Why it Took Tetris Pros 33 Years to Reach This Screen

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Tetris for the NES is one of the most popular  variants of the classic block stacking game, selling over 8 million copies in it's three  decade lifespan. Over that time, the game has   been continuously played at a high level, with  elite players knowing the game inside and out. Feats that were thought to be nearly impossible  have become trivial since the game's release. Achievements such as a maxout score and level 30  were first proven to be possible by Nintendo World   Champ Thor Aackerlund back in the 90s, but since  then the competitive scene has snowballed into   seeing who can set even more insane benchmarks for  the gamemodes of NES Tetris. The popularization   of the hypertapping playstyle just a few  years ago allowed for a new surge in records, with increased piece movement speeds from the  technique allowing for some absurd accomplishments, such as the first 1.3 million score, a  completed run on 19-5 in the B type mode, and a then level world record of 38, surviving  nine levels into what had previously been known   as the level 29 kill screen. Just recently though, the  breakthrough of a third playstyle called rolling   has allowed for a new wave of Tetris records to  emerge. The technique allows for piece movement   speeds upwards of nearly 30 hertz, which has  allowed for high level play to improve across   the board. Players are able to accomplish these  speeds with a fluid motion of five fingers on   the bottom of the controller, which when combined  with the thumb pressure over the top of the d-pad   allows the fingers on the bottom to translate  to individual button presses for piece movement. This complicated method of influencing inputs  has in turn revolutionized NES Tetris, with nearly   every world record being wiped off the map in a  matter of months. The hypertap score world record   of 1.4 million has been obliterated with a new 3.7  million. That level record of 38? it's now level 95.   In just one year, the face of competitive  NES Tetris has changed completely, and for players who have put in countless hours  to master the new and overpowered technique, they've begun to set their sights towards even  more ludicrous achievements, and for one player, a seemingly impossible feat was found  to be viable in a surprising location. Fractal161 has been a high level Classic Tetris  player for several years, making the top bracket   for the Classic Tetris World Championships in both  2020 and 2021. Out of everyone in the competitive   Tetris scene Fractal's among the most all-around, grinding some of the most difficult challenge   categories in the game, such as the droughthack  ROM, which distributes much fewer long bars, a piece   that's crucial for the highest scoring move of  a Tetris line clear. It was game modes like this   that strengthened Fractal's stacking and endurance  abilities, which alongside piece movement speeds   are crucial for competitive play at the highest  levels. Once rolling was made public in April of   2021, Fractal quickly jumped on the train of  players scrambling to learn the overpowered   technique, but like with others he struggled  early on. Fractal knew that the potential of   the playstyle was worth the tedious grind, so the  following months had him showing gradual signs of   improvement. As a playerbase of new rollers began  to show definite progress during the Summer months, Fractal quickly followed, eventually rising to  the top as one of the most proficient rollers   at the time. His first world record with the  playstyle backed that, up having reached 247   lines on a level 29 start in September of 2021. By the time the 2021 World Championships rolled   around in October, he was ready to showcase  his skills on the world stage. He showed off   some dominant killscreen play, featuring piece  movement speeds done with rolling that would've been unheard of just a year prior. (Commentator) but this  is what rolling gives you it is the fastest, uh   taps per second of any technique. In the end, that advantage alone wasn't enough for him to advance, with him losing a close best of five match in the  round of 16 to be knocked out of the tournament. From this though, a new challenge would emerge for  Fractal, and while he didn't know it at the time, it   would be one that would go on to reshape what he  thought was possible in NES Tetris. The PAL scene is a heavily underlooked side of Classic Tetris, but it too has a storied history. It's the most   played version outside of the United States with  a strong presence in Europe, and they have their   own variation of the World Championships. despite PAL's version of NES Tetris being   almost identical on the surface when compared to  NTSC, the differences between the two appear when   factoring in how their respective frame rates  affect the speed at which pieces fall in game. The maximum speed that a tetrimino can fall down  the board is one row every frame, which works out   to a duration of 0.4 seconds for PAL's 50 frames  per second, but an even faster third of a second   for NTSC's 60. This difference means that while  NTSC's version reaches it's top speed at level 29, PAL's is achieved 10 levels earlier. Because of  this, you could consider PAL's level 19 to be the   official dev intended killscreen, but the slight  change in speed means that it is playable to some   extent for every playstyle in NES Tetris. With  this knowledge in mind, Fractal saw some untapped   potential in the version, and when he was loaned  an AVS console by community member Vandweller, his   grind ultimately began. To start, there was a bit of  a struggle adjusting to the difference in versions.   