Contents:
- Birth of a Legend
- Behind the Iron Curtain
- Lost in Translation
- A Profitable Deal
- Everything Went Wrong According to Plan
- The Debut of Tetris
- Negotiations with Elorg
- New Faces
- The Fight for New Technologies
- Negotiations with Contenders
- Consequences secret deal
- The court case and the outcome
- How the fates of the heroes of history turned out

Learn: The Game Designer Profession from Scratch to PRO
Learn MoreThe film "Tetris" premiered on Apple TV on March 31. The plot of the film is based on real events related to the acquisition of the rights to the famous game from Soviet engineer Alexei Pajitnov. The story of how Tetris emerged in the USSR and sparked widespread interest abroad is full of complexities and surprises. Negotiations, lawsuits, and political intrigue are all part of the struggle for ownership of a product that promises enormous profits for its owners. The film highlights the importance of this game not only as a cultural phenomenon but also as an object of international business, making it relevant for viewers interested in the history of video games and their impact on the global economy.
In this article, the editorial team of GameDev at Skillbox Media examines in detail the chronology of events surrounding the emergence of the famous Tetris puzzle. The article is based on data presented in Dan Ackerman's book "The Tetris Effect: The Game that Hypnotized the World," providing a deeper understanding of the game's impact on culture and the gaming industry. Tetris has become not only an icon among video games but also the subject of research in psychology and design, underscoring its significance in the history of entertainment.
In this article, you will become familiar with the main aspects of this topic. We will cover the key points in detail and provide helpful recommendations. You will receive up-to-date information and practical advice that will help you better understand the subject of discussion. Read on to deepen your knowledge and improve your skills in this area.
- How Alexey Pajitnov invented Tetris;
- How the game became known outside the USSR;
- What were the difficulties with licensing Tetris;
- About the version of the game for arcade machines and Game Boy;
- What was the fate of Alexey Pajitnov.
Birth of a Legend
In the 1980s, the Dorodnitsyn Computing Center of the Russian Academy of Sciences became a unique platform for scientists, where they could implement innovative projects without fear of censorship, unlike representatives of the arts, such as artists and writers. One of the center's key employees was programmer Alexey Pajitnov, who made a significant contribution to the development of computer games. His work there allowed him to develop original ideas and solutions, which became the basis for landmark projects in programming and the gaming industry.
In the documentary "Tetris: From Russia with Love," the protagonist shares memories of his childhood, when entertainment was scarce. Children mostly played chess and searched stores for a variety of board games and puzzles. Alexey was particularly impressed by the game of pentomino, which required placing 12 different shapes consisting of five squares on a board. This experience became the basis for his further creative work and passion for games.


The engineer was convinced that computers were capable of not only performing complex calculations, but also serving as a platform for game development. In their free time, the center's employees had the opportunity to implement their own projects. Alexey decided to seize this opportunity and recreate the game he played as a child on the Elektronika-60. The first prototype lacked colored shapes and a scoring system. The game's graphic elements were represented by letters, as the Elektronika-60 could only display text symbols. As he worked on the game, Pajitnov simplified the design, replacing the complex pentomino shapes with simpler tetrominoes. Thus began the history of one of the most famous games, Tetris, which subsequently gained popularity throughout the world.
The result was a game in which blocks fell into an area of the screen known as the "glass" or "well." Players could rotate these blocks as they fell to arrange them in horizontal lines. Because the screen filled with blocks too quickly, the programmer implemented a mechanism to instantly remove filled lines. This game was named Tetris, a combination of the words "tetra" and "tennis." Although the name was borrowed, it is easy to pronounce in Russian and memorable. Tetris has become one of the most famous and popular video games in the world, captivating players of all ages with its simplicity and engaging gameplay.
The first version of Tetris amazed Pajitnov's colleagues with its simplicity and captivating appeal. The gameplay captivated all computer users, making it virtually impossible to tear yourself away. Soon, the entire Computing Center team was captivated and captivated by this new game. Tetris quickly gained popularity, becoming a real phenomenon in the world of video games.

