After 34 Years, Someone Finally Beat Tetris

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This is Willis, aka “Blue Scuti” setting a new world record for the longest game   of NES Tetris by getting the first ever level 157. But something unexpected is about to happen.  “Oh…oh…oh…oh my god” He just became the first person ever to trigger   a game crash, reaching the “True” Killscreen which is by far the biggest milestone in the 34   year old history of the pro classic tetris scene. So why is this such a big deal, and can a   record like this ever be broken? To answer both those questions,   we need to go back and start with the  first “unbeatable” barrier in the game.  In NES Tetris, released for the  Nintendo Entertainment System in 1989,  the goal is to assemble falling  blocks to clear complete lines.  For every 10 lines cleared, you move up a level and the speed gets a little bit faster.  The fastest speed is reached at level  29, and at this point the pieces can   no longer reliably get to the sides by  holding down the side to side buttons.  For decades, this was considered the end of the  game, and level 29 got dubbed the “killscreen”   because it always killed your run. Except, it wasn’t a killscreen   in the traditional sense. In retro games, a killscreen   normally refers to when it’s impossible to get  any further due to a glitch in the game’s code.  For example, in Pac-Man, the killscreen is reached  at level 256, where a glitch garbles the entire   right side of the screen and you aren’t able  to eat enough white dots to clear the level.  NES Tetris doesn’t actually  have a glitch at level 29.  The level is clearable if you can somehow  figure out a way to move the pieces faster.  And in 2011, Thor Aackerlund became the first  person to reach level 30 on video by vibrating   his fingers to mash the controller  faster than the game’s built in speed,   a technique known as hypertapping. And because level 29 is the maximum   speed in the game, all the levels  afterwards don’t get any faster, so   it was theoretically possible to go even higher. Thor’s Level world record would stand for 7 years,   until a teenage hypertapping prodigy  Joseph Saelee broke it in 2018 by   becoming the first player to reach level 31. Joseph’s skill would allow him to win two   tetris world championship titles in 2018 and 2019 and he slowly kept pushing the level world record   upwards all the way to level 35 until an even faster hypertapper   EricICX came along and became the  first to reach levels 37 and 38.  Now this was light years ahead of what anyone  would have expected when the game first came out  but overall progress on the record  was still slow because hypertapping   only barely made level 29 speed possible. Deep runs into the 30s still required getting   good luck with the pieces and near perfect  placements with almost zero margin for error.  In order to truly push things a lot further,  some kind of breakthrough was needed.  But then a new technique came  along that would change everything.  In 2020, a tetris player named cheez watched  a video on various button mashing strategies   and had the epiphany to combine a multi-finger  technique by Hector Fly done on arcade cabinets   and another technique that used a finger  on the bottom of the controller to push   it into another finger on the top. He called this new technique rolling  and it allowed him to easily  reach button mashing speeds   over twice as fast as the quickest hypertappers. He became the first player to ever reach level 40,   and although a hypertapper named Alex  Thach would end up taking the record back,   he would be the last tapper ever to do so. Over the next few months there was a flurry   of new records as most of the top players in the  scene switched over to the new rolling technique  culminating in EricICX, now a roller,  shattering the record in 2021 by   making it all the way to level 95. With the fastest speed in the game   now fully mastered, it seemed like the sky  was the limit for how far players could go.  But as it turns out, an even bigger  challenge was looming on the horizon.  NES Tetris was originally designed with 10  normal looking color palettes for levels 0 to   9 that were bright, colorful, and easily visible. Every time you go up 10 levels, the game loops   then loops around back to the first color scheme. But because this game was coded in the 1980s,   everything is written to try and  be extremely memory efficient  so the line of code that’s supposed  to determine the level color glitches   out starting at level 138 and starts  pulling data from outside the color table  resulting in a bunch of random bizarre  color palettes that can be difficult to see.  If you’re into code and wondering  exactly how and why this happens  HydrantDude has made a great 2  minute explainer video on the   subject that I’ll link in the description. Obviously the colors glitch wasn’t a problem   when the game first came out because making  it to level 138 would have been a pipe dream  but now players were actually  on the verge of getting there.  Technically the first player to reach  the glitched colors was Fractal161  but he opted to go for it on the lesser played  PAL version of the game which runs 20% slower   than the much more common NTSC version that  is used in the World Championships and most   of the main leaderboards, including this one. EricICX became the first person to achieve   glitched colors on the NTSC version impressively managing to achieve it   in an actual tournament match and making it all  the way to level 146 before a particularly dim   level caused him to top out. He ended up winning the 2022   world championships a few months later. But now the combination of challenges with   visibility and sheer endurance were starting  to seriously slow down people’s progress again  as Eric’s world record game  had lasted nearly 40 minutes.  It took over a year before anyone was able to  get past the dim level that had taken out Eric  and when a player named PixelAndy finally  managed to beat it, he got taken out by   an even more difficult level featuring  pieces that were nearly pitch black.  “Where are the colors? I can’t see it! Nooooo I could - I couldn’t see it.  I couldn’t see it on my screen. It’s just - it just went dark.”  So what was the future of the record? Slow incremental progress at   increasingly difficult to see levels? Well, it turns out the most significant   achievement yet was closer than anyone thought. Back in 2021, a programmer Greg Cannon had made   a Tetris playing AI called  stackrabbit in order to push the   game far beyond what was possible for a human. Not limited by stamina or eyesight, stackrabbit   was able to fly past the most difficult glitched  color levels with ease, and Greg ended up coining   names for each of the color schemes as they passed such as calling the dim level that took out   Eric “Dusk”, and the black level  that took out Andy “charcoal”.  Stackrabbit would continue to play through even  more bizarre glitches that happened later on,   such as level 235 which lasts for  800 lines instead of the typical 10.  But eventually, the game  just can’t function anymore.  “And there’s the long bar, and it’s gonna  crash the game with that tetris into level 237.  Its final score is 102 million” So what’s going on here?  In the simplest possible  terms, the game is running   on code which is instructions on what to do next and RAM which is its workspace where it calculates   things and keeps track of what it’s doing. The game’s code starts to become really   inefficient on very high levels, because  no one was expected to get this far,   and eventually a glitch happens where the  game switches from reading instructions from   the code to reading the RAM as if it were code. If the resulting garble generates a stop command,   it completely breaks the game, leading  to it being called the true killscreen.  If you want the full technical breakdown, again  HydrantDude has a great video on the topic that   I’ll link in the description. But here’s the thing.  The game crash doesn’t always happen  in the same spot, because the glitch   can get triggered by very specific things  depending on the level, such as what piece   you have or how many lines you clear at once. And stackrabbit was actually playing on a modified   version of the game that has 7 digits in the score  counter instead of six, so it didn’t have the same   crash points as an unmodified version. In 2022 there was a massive effort put   into researching the mechanics of the  crash, and Hydrantdude made a spreadsheet   tallying up every possible situation that  could cause the crash to be triggered.  Yeah, I know, the same guy again, this  guy’s the mvp of documenting all this stuff.  And it turns out that the earliest  possible trigger for the crash on the   unmodified original version of the game was  a single at the transition into level 155.  That actually wasn’t too far  off from the world record!  A human might actually be able to do that -  provided they could get through dusk and charcoal.  In 2023, after Fractal won the world championships  and firmly established himself as the best current   player in the scene, he decided to start  livestreaming daily attempts to get the crash.  But on the very first night of his grind,  a player named Blue Scuti shocked the   scene by being the first player to ever beat  charcoal and make it all the way to level 153.  Not only did this set a new level world  record and score world record to boot,   it was only 18 lines away from the first crash. Scuti was a newer player in the scene who’d   recently been on a meteoric rise,  achieving a surprise semifinals   finish in the 2023 world championships. And after the record he decided to challenge   Fractal and start grinding for the game crash  himself, and later said in an interview,  “You know, I just thought if I was so close  I might as well race him for it and try and   beat him to the crash.” But Fractal looked like   he could be getting it any moment. Less than 24 hours later on day 2 of the grind,   he had a game early on that went all the way  to the level right before the glitched colors.  “Are you ready? Oooohhh - oh okay.  Hahaha! Ahahaha!” Later on in the   night he succeeded in getting to the glitched  colors but disaster struck when he hit dusk.  “Oh my god. No I got completely blindsided.” Despite not getting the game crash,   this game would actually end up taking back  the score world record from blue scuti.  On day 3, Fractal started up again,  ready for another evening of attempts.  But just 20 minutes into the  stream, the chat alerted him   that blue scuti was currently on a big run. “Wait, what is Scuti - what is Scuti at right now?  Hooooo my god” Blue Scuti was on a roll,   having reached the glitched colors and  easily coasted through dusk with a low board.  Next up was charcoal. He had a little bit of trouble at the beginning   but managed to clutch a line piece to the left  to get the stack down to complete the level.  Now it was just a matter of carrying  the game to the finish line.  He slowly kept downing levels, passing  his old record and making it to 154.  This was it - he just needed a single  on the final line clear to get it.  But then, 4 lines in, he misdropped. Now in dig mode, he started optimizing   his stack for survival instead of singles. He managed to open his board just in time to   fill a long bar dependency but oh no! *gasp* “I missed it.”  He’d accidentally passed by the crash trigger  by clearing a triple instead of a single!  Scuti marched onward, unsure of  when he’d get another chance.  “Oh my god. Just please crash.” The next available target was on level 157,   where every one line clear would have  a 73% chance of triggering the crash.  But as Scuti entered the level, he  suddenly started to misdrop again.  Nothing was clearing any lines. His chances were slipping away.  But in a last ditch effort with a  J piece to the left - it happened.  “Oh…oh…oh…oh my god” Immediately reactions poured   in from the rest of the community. “Ohohhh he did it? He did it?”  “Wait! He got it! Oh my god! Let’s go!’ The truly crazy thing about this achievement   is that NES tetris had always been  considered an unbeatable game.  No matter how good you played, eventually  your board would reach the top of the screen   and the game would be over. This was the first time ever   where instead of the game beating the  player, the player had beaten the game.  And this really feels like a turning  point for the scene as a whole.  At the time cheez invented  the new rolling playstyle,   he expressed concern that it was too OP  and would eventually destroy the scene.  But instead, it’s caused the scene  to have a complete renaissance.  Concerns about tournament games going too long due  to endless lineouts have instead been replaced by   rom patches adding a new, faster speed at level  39 that resulted in exciting battles for bigger   line clears that are worth more points. The level and score world records,   once thought to be getting stale as they  turned into a mere endurance challenge,  had suddenly given us the most exciting  record chase the community had ever seen,   with the world records changing hands  multiple times in a single week.  And now that the game crash  has officially happened,  there’s a ton of possibilities of where  the record chasing can go from here.  Players could go for speedrunning  the crash or trying to get the   highest possible score before it. “I know fractal, he said that he was   interested in going for an efficient game  crash so I think he’s definitely gonna be   coming back for the world record.” “If he’s gonna go for an efficient   game crash then I might as well too.” And Blue Scuti as a person feels like   a representation of the very best of what the  community is. At live events, he’s always been   a cheerful and gracious competitor. And he’s shown that hard work really   can pay off, as he’s said that he  practices around 3-5 hours a day.  “Do you have anything to say to the young  players out there that may get inspired   to play because of this historic game?” “If you set your mind to something and   you put work into it, most likely you  will get it if you try hard enough.”  His first place finish at the Kansas  City regional championship this past   month was his first live tournament victory and if you’d like to see him play live again,   his next appearance will be at the Heart of  Texas Regional championship in just a few weeks.  But one final question remains - after  the game crash, is there any major   milestone left to achieve in the game? As it turns out, the answer is yes.  What if, instead of intentionally trying  to get to the crash as quickly as possible,   you instead try to avoid it? Just how far could you possibly get?  In order to push the game further beyond what  humans and even AIs can currently do, some people   in the community have constructed tool assisted  speedruns aka TASes, where instead of being played   in real time, every move is manually entered in. This allows them to simulate what it would look   like if a player was able to avoid all the  potential traps that could trigger the crash.  This would become almost a fundamentally  different type of challenge than any   previous one in the game. Instead of being rivals,   the player and the game would be working together  as a team, with the player doing everything they   can to ease the burden of the game’s ancient  code limping along keeping them both alive.  If both the player and the game survived every  pitfall, the final level they would reach is level   255, with a glitched color scheme of pure red. This is the last level that can be stored   in the game’s memory. And things are so unstable   that 5 of the 7 pieces in the game could  trigger the crash when falling normally  so the player basically has to push  down on every piece to survive.  So what happens when the level clears? It loops right back around to level 0.  The game officially resets back to the beginning. If the original killscreen was the game’s way of   beating the player, and the true killscreen was  the player’s way of beating the game, beating   level 255 is the rebirth screen, with both the  player and the game emerging triumphant together.  If it can be done someday, it will be the  ultimate final achievement of the original game.  Thanks so much to the patrons on patreon who make  videos like this one and future videos possible,   with an extra special thanks to channel  sponsors Scott Gray and SuperAnthony,   the creator of Joltzsi. Joltzsi is a game that Anthony   originally conceived of when he thought about what  Tetris would look like if you played it in 3d.  You arrange blocks to clear complete  lines on a grid - but with a twist.  If you block lands on top of another  one, it adds to the number on the block   and then you need to make all the numbers  in that line the same value to clear it.  But if a number goes above 4,  you top out and the game is over.  The biggest possible move is a  giant grid of 4, known as a Joltzsi.  I beta tested the game and got the top score  on the leaderboard other than Anthony himself,   and I can genuinely say it was a really  fun take on the puzzle game genre and I   can't even imagine how high a top tetris  player would be able to score on this.  The game is available for early  access play on February 13,   so if you'd like to play, you can either  add it to your steam wishlist or follow   Anthony on twitter for future updates  through the links in the description.  Thanks to Joltszi for being a sponsor,  and see you in the next video.
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Channel: aGameScout
Views: 13,401,837
Rating: undefined out of 5
Keywords: agamescout, nes tetris, classic tetris, agamescout tetris, classic tetris world championship, ctwc, blue scuti, blue scuti tetris, tetris world record
Id: GuJ5UuknsHU
Channel Id: undefined
Length: 16min 47sec (1007 seconds)
Published: Sun Dec 31 2023
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