The slight variation in frame rate between PAL  and NTSC led to magnified issues at higher speeds. Having accurate taps when performing moves such  as spins and tucks had Fractal a bit off rhythm, but given enough play, he was quickly  able to adjust to the differences.   In the span of just a few days of playing the  version, he managed to take the record for the   highest level reach from a PAL 19 start at a  mark of level 51 and 456 lines on October 26th. His progress continued at the same absurd pace,  having the first 500 line game two days later, the   first 600 line game on November 1st, and just two  days after that, reaching an astonishing 893 lines.   The score of that game was also the highest  reached in any version of NES Tetris at that time, but from that point onwards he was  only focused on the line metric,   realizing that he had a potentially absurd  new goal that was actually within reach.   To understand the goal in question, let's quickly  discuss how the color system of NES Tetris works. Each level from 0 through 9 has its own color  assigned to it, which is accomplished by the game   checking for the ending value of a given level, following that by corresponding the given value   of a level with assigned colors for the level  endings 0-9. At level 10 and beyond, the game   will repeatedly subtract 10 from any given level  number until it's back to a value of less than 10.   This is why levels 0, 10, and 20 have the same color  scheme. Same as levels 5 and 15, 8 and 28, and so on.   This system works for all intended playable levels,  and even operates normally into the killscreen, as other values such as the level counter quickly  begin to fail. However, this too reaches a breaking   point. At level 138, the check to see if  the level number is less than 10 fails,   which is a product of NES Tetris using "Signed  Number Representation" for level values in memory,  a method which uses a range of values negative  128 to 127. This means that while the math works   for every level through 137, the calculation done  at level 138 ends up defaulting to negative 128,  which does fit the initial criteria of being  less than 10. This false positive leads the   game to assume that level 138 does in fact have  an assigned color value, so it attempts to find   138 within the color table. One small problem  though, which is that the color table entry for   level 138 doesn't exist, and instead points to  an entirely random portion of the game's code,   and this is what is visually represented in game.  This happens for every value past 137, meaning   that an entire sequence of bugged colors emerges.  This is fully explored in a video by community   member GregBoomCannon, where his A.I StackRabbit  managed to storm through level 138 and beyond,  and I highly recommend checking that out. Greg  also went out of his way to give a nickname to   every level the bot encountered. My personal  favorites are "Squid", "Aquamarine", and of course   "Greeeen". For a human player though, replicating  StackRabbit's feats is just a bit tricky.   With the level being at a threshold of 1,320 lines,  Fractal had the realization that he was within   striking distance, and with the slight advantage  that PAL's version had with a slightly slower   killscreen, he had a definite shot at doing what  had never before been considered humanly possible.  To bridge the 43 level gap though, he had to deal  with the insane pitfalls that NES Tetris provides. Things as simple as a bad piece sequence  can easily end a game on killscreen speeds,   as well as mistakes such as snagging pieces  before they can reach either side of the board,   closing off crucial sections and making Fractal  unable to burn lines. The wear and tear of    killscreen games that were beginning to surpass 30  minutes in length at this point had proven to   be incredibly challenging, but for Fractal, this  was all the more reason to continue grinding. (Fractal) I think 1,043 (lines). (Fractal) You'd think these aren't the new colors. I was 30 lines off. Fractal was within 30 lines of reaching the bugged colors. The nerves/subsequent mental barrier proved to be   difficult to overcome, so for a prolonged stretch,  Fractal would continue to get 1,000 line games,   just for them to fizzle out in some incredibly  sad ways. Playing mistake-free Tetris for upwards   of 40 minutes is such a difficult task, but Fractal  knew that it took just one game to break through.   He had come so close, just for an unfortunate  spire of long bars to end his best run.  