip tracks, and toggle between ANC and transparency mode.

Speaking of ANC, this feature is where the Ear (a) buds begin to show their affordable price. I turned on the ANC while I worked in the office, and I could still hear my colleagues’ computer notification pings and conversations around me. For $109, I wasn’t expecting mind-blowing ANC, and that’s certainly not what I got. The earbuds will drown out some noise, but you’ll have to pay a higher price for premium ANC.

Review: Nothing Ear Stick: Earbuds, but make it fashion

When it comes to the actual audio quality, however, these earbuds produce a balanced, clear, and bright sound. While listening to Moses Sumney and Shabaka’s Insecurities, the harp and flute whistles in the upper midrange shimmered in my ears without being too harsh. Bass-heavy songs can get an extra boost by tweaking the Bass Enhance algorithm in the Nothing app. While listening to Kaytranada’s What You Need, I toggled between the five levels of bass enhancement to boost the lower frequencies. This feature created a noticeably different sound with deeper, richer bass. 

ZDNET’s buying advice 

The Nothing Ear (a) are best for people who want a relatively affordable pair of earbuds with thoughtful functions and a unique design.

If you want earbuds with more effective noise-canceling for a similar price, consider the JLab JBuds ANC 3 for their strong noise-canceling and snug fit. If you like Nothing’s unique and charming design choices but want better sound, more effective ANC, and more premium features, try the Nothing Ear.





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