According to Dan Ackerman's book "The Tetris Effect: The Game That Mesmerized the World," early versions of Tetris included a hide-the-game feature. This was designed to allow players to quickly hide the game if management unexpectedly entered the office.
The appeal of Tetris, created by Alexander Pajitnov, stems from its unique concept of creation. Players encounter falling pieces that must be carefully arranged to form horizontal lines. Once a line is filled, it disappears, and the player must again create new combinations. However, if a piece is poorly placed, a blank space appears on the playing field, reminding them of the mistake. This creates additional tension and motivation for players, as the voids can only be filled by correctly arranging the pieces. This gameplay develops strategic thinking and fosters engagement, making Tetris one of the most popular and recognizable games in the world.
In June 1985, a version of Tetris compatible with the IBM PC and supporting color graphics for MS-DOS was released. Alexey Pajitnov began distributing it among friends, which led to the game's rapid spread throughout the USSR via floppy disk copying. At that time, the concept of copyright and sales did not exist, as all intellectual property of Soviet citizens belonged to the state. The employees who created the game never even considered the possibility of making significant money from their idea. Tetris became not only a cult phenomenon but also the first example of how a game can gain popularity without official distribution.
Alexey Pajitnov is not alone in his contribution to the development of Tetris. His friends and colleagues also played a significant role in adjusting and optimizing it. Programmer Mikhail Potemkin significantly improved the game's performance on the Elektronika-60 platform. Alexey's colleague Dmitry Pavlovsky helped him create the new version of Tetris, bringing in the young Vadim Gerasimov. At just 16 years old, Vadim was actively involved in creating a full-fledged version for IBM-compatible computers running MS-DOS. He added a scoreboard, color palette, and English localization to the game, earning him a co-author credit. Later, Alexey's friend, psychologist Vladimir Pokhilko, saw Tetris's potential for research in cognitive psychology and began using the game in his research. Tetris became not only a popular pastime but also an important tool for studying human thinking and perception.
Alexey was not the only one who made a significant contribution to the development of Tetris. His friends and colleagues also played an important role in adjusting the game. Programmer Mikhail Potemkin optimized the game's speed on the Elektronika-60 device. During the creation of the new version, Alexey was assisted by his colleague Dmitry Pavlovsky, who brought in a young programmer, Vadim Gerasimov, to help develop it. At just 16 years old, Vadim had already contributed to the creation of a full-fledged version of Tetris for IBM-compatible computers running MS-DOS. This version added a scoreboard, color palette, and English localization, and Gerasimov was listed as the game's co-author. A year later, Alexey's friend, psychologist Vladimir Pokhilko, saw Tetris's potential for studying cognitive psychology and began using the game in his scientific research. Tetris became not only a popular pastime but also an important tool in scientific research.
Behind the Iron Curtain
Pajitnov's boss, Viktor Bryabin, was one of the first Tetris enthusiasts. He was genuinely proud of his protégé's success and confident in the game's international potential. At the time, Hungary represented a weak link in the Iron Curtain, opening the door to Tetris's spread beyond the USSR. Using his connections with the Institute of Computer Science (SZKI) in Budapest, Bryabin sent a copy of the game to his Hungarian colleagues, who were primarily working on energy research. This marked an important step toward Tetris's international popularity. The game's impact on foreigners was similar to the one it had left on the staff of the Computing Center. The magic of the falling pieces, which formed a "glass," captivated all the researchers. Unlike the USSR, Hungary had access to American hardware. Hungarian student programmers not only adapted the game for native IBM systems but also developed a port for the then-popular home computers Apple II and Commodore 64. This expanded the game's audience and allowed many users to enjoy its unique gameplay. The game soon caught the attention of entrepreneur Robert Stein, founder of the British company Andromeda Software. Robert, an ethnic Hungarian, brokered licenses for software developed by Hungarian programmers to major Western companies. Andromeda Software received 25% of total sales for its services.

Robert often visited student technology hubs in search of promising programs suitable for the European and US markets. In 1986, at the Institute of Computer Science, he noticed students gathering around computers, watching their classmates play Tetris. Although Robert wasn't a fan of computer games, he couldn't tear his eyes away from what was happening on the screen. This event became a turning point for him, inspiring further research into technology and programming. Tetris didn't feature pixelated aliens or plumbers; it featured only simple blocks. However, despite its simplicity, Tetris stood out from other projects thanks to three key factors that contributed to its commercial success. These elements made Tetris not only a popular game but also a cult phenomenon in the world of video games, which in turn led to its longevity and popularity among different generations of players.
- Tetris was designed with the limitations of computer graphics at the time in mind, but it didn't look like a pixelated sketch of a game from the future.
- It featured simple yet instantly addictive gameplay.
- From a marketing perspective, the name "Tetris" (or Tetris in English) was abstract enough, but at the same time simple, so it didn't need to be translated for a foreign audience.
Stein began asking the director of the institute about the game's creator in order to strike a profitable deal. He learned that the original program was developed in Moscow, and students adapted the code for popular home PCs. This was advantageous for the businessman, as IBM software was primarily used in production facilities, and selling it presented certain difficulties. Under other circumstances, Robert might have hired a Hungarian programmer to develop a Tetris clone, sold the rights to the game, and received 25% of the proceeds. However, in this case, the original game was developed by a third party, and a license was required for its release. To achieve this, it was necessary to negotiate with a representative of the Russian Academy of Sciences Computing Center and convince them to sell the rights to the game to Andromeda Software. It was important to act quickly to avoid complications from Soviet bureaucracy.
Lost in Translation
Upon returning to London, Stein sent a telex to the A. A. Dorodnitsyn Computing Center. In his message, he offered to act as an intermediary for the sale of Tetris both in the UK and abroad, emphasizing that the Computing Center (effectively representing the interests of the state) would receive a percentage of sales.
When Viktor Bryabin translated the businessman's message into Russian, he was surprised that someone outside the USSR had shown interest in a computer game and, moreover, was willing to offer assistance in its implementation. However, the issue of selling someone else's project was beyond his competence, so Bryabin decided to convey the message directly to Alexey Pajitnov. Alexey, having received a letter from a foreigner offering a licensing agreement for his game, was also shocked. Despite his delight at the offer, Pajitnov acted cautiously to avoid attracting unnecessary attention from government agencies. He began by compiling a draft in Russian, politely thanking Stein for his interest in Tetris and expressing general approval of the proposed deal.

