The Lost Archives of Tallinn
The project aims to recreate an imaginary video game from the Soviet era in Estonia that was hidden from the public eye due to its anti-propaganda themes. By combining historical research with creative storytelling and pixel art, we aim to create an immersive and thought-provoking experience that highlights the power of video games as a medium for both entertainment and social commentary.
SYNOPSIS
In this surrealist game, you play as an Estonian citizen navigating through a digital representation of Tallinn while experiencing absurd and illogical interruptions. The game was created as a response to the Soviet propaganda that was rampant during the Soviet occupation of Estonia. As you progress through the game, you will encounter strange errors, illogical questions and nonsensical answers, all meant to challenge the player's perceptions and understanding of reality. Through this game, you will discover the truth behind the lies and manipulations of the Soviet regime and the strength of the Estonian people in overcoming their oppressors
Historical concept
In the 1960s, as the Soviet Union expanded its influence over the Baltic states, a group of Estonian dissidents formed a secret resistance movement aimed at countering Soviet propaganda and preserving Estonian culture and heritage. The group's leader, a brilliant computer programmer named Jüri, conceived of a plan to create a surrealist puzzle game that would both entertain and subvert Soviet minds.

Jüri recruited a team of fellow dissidents, including artists, writers, and musicians, to help him develop the game. They worked in secret, using smuggled computer equipment and materials, and disguised their activities as a harmless hobby club.

The resulting game, which they named "The Lost Archives of Tallinn," featured a series of surrealistic puzzles and challenges that incorporated elements of Estonian history, folklore, and culture. Hidden within the game were messages and symbols that mocked and critiqued Soviet propaganda, as well as encrypted information that could be used to connect with other dissident groups.

The game became wildly popular among Estonians, who passed it around secretly and played it in underground clubs and gatherings. The Soviet authorities, aware of the subversive potential of the game, launched a crackdown on its creators and players, but were never able to fully suppress it

Years later, after Estonia gained its independence from the Soviet Union, "The Lost Archives of Tallinn" resurfaced and became a beloved cultural artifact, celebrated for its creativity, humor, and resistance. Today, it is seen as a symbol of Estonian resilience and defiance in the face of oppression.
Game elements: errors
"System error: File missing. Perhaps lost during the Soviet regime's censorship and suppression of information."

"Error: Memory leak detected. Likely due to the Soviet Union's attempts to erase and rewrite Estonia's history."

"Critical error: Buffer overflow. Possibly caused by the Soviet Union's oppressive control over Estonia's political and economic systems."

"Error: Stack overflow. A result of the Soviet Union's disregard for the needs and rights of Estonians during their occupation."

"System failure: Disk full. A reflection of the Soviet Union's neglect and mismanagement of Estonia's resources and infrastructure."

"Error: Invalid input. A result of the Soviet Union's imposition of Russian as the dominant language, suppressing and erasing Estonian culture and language.
If a building becomes architecture, then it is art
Game elements: questions
Question: Do you want to save the game?
Yes, let the memory of our great victory live on!
No, the struggle is not over and I must remain vigilant!

Question: Are you sure you want to quit the game?
Yes, I must return to the field of battle and continue the fight!
No, the enemy will never defeat me and I will always stand strong!

Question: Do you need help navigating the game's menus?
Yes, I am but a humble servant of the people and require guidance! No, my revolutionary spirit guides me through any obstacle!

Question: Do you want to start a new game?
Yes, let us wipe the slate clean and begin anew in the name of progress!
No, the scars of the past only strengthen our resolve to forge a brighter future!

Question: Do you want to delete your saved game data?
Yes, the past is a burden that we must cast off in order to move forward!
No, our achievements are a testament to the power of the people's will and must be preserved for all time!
Developer interview
Hello, can you introduce yourself and your role in the development of the game?
Yüri: Sure, my name is Yüri and I was one of the developers of the game.

How did you get involved in the project?
Yüri: Well, I was part of a small group of computer enthusiasts in Estonia back in the 80s. We were fascinated by the potential of computers and wanted to use them to create something unique and meaningful. When we heard about the historical contest organized by the Soviet government, we saw it as an opportunity to showcase our skills and ideas.

Can you tell us more about the development process of the game?
Yüri: It was a challenging process, to say the least. We had to work with very limited resources and under constant pressure from the authorities. We also had to be very careful not to reveal the true nature of the game, as it was meant to be a tool of subversion against the Soviet regime. We had to come up with clever ways to hide the game from prying eyes and make sure that it was only accessible to those who knew how to find it.

What was the main inspiration behind the game?
Yüri: Our main inspiration was the desire to fight back against the oppressive regime and to empower people with the knowledge and tools to resist. We wanted to create a game that would not only be entertaining but also thought-provoking and enlightening. We drew inspiration from various sources, including Estonian folklore, history, and culture, as well as from the emerging genre of point-and-click adventure games.

