April 23, 2012
MIT Turns Building Into a Giant Playable Game of Tetris

Score another point for MIT and its long, illustrious list of pranks. On April 20th, hackers at the college turned the Green Building on campus into a giant playable game of Tetris. The photo speaks for itself, but there is an awesome video of the prank as well.

MIT hackers have long considered “Tetris on the Green Building” to be the Holy Grail of hacks, as the side of the building is a wonderful grid for the game. The game started off scrolling the words “TETRIS” and then would start into the first level. As the player progressed, the second level would start with more pale colors, making it harder to identify the type of block. The third level involved the colors shifting on-screen. Upon losing the game, all of the blocks would fall to the bottom of the building.

I really don’t know how anyone at the school is going to top this prank, save for creating a playable version of Super Mario Bros. across several campus buildings. [via BostInno]

April 4, 2012
The Rise of Hyperaddictive Stupid Games

Sam Anderson of the New York Times goes really long on the history and cultural impact of “stupid games.”

In the nearly 30 years since Tetris’s invention — and especially over the last five, with the rise of smartphones — Tetris and its offspring (Angry Birds, Bejeweled, Fruit Ninja, etc.) have colonized our pockets and our brains and shifted the entire economic model of the video-game industry. Today we are living, for better and worse, in a world of stupid games.

Game-studies scholars (there are such things) like to point out that games tend to reflect the societies in which they are created and played. Monopoly, for instance, makes perfect sense as a product of the 1930s — it allowed anyone, in the middle of the Depression, to play at being a tycoon. Risk, released in the 1950s, is a stunningly literal expression of cold-war realpolitik. Twister is the translation, onto a game board, of the mid-1960s sexual revolution. One critic called it “sex in a box.”

Tetris was invented exactly when and where you would expect — in a Soviet computer lab in 1984 — and its game play reflects this origin. The enemy in Tetris is not some identifiable villain (Donkey Kong, Mike Tyson, Carmen Sandiego) but a faceless, ceaseless, reasonless force that threatens constantly to overwhelm you, a churning production of blocks against which your only defense is a repetitive, meaningless sorting. It is bureaucracy in pure form, busywork with no aim or end, impossible to avoid or escape. And the game’s final insult is that it annihilates free will. Despite its obvious futility, somehow we can’t make ourselves stop rotating blocks. Tetris, like all the stupid games it spawned, forces us to choose to punish ourselves.

In 2009, 25 years after the invention of Tetris, a nearly bankrupt Finnish company called Rovio hit upon a similarly perfect fusion of game and device: Angry Birds. The game involves launching peevish birds at green pigs hiding inside flimsy structures. Its basic mechanism — using your index finger to pull back a slingshot, over and over and over and over and over and over and over — was the perfect use of the new technology of the touch screen: simple enough to lure a suddenly immense new market of casual gamers, satisfying enough to hook them.

This might be the best piece of #longform journalism you read all day.

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