The Soviet bureaucratic system was structured in such a way that any enterprise required the official approval of several departments, complete with signatures and seals, to process documents. Pajitnov approached a trusted translator colleague with a request to translate a text from Russian into English, having first coordinated this with the director. After completing the translation, he needed permission to send a response via telex, which was managed by another division of the RAS. This required the signatures of both the programmer's immediate supervisor and employees of other departments. The formal process of sending the letter took several weeks. As a result, Stein received a letter stating that the RAS Computing Center was interested in the businessman's proposal.
In his subsequent interviews, Pajitnov repeatedly emphasized that his words concerned solely the interest of the RAS Computing Center at the beginning of the negotiation process. However, the Hungarian entrepreneur interpreted this statement as the organization's preliminary consent, which led to a misunderstanding. This incident highlights the importance of precise wording in business communications and its potential impact on further steps in cooperation.
A Good Deal
Stein, seeking to optimize his efforts, began collaborating with Mirrorsoft, the official licensor of Tetris. Mirrorsoft was part of Robert Maxwell's media empire, known as Maxwell Communication Corporation. If the company acquired the rights to the game, it would significantly increase Stein's influence in the gaming industry.
On the day of the meeting, Robert demonstrated Tetris to Mirrorsoft founder Jim McConochie. Surprisingly, the game did not make the desired impression on him. This was not due to the poor quality of Tetris, but because McConochie had previously served as an officer in the Royal Navy and was eager to transfer his military experience to the video game industry. Under his leadership, the renowned Falcon flight simulators were developed, and he focused on projects with realistic and military themes. Tetris didn't fit his vision. However, thanks to Stein's persistence and belief in the game's success, McConochie began to realize he was missing out on a potentially profitable project.
Maxwell's empire included Spectrum HoloByte, a California-based company that, while formally independent, developed and published video games. Kevin Maxwell, the son of a media mogul, served on Spectrum HoloByte's board of directors. When co-founder Phil Adam, responsible for sales and marketing, visited London, he was given a copy of Tetris. Adam initially harbored doubts about the game's origins, unsure whether it was developed in the USSR or Hungary. However, the engaging gameplay dispelled all his doubts. Additionally, the game itself had huge marketing potential as it was the first game to penetrate the Iron Curtain, which would inevitably generate interest in the United States.

Phil Adam returned to California with a copy of Tetris and demonstrated it to Spectrum HoloByte founder Gilman Louie. Soon after, Louie immediately contacted McConochie to discuss the need to quickly acquire the rights from Stein and develop a strategy for successfully introducing the new project to Western audiences.
McConochie offered an advance of £3,000, plus royalties on sales as part of the deal. In response, Phil Adam wrote a check for $11,000 for the American license. The company executives believed this was sufficient funds to acquire the rights to Tetris and pay the royalties that Andromeda Software was owed to the Soviet Union. However, they were unaware that Stein did not yet have a formal licensing agreement with the USSR. He had only correspondence with Pajitnov, whom the entrepreneur considered the official representative of the organization. The content of these messages could be interpreted in various ways, which created additional complications in the licensing process.
Stein sent a telex proposal to the USSR for a deal that provided for a 75% royalty on sales and a one-time advance of $10,000. Pajitnov's response came faster than expected. In a letter signed by him and the director of the Computing Center, Yuri Yevtushenko, they expressed their readiness to conclude a deal. Convinced of the Soviet engineers' intentions to do business, Stein offered them partial payment in the form of Commodore computers he had in London. After receiving agreement to this option, all that remained was to sign the contract, which the entrepreneur considered a mere formality.
Everything did not go according to plan
Pajitnov's correspondence with his foreign partner was a polite interaction. Stein's proposal attracted the attention of a Computing Center employee, but he lacked the authority to negotiate international deals, even with management approval. Consequently, the game's licensing was transferred to the RAS publishing and licensing group, known as AcademySoft or "Licensnauka." At this time, the game from Mirrorsoft and Spectrum HoloByte was already in production, and Stein had no way to expedite the contract. He couldn't request a delay in the game's release from his partners, as doing so would have revealed that he didn't yet own the rights to the product. However, ignoring the situation was risky, as a successful launch could attract the attention of the USSR, which would have necessitated an explanation from the developers.
In April 1987, Stein took decisive steps to promote Tetris. He sent a letter to AcademySoft informing them that Mirrorsoft in the UK and Spectrum HoloByte in the US had agreed to publish the game for the IBM PC. Given the growing popularity of computers, Stein noted that in the future, new versions of Tetris will need to be released for different computer systems, which will require separate accounting of royalties. This strategic decision was an important step in expanding the game's audience and strengthening its position in the market.

