PGC: What are The Tetris Company's primary goals when you make agreements with companies like Nintendo?
HR: We choose partners that we think can move the IP forward, in other words make Tetris a better game. So we have two kinds of licenses: ones that makes us money, and one that helps move Tetris forward, and Nintendo is one that actually does both. On the ones where the licensee is just in it for the money, we tell them what to do. We have a minimum bar that we create every year, called the Tetris Guideline, and that guideline is the minimum spec for which someone has to create Tetris. And we raise that bar every year. Part of what we do in the guideline, for example, is dictate which buttons do what. And that's so we don't have a situation where some licensee decides to make rotate and hard drop backwards. Because that's a killer thing; we want to make sure that the gas pedal is always on the right and the brake is always on the left so that players can move from platform to platform without having that kind of disaster. And it used to be that way, by the way. If you go back in time, the Sega version and the Nintendo version were completely different. So the first thing we did when we took over Tetris, was for example to create a system of rotation that could be used by players from the Sega camp and the Nintendo camp, in fact from every camp. So that's how we ended up with "super rotation" (Editor's note: this feature is often called "infinite spin" by players and in the press), just to give you an idea.