This type of play differs from traditional Tetris because it takes away the pressure of higher level speed. Some reviewers went so far as to say that this mechanism broke the game. The goal in Tetris Worlds, however, is to complete a certain number of lines as fast as possible, so the ability to hold off a piece's placement will not make achieving that goal any faster. Later, GameSpot received "easy spin" more openly, saying that "the infinite spin issue honestly really affects only a few of the single-player gameplay modes in Tetris DS, because any competitive mode requires you to lay down pieces as quickly as humanly possible." Henk Rogers stated in an interview that infinite spin was an intentional part of the game design, allowing novice players to expend some of their available scoring time to decide on the best placement of a piece. Rogers observed that "gratuitous spinning" does not occur in competitive play, as expert players do not require much time to think about where a piece should be placed. A limitation has been placed on infinite lock delay in later games of the franchise, where after a certain amount of rotations and movements, the piece will instantly lock itself. This is defaulted to 15 such actions. History Conception In 1979, Alexey Pajitnov joined the Computer Center of the Soviet Academy of Sciences as a speech recognition researcher. While he was tasked with testing the capabilities of new hardware, his ambition was to use computers to make people happy. Pajitnov developed several puzzle games on the institute's computer, an Electronika 60, a scarce resource at the time. For Pajitnov, "games allow people to get to know each other better and act as revealers of things you might not normally notice, such as their way of thinking". In 1984, while trying to recreate a favorite puzzle game from his childhood featuring pentominoes, Pajitnov imagined a game consisting of a descent of random pieces that the player would turn to fill rows. Pajitnov felt that the game would be needlessly complicated with twelve different shape variations, so he scaled the concept down to tetrominoes, of which there are seven variants. Pajitnov titled the game Tetris, a word created from a combination of "tetra" (meaning "four") and his favorite sport, "tennis". Because the Electronika 60 had no graphical interface, Pajitnov modelled the field and pieces using spaces and brackets.