In June 1987, having received no response from the Soviet organization, Stein independently prepared an agreement for a deal with Mirrorsoft and Spectrum HoloByte. These documents contained vague language regarding the platforms on which the game could be published. For example, the phrase "any other computer systems" left wide room for interpretation. Moreover, the terms of the agreement already designated Stein as the person exercising control over the copyright and licenses for the game.
At the end of 1987, an important event occurred: the agreement was signed by both parties. Mirrorsoft and Spectrum HoloByte believed that Andromeda Software had already concluded a contract with AcademySoft. They were unconcerned about the details of a deal with another state; both companies avoided bureaucratic complications and preferred to delegate all matters to an intermediary. However, in fact, Stein had not yet signed any documents with AcademySoft. The Hungarian entrepreneur was confident that the deal with the USSR would be concluded soon, perhaps even before Tetris's release. Each side was counting on its share and ignored the fact that one contract was signed before the other.
The Debut of Tetris
A unique promotional campaign was developed for the computer version of Tetris, capturing the spirit of the times as the Cold War was drawing to a close. Marketers at Mirrorsoft and Spectrum HoloByte sought to convey the game's Soviet flavor, emphasizing its cultural significance. Tetris became a bridge between two opposing cultures, representing a rare imported product and a collector's item. An important element of the game was the melody of the Russian folk song "Korobeiniki", which subsequently became firmly associated with Tetris and increased its appeal on the international arena.
The title screen in red tones depicted the famous St. Basil's Cathedral, and the slogan was transliterated from Russian. In-game digital illustrations reflected the USSR theme: Lenin Stadium, May Day celebrations on Red Square, a submarine base, and the interior of the Salyut space station, where a cosmonaut observes the Earth through a porthole. These elements highlight the country's historical heritage and cultural richness, bringing the atmosphere of the Soviet era to the gameplay.
The appearance of the block pieces in the game has changed significantly: each tetromino shape now has clear outlines. Thanks to this, players can better navigate the playing field and more easily determine where to place a particular piece. The game itself states that it was released in 1987, but the actual release of Tetris took place on January 29, 1988. This point is important for understanding the history of the game and its evolution. "Tetris" became a cult classic that influenced the development of video games and remains popular to this day.
Negotiations with Elorg
Alexey Pajitnov continued developing various programs, including a pseudo-artificial intelligence program called "Biograph." This project demonstrated impressive results, and the programmer and his colleagues decided to consult with Alexander Alekseenko, a representative of Elorg, regarding selling the software as an educational tool. During the discussion, a mention of correspondence with a Hungarian entrepreneur regarding the sale of rights to the famous Tetris game accidentally surfaced.

Alekseenko initially disbelieved the information provided by the engineer. Discussing licensing, especially with foreign representatives, was beyond the scope of the Russian Academy of Sciences. Therefore, he insisted on providing all correspondence between Pajitnov and Stein.
The text he read horrified him. The programmer, lacking sufficient business experience, answered vaguely to the questions of the confident foreign entrepreneur, who could easily interpret the answers to his advantage. However, there were no serious consequences yet. Firstly, the contract had not yet been signed, meaning there was no valid agreement. Secondly, not a single ruble was received by either Pajitnov or the Computing Center of the Russian Academy of Sciences, which made it possible to avoid attracting the attention of government agencies to this incident.
Alekseenko contacted Stein and invited him to Moscow, noting that the entrepreneur had been communicating with the wrong people all this time, and that Elorg was handling the license sales. The prospect of a failed deal caused tension in Stein, but he reassured himself that refusing to license a successful product would make the USSR an unreliable trading partner on the global stage. Under the conditions of perestroika, Elorg was unlikely to agree to take on such responsibility.
As a result of Stein's visit to Moscow and lengthy negotiations between Elorg and Andromeda Software, an agreement was reached in February 1988, which was revised over the course of several months. The final version was signed on May 10. The agreement specified that any version of the Tetris game must receive approval from Elorg. In addition, Andromeda Software received the right to adapt the game for various types of computers, which was an important step in its popularization.

