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Are you still developing
games for WildSnake?
AP: Yes, we're planning to
do something two-player, that's our very last idea. We still don't know
what it will be. They've worked on another good game called Chipai
or Chapai. It's an incarnation of our childhood game from when
we were small boys and didn't know how to play checkers.
We'd put the
pieces in a row and just flick them, and try to knock out the other
person's entire row. It was very popular, it had a very strong rule
set that you start with, about movement and combinations. So they took
that and have a very good version of it.
Did you help design that?
AP: No, they did it on their
own, but they inspired me -- this is a really great area to do something
creative, because you can play with the field, you can play with the
pieces, with their properties. So I'm trying to convince them to do
another, more advanced, version of this.
Are you still actively designing?
AP: Not really actively, but
as soon as we agree to do it, I will write them a spec. It's very convenient
to work with them because they understand everything very well and there
are no formalities. We discuss things briefly and they immediately try
to realize it.
What is most of your day-to-day
work now? Is it overseeing Tetris Holdings?
AP: No, that doesn't take too
much time. I basically enjoy myself.
Are you essentially retired?
AP: I can't say that I have
a working day or working hours. I think I should probably start something
with Microsoft, because we have a very good general agreement and they
are ready to do something with me. They have a team of prototypers ready
and now, finally, they have some kind of good sense of what to do in
this area.
Have you seen the [Tetris-related] film
they're going to show later? What do you think of it?
AP: Well, it's good for a movie.
There were a number of movies about this story, this is one of them,
and I think it's good. Frankly, there was another movie made just before
Magnus [Temple, director] did this one, so I'm a little mixed up. But
people enjoy watching. I can't be objective because I'm part of this
story.
I noticed that any time
they flash back in time to when you were working for the Soviet Institute,
the music gets very... heavy-handed.
AP: [Laughs.] Well, that's
how they make drama in movies. They need a soundtrack like that. And
the building itself is depressing enough! But they have good interviews
there with everybody and it seems like a good job.
Did you feel any of that
heavy drama when it was actually happening?
AP: Well, everything in the
movie is very concentrated. All the events have a duration of years.
There were very sharp moments, but it wasn't like an action movie. [Laughs.]
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