His perseverance persisted though, and while it might have  taken a full two months from his near 1,200 lines   game, he would get yet another shot at redemption,  only this time, things would go a bit differently. There's not much to say about the first portion of  the run, since Fractal isn't going for efficiency,   instead opting for pure line out strats. He did  encounter some scary board situations early on  (Fractal) I can explain, I can elaborate more. But he got out, continuing to  creep up the level counter.   Fractal's ability to read the chat and play  at the same time can't be understated either. (Fractal) You might as well just take the shower,  like I'll still be playing, I'll still   I'll still be playing by the time  you get back. At 900 lines though, Fractal buckles in. He asks his roommate  to close the chat. (Fractal) Can you do the thing? (Roomate) Bye chat. (Fractal) It's been fun! Takes a deep breath, and focuses on  clearing lines. After a few more scary situations,   he finds himself within 100 lines once again.  Shortly after that, he surpasses his previous   record, with just two levels separating him from  a screen that no human players had been able   to reach up to that point. He still can't let his  foot off the gas, and at this point, the nerves are   definitely evident. Still, Fractal would clutch  up at a time when it mattered the most. (Fractal) Oh my g- (Fractal) oh [ __ ] (Fractal) I did not realize I'd be this happy. Neon Night! It's so beautiful Which one's this one? (Roomate) "Spamton" (Fractal) No Spamton's later. I knew this was the one. Every other time, oh that's a bit hard to see.. After a grind spanning nearly five months, Fractal  had finally done it. He was the first to play a   game of NES Tetris that not only broke the level  counter and score counter, but also how the game   visualizes the level colors, with him playing  through four entirely unique color palettes. He had   accomplished exactly what he intended to, and from  there, he was done. Naturally, this raises several questions for the NTSC version going forwards, with  it being the most popular of the two versions, it   has more competition, but the extra increase in  speed for the killscreen has made it much tougher   to see level 138 as a feasible goal. That is, until  just recently, with Eric's new score world record. In that, he accumulated a total of 895 lines, which  is reminiscent of the mark that Fractal set back   in October, the game where he realized that the  bugged colors were actually possible on PAL.   The new record in the NTSC version has prompted  several rollers to grind for the accolade, and honestly, it likely isn't too far off. Now, it's  just a matter of when, and how far the player can   manage to storm past the unique color schemes. From  there, well, there are some pitfalls to consider.   Some color schemes are incredibly tough to see on  a typical CRT or LCD screen. Levels like charcoal,   or the infamous green. These will prove to be  tough for players once they reach those marks,   but it goes without saying that this group of  incredibly elite players will find some sort of   way to get through these obstacles. Does this mean  that the kill screen has truly been overcome? Well,   not quite. At a certain point, the game struggles  to calculate any new point score values to such   an extent that it'll straight up crash the game.  In Greg's StackRabbit video, this happened at   level 237, but the level in which it crashes on  doesn't appear to be fixed to a specific point.   Different game cartridges such as the tournament  allowed Tetris Gym cart do have a fix for this   crash, but unfortunately it also patches out the  bugged colors, meaning that it might not be allowed   for leaderboard accepted games that play past  level 138. That's a conversation for another time   though, so we'll cross that bridge when we get  there, in a matter of like six months probably.   Thank you so much for watching. Definitely  make sure to check out Fractal, his links   can be found in the description. He's  beginning an entirely new challenge,   where he himself made a ROM that allows the  player to start on all 255 levels in the game.   In the end, his goal is to obtain a maxout score on each of those levels, so I'd   especially recommend checking out his Twitch to  watch his progress on that. If you enjoyed this   video, make sure to subscribe so you can catch  any future uploads. I'll see you again next time
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Channel: okCobalt
Views: 1,128,178
Rating: undefined out of 5
Keywords: nes tetris, classic tetris, agamescout tetris, classic tetris world championship, rolling nes tetris, nes tetris rolling, nes tetris world record, tetris world record, tetris top score, nes tetris championship, nes tetris theme, nes tetris wr, classic tetris monthly, classic tetris world championship 2021, joseph saelee tetris, tetris level 40, cheez tetris, joseph saelee, fake tetris high scores get exposed, world record, AI Breaks NES Tetris, retro gaming, nes, tetris
Id: 7zuBDud3-xQ
Channel Id: undefined
Length: 14min 6sec (846 seconds)
Published: Mon May 02 2022
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