Approving Tetris versions wasn't particularly interesting to Stein, as there were already so many different variations on the market that it was extremely difficult to keep track of them all. The entrepreneur was much more focused on porting the game to new platforms, especially arcade machines, which were becoming increasingly popular. Nevertheless, a key milestone was successfully reached. Stein notified Mirrorsoft that the license extended to computer and console games, which he designated "TV games." Arcade machines and handheld gaming systems were excluded.
Obtaining a license to produce an arcade game proved challenging. The main obstacle was a strained relationship with Elorg. In July, Stein met with Alekseenko in Paris, offering $30,000 for the arcade license. However, Alekseenko pointed out outstanding royalties that Elorg had not received since the agreement was signed. He also expressed concern about how Tetris was being presented in the West. The game's intro, in addition to St. Basil's Cathedral, featured an image of Matthias Rust's airplane, which became the subject of a joke on Spectrum HoloByte. This reference caused discontent at the presentation of the Soviet ambassador, and upon learning of this, Elorg also expressed its doubts.

Stein had to ask McConochie to make changes to Tetris to avoid further conflict. He suggested removing the plane from the title screen and eliminating illustrations containing militaristic elements. As a result of these changes, the issue of additional licensing temporarily faded into the background.
New Faces
In early 1988, at the Consumer Electronics Show, Henk Rogers, a Dutch-American programmer and founder of Bullet Proof Software, noticed a version of Tetris from Spectrum HoloByte. Rogers was living in Japan at the time and came to the event looking for a potential hit for the Japanese market, especially for Nintendo. This meeting became an important moment in the history of video games and contributed to the popularity of Tetris in Japan and beyond.
To try Tetris, Hank Rogers had to wait in a long line. However, his first experience was clumsy. At first, he didn’t even realize it was a game. What was happening on the screen did not meet the usual standards of the gaming industry of the time - pixel art, stories, characters, and pop culture elements. Hank wondered if this might be exactly what he was looking for. After a few sessions, he realized he was deeply fascinated by Tetris. The game reminded him of the simple yet captivating mechanics of the Japanese puzzle game Go. Inspired by this, Hank Rogers decided to acquire the rights to Tetris for computers, game consoles, and arcades in Japan.

Research has shown that players are unable to stop playing Tetris, which is linked to the human brain's natural desire to organize objects. This addictive game activates mechanisms in the brain that promote the organization and structuring of information, making it particularly addictive. As a result, Tetris is not only entertaining but also satisfies the need for systematization, which explains its popularity over the years.
After the signing of the agreement between Andromeda Software and Elorg, Mirrosoft began actively selling sublicenses for the Tetris game. As already mentioned, Jim McConochie's original deal with Robert Stein included licensing not only for personal computers, but also for consoles and arcade machines. Although these devices were not explicitly mentioned in the contract, Stein was confident that he would soon receive the relevant licenses. Therefore, some documents may have been processed retroactively to complete the sublicensing deal.
Spectrum HoloByte was marketing Tetris in Japan, which necessitated Hank Rogers establishing contact with the company's founders, Adam and Louis. He invited them to Japan, where the potential partners reached an agreement to publish the game on both computers and consoles. Since Stein had not yet completed formal negotiations with Elorg, the issue of licensing for arcade machines was not raised at the time.
After returning from Japan, the founders of Spectrum HoloByte learned that Mirrorsoft planned to sell the Tetris rights to Tengen, a subsidiary of Atari Games, a leading player in the console market alongside Nintendo and Sega. The deal was a trade-off of sorts: Mirrorsoft sought the rights to Blasteroids, an enhanced version of the classic Asteroids, to strengthen its position in the arcade market, and offered the rights to Tetris as compensation. This decision displeased Gilman Louie, who insisted on an alternative that would allow both parties to preserve their reputations and avoid conflict. Ultimately, Kevin Maxwell agreed to a compromise, and Hank Rogers retained the rights to the Japanese PC version of the game. This move allowed Spectrum HoloByte to partially fulfill its obligations and maintain a competitive position in the market. Hank was dissatisfied with the outcome and decided to approach Tengen vice president Randy Brauleit directly with a request to sell the Tetris rights for home consoles in Japan, specifically the Famicom. However, at the time, Tengen's management was focused on expanding in the US and was unable to assist Hank. As a result, Rogers decided to negotiate with Tengen CEO Hide Nakajima and ultimately struck the long-awaited deal. However, a complex sublicensing chain remained that needed to be resolved to successfully market the game.
The Tetris licensing chain developed as follows: Robert Stein and Andromeda Software licensed Tetris from the USSR for both Western and Eastern markets. Stein then transferred the rights to Mirrorsoft and its subsidiary Spectrum HoloByte, owned by British media mogul Robert Maxwell. Mirrorsoft resold Tetris licenses and sold the home PC publishing rights to Henk Rogers in Japan. The company also transferred the rights to develop Tetris for home consoles and arcades to Tengen, a division of Atari Games. Tengen planned to release Tetris on home consoles in the United States and sold the rights to the Japanese market, where Sega took over the arcade game production and Rogers's Bullet Proof Software took over the video console production.
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The Fight for New Technologies
In Japan, Nintendo was working on a new portable gaming device, the Game Boy. To successfully launch the device, it needed a popular game that could attract users' attention. When Minoru Arakawa, founder of Nintendo of America, demonstrated the Game Boy to Rogers, he immediately realized that Tetris would be the perfect launch title. However, at the time, there were no licenses for portable games, making releasing Tetris on the new platform a risky move. Rogers decided to do everything possible to secure the rights to adapt Tetris for portable devices.
In late 1988, Hank faxed Robert Stein, knowing he was a key link in the licensing chain. In his message, Hank offered Andromeda Software a $25,000 advance for the Tetris portable rights. However, Stein replied that he needed to notify the Soviet company Elorg, which would take time. Mirrorsoft also expressed interest in the portable rights. Stein found himself in a difficult situation, navigating between two interested parties, but failed to take concrete steps to finalize the deal. Alexander Alekseenko, with whom the entrepreneur had been negotiating, left Elorg. He was replaced by Nikolai Belikov, who was tasked with handling licensing issues. Belikov discovered that Andromeda Software owed a significant amount of royalties to the Soviet organization. Now he had to find a way to return these funds from the Hungarian businessman.