What do you think is the legacy of the game?
Yüri: I think the legacy of the game is that it shows how even in the darkest of times, people can come together and create something beautiful and meaningful. It also shows that games can be more than just mindless entertainment, that they can be a form of art and a means of communication. I hope that our game inspires people to think critically about the world around them and to stand up for what is right.

Thank you for your time, Yüri. It was great to learn more about the game and its development.
Yüri: Thank you for having me. It's been a pleasure to talk about the game and to see that it still resonates with people after all these years.
Eye-witnesses
"I remember playing the game in secret in the 80s. It was like nothing else I had ever seen - a seemingly harmless point-and-click adventure on the surface, but with a deeper layer of anti-Soviet satire that was both hilarious and subversive. It felt like we were part of a secret club, playing a game that the government didn't want us to play."

"I played the game when I was a teenager, and it had a huge impact on me. It was the first time I had encountered anything that questioned the official Soviet narrative, and it opened my eyes to the possibility of thinking for myself. I never forgot the game, and I'm thrilled to hear that it's been discovered and can be appreciated by a new generation."

"The game was a revelation. It was a small act of rebellion against the regime, but it meant a lot to us at the time. It was like a breath of fresh air, a chance to escape from the propaganda that was all around us. Even now, years later, I still remember some of the puzzles and the jokes. It's amazing to think that the game has finally been unearthed and can be played again."

"I was one of the lucky ones - my family had a computer, and I was able to play the game in secret. It was so different from anything else that was available at the time. The graphics were simple but effective, and the puzzles were clever and challenging. But what really set it apart was the way it subverted Soviet propaganda, poking fun at the regime in a way that was both funny and thought-provoking. I'm grateful to have had the chance to play it, and I'm thrilled that it's been rediscovered."
Forgotten Soviet-Era
Point-and-Click Game Discovered in Tallinn Archive
A team of researchers from the Tallinn Historical Society made an exciting discovery recently, uncovering a forgotten piece of gaming history. Tucked away in a dusty archive, they found a copy of a Soviet-era point-and-click adventure game believed to have been hidden from the government.

The game, titled "The Lost Archives of Tallinn", was reportedly developed in the 1980s by a small group of programmers in Tallinn. The game follows the journey of Ivan, a loyal Soviet citizen, as he navigates the challenges of life in the early years of the Soviet Union.

What makes the discovery of this game so exciting is the fact that it was likely hidden from the Soviet government, who had a strict censorship policy when it came to media. The game was never released publicly and may have been destroyed if it had been discovered by the authorities.

But thanks to the tireless work of the Tallinn Historical Society, the game has been rescued from obscurity and preserved for future generations. The team is currently working on restoring the game to playable condition, and hopes to make it available to the public in the near future.

The discovery of "The Lost Archives of Tallinn" is a fascinating glimpse into the world of Soviet-era game development and censorship. It's a reminder that even in the most restrictive of regimes, creative minds can still find ways to express themselves and tell stories.

As we await the restoration of this lost game, we can only wonder what other treasures may be hiding in archives and attics around the world, waiting to be discovered and shared with the world.