Stein viewed Belikov as an enigmatic figure who could have hidden potential. There was a risk that all previous negotiations would be futile. To clarify the situation, Stein needed a personal meeting, so he decided to go to Moscow. However, he had no idea that this time he would not be alone.
Hank Rogers began to grow wary of the constant evasive messages from the head of Andromeda Software. He decided to fly to the capital of the USSR to personally discuss the situation with Elorg representatives. Kevin Maxwell was also moving in the same direction, seeking to eliminate intermediaries in licensing and impress his influential father with a successful deal with the Soviet Union. These trips could become key moments in their careers and change the gaming market, opening up new opportunities for cooperation with Soviet developers.
Hank Rogers arrived in Moscow at the end of February 1989 on a tourist visa. To navigate the city and locate the necessary organization, he had to hire a translator. Unlike Stein and Maxwell, Rogers was unannounced, and his unsolicited appearance could have violated protocol. However, Belikov understood that an additional party interested in the deal would be an effective tool to pressure Stein and Maxwell. This made the situation more favorable for him and opened up new negotiating opportunities.
Belikov met Rogers in a conference room where Elorg employees and Alexey Pajitnov had gathered. At their first meeting, the publisher told the researchers about international software and the worldwide popularity of Tetris. He shared his impressions of the game with Pajitnov and expressed his gratitude for creating the legendary game. As a result of this meeting, Belikov invited Rogers the following day to discuss a deal to license Tetris for portable systems. After the initial meeting, Rogers continued to communicate with Pajitnov, and a friendship developed between the programmers.
Negotiations with the Bidders
On the day the fate of the legendary Tetris game was being decided, not only Henk Rogers but also other key players – Stein and Maxwell – arrived in Moscow. An Elorg representative carefully organized the visits to ensure the foreigners did not cross paths. Henk Rogers was the first to arrive at the meeting with Belikov. He sought to convince the potential partner that a deal with Nintendo would yield significantly greater profits than the current agreement with Andromeda Software. To back up his words, Rogers demonstrated the successful version of Tetris for the Famicom console, which held the leading position in sales in Japan.

Belikov claimed that Elorg had never granted anyone the rights to release the game for consoles. In response, Rogers described a complex licensing chain that had developed outside the USSR. As evidence, he presented the details of the licensors listed on the back of the game's packaging. Hank also noted that he had to pay a significant sum to Tengen to secure this deal. In any case, Elorg should have gameplay footage that could support these claims.
Belikov claimed to have no knowledge of Tengen or any related deals. He provided a document from an agreement with Andromeda Software, which stated that the Tetris licenses extended exclusively to computers, without mentioning other platforms. Rogers realized that this wording could be interpreted in various ways. Ultimately, the Bullet Proof founder decided to take a chance. By that time, approximately 130,000 copies of Tetris had been sold on the Famicom, and Rogers settled with Elorg for those sales on the spot, writing a check for $40,000. After sorting out the royalties, he suggested reopening the current deal. Elorg was impressed by Hank's honesty, which led to a resolution regarding the rights to a handheld version of the game. Belikov asked Rogers if he could legally apply for a Tetris license for video consoles, in addition to his existing handheld rights, noting that this could be a significant investment. Behind Rogers stood Nintendo, which in 1988 held the leading position in the console market, controlling 70% of the US market. Nintendo had significant assets and a team of lawyers ready to defend its interests. The meeting concluded with Belikov suggesting that Rogers discuss all the details with his Japanese colleagues and prepare a formal proposal, setting a deadline of three weeks.
The time had come for negotiations between Elorg and Stein. The entrepreneur was uncertain about meeting with his new partner. However, he needed to close a deal for the arcade rights. Arcade versions of Tetris were already on the market, but Stein doubted anyone in Moscow was aware of this. He also sought to obtain a license for portable devices, which he could later resell profitably to Rogers or another company offering more attractive terms.
Nikolay Belikov handed over an updated version of the agreement, which contained new provisions regarding penalties for late royalty payments. He noted that discussions of new deals would not begin until this document was signed. Stein needed to review the contract in more detail, so he took the papers and left the office. At the hotel, in addition to studying the current document, he also began working on a draft of the future licensing contract for arcade machines and handheld devices.

Kevin Maxwell, the son of a famous media mogul, visited Elorg. During the meeting, Belikov showed him a red box with Japanese characters and asked why it listed the copyrights of companies like Mirrorsoft, Tengen, Bullet Proof, and even Elorg. This was Kevin's first encounter with the game. Although he knew that Mirrorsoft sublicensed, he was unfamiliar with the details. Trying to avoid complications, Maxwell claimed it was simply a pirated copy. However, Belikov knew he was lying, but he couldn't break off negotiations, given Kevin's father's influence and connections with the Soviet government. An Elorg representative suggested that since Maxwell himself had acknowledged Mirrorsoft's lack of console rights to Tetris, the company would be willing to prepare an acquisition offer. Ultimately, Maxwell was unsuccessful, and his refusal to acknowledge the license proved a fatal mistake for his company. The next day, when Stein arrived with documents and a draft of a new agreement, Belikov informed him that Hank Rogers had already acquired the rights to the portable version. Nevertheless, Elorg was ready to offer a Tetris license for arcade machines, and Stein had only six weeks to pay a $150,000 advance for royalties from the arcade version. Stein seemed to be in a favorable position, having secured a license for machines already operating in the US and Japan. However, in pursuing his own interests, he overlooked a crucial clause in the updated agreement. The deal concerned not just the rights to Tetris for computers, but specifically for "PCs," which consist of a processor, monitor, disk drive, keyboard, and operating system. This detailed clause would become a key argument in subsequent events, and Robert Stein would soon deeply regret signing the new document.
Consequences of a Secret Deal
At that time, Atari Games / Tengen was preparing to launch its version of Tetris for the American market. The best programmers were recruited for the project's development, and a large-scale advertising campaign was organized. However, Nintendo of America had the opportunity to eliminate its main competitor. To do this, the company urgently needed to formalize the deal. Hank Rogers went to Moscow again, this time accompanied by lawyer John Hachs, who had experience working in the USSR and an understanding of the specifics of negotiations in that country. At the same time, Belikov was awaiting a response from Maxwell's company. Kevin missed the deadline during which his firm had to prepare an offer. On March 15, 1989, Elorg sent Mirrorsoft a telex reminding them of the need for the document. Having received no response, Belikov announced the following day that Elorg was ready to sell the Tetris rights to Nintendo. To confirm the legitimacy of the deal, Howard Lincoln, CEO of Nintendo of America, and Minoru Arakawa arrived for the signing. The executives' departure from the US was conducted in strict secrecy, lest competitors Atari Games and Mirrorsoft suspect anything suspicious. On March 22, 1989, the final deal to transfer the rights to Tetris for video consoles was completed, changing the fate of the game and determining its future in the market.


Robert Maxwell was furious when he learned that Mirrorsoft had lost sublicensing due to his son's failed negotiations. Previously signed rights documents were no longer legally binding. Kevin Maxwell began threatening Belikov, using his father's connections in the USSR as an argument. However, external circumstances influenced the situation. Robert Maxwell did indeed ask Mikhail Gorbachev to influence Elorg's decision. However, the Soviet leader was preoccupied with the country's internal problems and upcoming political reforms. In response, he only advised Maxwell "not to worry about the Japanese company."
The Lawsuit and the Outcome
After receiving the license, Nintendo demanded that Atari stop producing a new version of Tetris for the American market. This conflict ended in court. A significant amount of effort and financial resources was invested in the development of the Tengen game. The game became available in stores on May 17, 1989, and sales in the first weeks totaled several tens of thousands of copies.
The Nintendo-Atari trial began in June 1989 and concluded in November of that year. Atari claimed that Elorg and the Soviet government fraudulently orchestrated the transfer of Tetris rights to Nintendo after learning that the Japanese company was willing to pay more than the original licensor. Atari also viewed the wording of the definition of a computer as a legal loophole. Testimony from Nintendo representatives, including Pajitnov, Belikov, and his colleagues at Elorg, indicated that the only license they granted to Andromeda Software was for Tetris rights for home computers. The court found the detailed definition of a home computer in the amended agreement signed by Stein to be significant evidence in Nintendo's favor. This decision marked a significant milestone in the history of video game licensing and intellectual property rights.
This step was sufficient to remove Tengen's new hit from sale even before the court's final decision. The remaining inventory was stored in a warehouse, and its fate remains unknown. Perhaps they will suffer the same fate as the E.T. the Extra-Terrestrial cartridges, which were buried under concrete in a landfill. Meanwhile, copies purchased by players at the launch are now offered by collectors on eBay.
On July 31, 1989, the Game Boy handheld game console was released in the United States, featuring the popular game Tetris. This launch marked the beginning of a successful history for the device, which would eventually sell 35 million units. In November of that year, the iconic Tetris version was released on the NES platform, selling 8 million copies by 2004. These events played a significant role in the popularization of video games and made both the Game Boy and Tetris iconic in the gaming industry.