The whole project from "I don't know what to do at all" to "I have a complete concept, an interview with the developers, an article in a game magazine, and even a piece of working code" took 4 hours.
At the beginning, I asked GPT to tell me what were the urban legends associated with video games of those times. I read about 15 different legends, most of them were united by the concept that they influence the brain through them. Remembered.
Then I asked it to talk about games that did not exist, but people believed that they were.
I didn't find anything interesting there - usually these were continuations of franchises.
I asked it about references and other projects related to non-existent games, at the same time looking through the references that the teacher sent.
I told the chat that I like all sorts of unusual game errors, glitches, fourth walls, game elements even at the menu stage and basic interactions. Remembered. Further chat spoke in this direction.
I told it that I like it when the base game is extremely dumb and simple, but it has this secret second layer. And that sooner or later the game starts talking to the player.
That's an interesting idea! We could have the game start off with simple text prompts, like "Press any key to start", but as the player progresses, the game could start to break the fourth wall and address the player directly. It could be a way to introduce the concept of the developer console and the hidden game within the game. How does that sound?
the chat asked me. I said sounds amazing, what do you have to offer?
GPT chat: Plot: The game is set in Tallinn, Estonia in the 1980s, and follows the story of a young girl named Eva who becomes trapped in a virtual reality game. The game is called "Pixel Land" and is a simple, low-budget game that features a character named Pixel who must jump over obstacles and collect coins. However, the game has a hidden developer console that allows the player to access a different version of the game with more advanced graphics and gameplay.
Gameplay: The game starts with Eva playing "Pixel Land" on her computer. As she progresses through the levels, glitches start to occur, and the game becomes harder and harder to complete. Eventually, Eva becomes trapped in the game and must navigate through a series of surreal and glitchy levels to escape. Along the way, she discovers the hidden developer console, which allows her to access the true version of the game with more advanced graphics and gameplay.
I told GPT it was too complicated. Something easier is needed.
It suggested a stupid platformer where someone runs around Tallinn. And that the text initially welcomes the player and the base, but with each level it changes and becomes more and more strange, such as "Do you ever feel like you're being watched?" or "What if you're not really playing a game?".
In general, it was a correct understanding of what I want, but so far I still did not see what to cling to in this.
I asked to simply generate in chronological order how messages can be modified.
Sure! Here's a possible chronological order for the in-game messages:
"Welcome to Tallinn Adventures! Press any button to start the game."
"Error: Missing asset 'sprite_001'. Please reinstall the game."
"Game loaded. Press up to jump, left and right to move. Be careful not to fall in the pits!"
"Warning: High CPU usage detected. Close other programs to optimize game performance."
"Hey! Are you enjoying the game so far? You can reply to this message by typing in the console below."
"Oops, sorry about that. I didn't mean to interrupt your game. Please continue!"
"Congratulations! You have found a secret area. But can you find the other two?"
"Error: Invalid input detected. Please try again."
"You know, I really like talking to you. It gets lonely in here sometimes."
"Warning: Low disk space detected. Please free up space to avoid data loss."
"Wait, did you see that? It looked like there was a glitch in the matrix..."
"I'm sorry, but I think I need to go now. Good luck on your adventures, and I hope to see you again soon!"
I didn't really like it, because somehow the transition from one to another is abrupt, and the player does not have time to get used to the mistakes. Said it to the chat. It rewrote.
Welcome to Tallinn!
Level 1: The Old Town
Error: File not found
Loading...
Level 2: The Soviet-era Apartment
Error: Invalid input
Level 3: The Abandoned Factory
Error: Out of memory
Level 4: The Haunted Cemetery
Error: System failure
Rebooting...
Level 5: The Secret Laboratory
Error: Unknown command
Level 6: The Tallinn TV Tower
Error: Access denied
Level 7: The Final Showdown
Error: Internal system error
Hello, [Player Name]. It's nice to meet you.
Then I caught my eye on the Soviet apartment and said oh, out of memory is similar to out of collective memory. Can you make other mistakes based on this joke? I got the following result immediately:
Yes, I understand what you mean. You want the error messages to be improved and made more interesting and relevant to the game's setting. Using "Out of collective memory" as an example, you want the error messages to reflect the history and context of the game's location and time period. Here are some ideas for error messages that might fit this theme:
"System error: File missing. Perhaps lost during the Soviet purge?"
"Error: Memory leak detected. Could be due to the constant changes of Tallinn's borders."
"Critical error: Buffer overflow. Maybe caused by the shifting political landscape."
"Error: Stack overflow. Likely due to a surplus of data from Tallinn's rapid modernization."
"System failure: Disk full. Could be a result of the city's population growth during the 20th century."
"Error: Invalid input. Maybe caused by the complexity of the Estonian language."
I felt very close to the result.
Then I explained to it for a long time and painfully how I want questions in this spirit to look. It didn't work out very well, but I squeezed something out of it (you can see it on the slides).
At first, he gave out something completely out of the previous context in the spirit:
"Do you want to reset the game?"
a. Yes, I prefer my potato salad with mustard.
b. No, I don't like tomatoes on my pizza.
c. Maybe, if the cat is wearing a top hat.
Но позже стал ближе к ошибкам и начал выдавать что-то такое
"Do you want to change the difficulty settings?"
а) Yes
b) No
c) Workers of the world, unite!
Not exactly what I needed, but in general I managed to train him to issue more or less tolerable constructions from questions and answers. In parallel, I continued to think about how to formulate something that would bring all these developments together. Re-read our mistakes. I realized that they all sound like propaganda, and it fits well with the traditional urban legend of brainwashing. I asked the chat to generate our mistakes as propaganda.
It turned out cool, some turned out to be Soviet, and some turned out to be anti-Soviet propaganda. I understand why this game was not found. Because it was produced and distributed secretly from the Soviet authorities and criticized this very government, hiding under the usual platformer... Or a quest. It didn't really bother me at this stage. I had something to tie everything we've collected together.
I told the chat that's about it. I asked it to rewrite the mistakes again. Then, correct questions.
Then I asked to write a synopsis of the game and a historical context based on what I came up with earlier. I did not correct these texts, they were good in their purest form.
Then I asked the chat what evidence there could be for the existence of the game that was found right now. Among other things, it offered a piece of code, an interview with a developer, letters from witnesses, and a magazine article.
All this, including the code, it wrote himself. By this point, I had already decided that the game was point and click, so he wrote code for this type of game (not all the code, of course, but a page from it). It was rather abstract, so I asked to write the part where our mistakes occur.
After that, I generated some images in migiorni and compiled everything into a beautiful pdf file, which you can see here.
dashka.animation@gmail.com
Tallinn, Estonia
Made on
Tilda