How the Fates of the Heroes of History Turned Out
Alexey Pajitnov began receiving royalties from Tetris sales only after the 10-year term of the initial license expired. However, by 1995, these amounts were no longer so significant. In 1991, Henk Rogers helped Pajitnov emigrate to the United States. After moving to Seattle with his family, the programmer focused on developing new projects, and some time later joined Microsoft. Currently retired, Alexey Pajitnov is actively developing his Tetris brand and remains a significant figure in the video game industry.
The student who created the original version of Pajitnov's game for IBM systems graduated from Moscow State University and earned a PhD from the Massachusetts Institute of Technology. Since 2003, he has lived in Australia, where he works as an engineer at Google.
After many years of living and working in Japan, he decided to move his family to Hawaii in the United States, fearing that his children might lose touch with Western culture. His daughter Maya continued the family tradition, working for Sony's PlayStation division, and in 2014, she became CEO of The Tetris Company. Hank Rogers currently heads Blue Planet Energy, a solar panel company, highlighting his commitment to sustainable technology and the environment.
Following the collapse of the USSR in the 1990s, Nikolay Belikov founded the private company Elorg LLC. In 2005, he sold The Tetris Company to Rogers and Pajitnov for $15 million, thus ending his involvement in the development of the famous franchise. This move was significant in the history of video games, as Tetris continues to be one of the most popular and iconic games in the world.
In 2002, the head of Nintendo of America left his position and moved to Hawaii. There, he worked with Hank Rogers to develop Tetris Online until 2013. This company specialized in publishing the famous puzzle game Tetris on various platforms, including handheld devices, mobile phones, and the web.
He left Nintendo in 2000 and served as an executive with the Seattle Mariners baseball club until 2016.
After the failure of the deal, Robert Maxwell's empire began to rapidly disintegrate. Companies associated with him accumulated over $3 billion in debt, forcing him to sell off some of his assets. During this time, Maxwell became suspected of espionage. In November 1991, he died tragically under circumstances that raised many questions. This incident became a turning point in his biography and led to further investigations into his business and financial transactions.
Kevin and Ian, the owner's sons, faced the serious task of saving their father's business. In the process, they discovered that Ian had embezzled funds from employees' pension funds to support the company's loss-making operations. This led the brothers to leave Mirror Group Newspapers and declare bankruptcy. Their subsequent activities were rife with scandal and negativity, which led to a loss of reputation and public trust.
After these events, he left Tengen. Atari Games continued to develop games primarily for Sega gaming systems. In 1993, Atari Games was acquired by Time Warner, significantly changing its future strategy and development in the video game market.
Following the collapse of Maxwell's Spectrum companies, HoloByte ceased to exist, and its founders' paths diverged. Phil Adams continued his career at Interplay, where he oversaw marketing and sales for such renowned series as Fallout and Descent. As part of his work in business development in the gaming industry, he helped promote numerous talented studios that later became renowned on the international stage, including BioWare, Naughty Dog, Parallax, and Silicon & Synapse.
Gilman Louie is actively involved in finding technology partners for the Central Intelligence Agency (CIA). He currently leads the venture capital fund Alsop Louie Partners, which focuses on investing in innovative technologies and startups.

The former officer remained dedicated to his mission even after Mirrorsoft's closure. He actively promoted the development of realistic flight simulators in the gaming industry. Under his leadership, such iconic games as Su-27 Flanker, Lock On: Modern Air Combat, and Digital Combat Simulator were created. He passed away in 2013, succumbing to liver cancer.
In 1990, the main culprit of all the intrigues in the history of Tetris lost the rights to the personal computer game when Elorg canceled his license due to late payments. Stein found himself in a difficult financial situation: after legal proceedings, he stopped receiving income from Mirrorsoft for sublicenses. In 1992, he also lost the rights to the arcade version of Tetris. This period became significant in the game's history, as it ushered in a new era in its development and distribution.
Andromeda Software eventually ceased operations. Stein estimates that he earned between $200,000 and $250,000 from Tetris, though under different circumstances, this could have been tens of millions. Despite his age, in 2017 he participated in the documentary Moleman 4: Longplay, which focuses on the Hungarian gaming industry. This film highlights the important contribution of Hungarian developers to global gaming culture and shows how their work has influenced the development of the industry as a whole.
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