After 34 Years, Someone Finally Beat Tetris

aGameScout
31 Dec 202316:47
EducationalLearning
32 Likes 10 Comments

TLDRWillis, known as Blue Scuti, made gaming history by reaching level 157 in NES Tetris, the first to trigger a game crash and achieve the 'True' Killscreen. This milestone, considered the ultimate feat in the Tetris scene, breaks the traditional view of the game as unbeatable. The journey to this record showcases the evolution of strategies, from hypertapping to the rolling technique, and the emergence of a new era in Tetris gameplay, pushing the boundaries of player skill and game mechanics.

Takeaways
  • ๐ŸŽฎ Willis, known as 'Blue Scuti', set a new world record by reaching level 157 in NES Tetris, the first player to trigger a game crash at the 'True' Killscreen.
  • ๐Ÿ“ˆ The 'True' Killscreen is a significant milestone in the Tetris gaming community, marking a turning point where a player 'beats' the game rather than being defeated by it.
  • ๐Ÿš€ The history of Tetris records began with the 'killscreen' at level 29, considered unbeatable due to the speed required to continue playing.
  • ๐ŸŒŸ Thor Aackerlund broke the 'killscreen' barrier in 2011 by reaching level 30 using a technique called 'hypertapping', which involved rapidly pressing buttons.
  • ๐Ÿ† Joseph Saelee, a young hypertapping prodigy, broke Thor's record and reached level 31, going on to win two Tetris World Championship titles.
  • ๐Ÿ”ฅ The 'rolling' technique, developed by player 'cheez', further advanced gameplay by allowing players to reach button mashing speeds over twice as fast as the best hypertappers.
  • ๐Ÿ’ก The game's code, written in the 1980s, becomes inefficient at very high levels, leading to a glitch at level 138 where the game pulls data from outside the color table, resulting in difficult-to-see color palettes.
  • ๐Ÿง  The 'True' Killscreen occurs when the game's code becomes so inefficient that it starts reading RAM as if it were code, leading to a game crash.
  • ๐Ÿฅ‡ Blue Scuti's achievement of reaching the 'True' Killscreen is a testament to the potential for human skill and perseverance in overcoming long-standing gaming barriers.
  • ๐ŸŒ The Tetris community has evolved with new techniques and records, shifting from endurance challenges to more dynamic gameplay with the introduction of faster speeds at level 39.
  • ๐ŸŽฒ The concept of 'level 255' has emerged as a new frontier for Tetris players, where the game and player work together to overcome challenges and reach a final, rebirth stage.
Q & A
  • Who is Willis, also known as 'Blue Scuti', and what record did he set in the NES Tetris gaming community?

    -Willis, also known as 'Blue Scuti', is a Tetris player who set a new world record in the NES Tetris gaming community by being the first person ever to reach level 157. This achievement led to the first-ever occurrence of a game crash, known as the 'True' Killscreen, marking the biggest milestone in the 34-year history of the professional classic Tetris scene.

  • What was the significance of the 'killscreen' in NES Tetris, and how was it traditionally understood?

    -In NES Tetris, the 'killscreen' was traditionally understood as the point of game failure due to a glitch in the game's code, similar to the killscreen in Pac-Man at level 256. However, in Tetris, level 29 was incorrectly dubbed the 'killscreen' because the speed became extremely fast, leading players to believe it was unbeatable. In reality, there was no glitch, and levels could still be cleared with enough skill.

  • How did Thor Aackerlund break the 'killscreen' barrier in 2011?

    -Thor Aackerlund broke the 'killscreen' barrier in 2011 by using a technique known as 'hypertapping', which involved vibrating his fingers to mash the controller faster than the game's built-in speed. This allowed him to reach level 30, proving that level 29 was not unbeatable.

  • What is the 'rolling' technique, and how did it revolutionize the Tetris gaming community?

    -The 'rolling' technique is a method developed by a Tetris player named cheez, which combines a multi-finger tapping technique with another that uses a finger on the bottom of the controller to push into another finger on the top. This technique allowed for button mashing speeds over twice as fast as the quickest hypertappers, revolutionizing the community by enabling players to reach level 40 for the first time.

  • What challenges did players face when trying to progress beyond level 95 in NES Tetris?

    -Beyond level 95, players faced the challenge of increasingly difficult to see levels due to a glitch in the game's color palette coding. This glitch resulted in random, bizarre color palettes that made it difficult for players to distinguish the game pieces, slowing down progress significantly.

  • How did the Tetris playing AI 'stackrabbit' contribute to understanding the game's limits?

    -The Tetris playing AI 'stackrabbit', created by programmer Greg Cannon, was not limited by stamina or eyesight and was able to push the game far beyond human capabilities. It played through the difficult glitched color levels and reached levels where the game eventually crashed, providing insights into the game's true limits and the conditions that could trigger the crash.

  • What is the 'True' Killscreen, and how did Blue Scuti trigger it?

    -The 'True' Killscreen refers to the game crash that occurs when the NES Tetris code becomes so inefficient at very high levels that it starts reading the RAM as if it were code. Blue Scuti triggered it by playing through the glitched color levels and maintaining the game until level 157, where he successfully made a line clear that caused the game to crash.

  • What impact did the achievement of the 'True' Killscreen have on the Tetris gaming community?

    -The achievement of the 'True' Killscreen marked a turning point for the Tetris gaming community. It shifted the perception of Tetris from an unbeatable game to one where players could overcome the game's challenges. It also sparked a renaissance in the scene, leading to exciting record chases, new strategies, and the exploration of new possibilities for gameplay and competition.

  • What is the potential next milestone for Tetris players after the 'True' Killscreen?

    -The potential next milestone for Tetris players is to attempt to reach level 255 without triggering the game crash. This would involve a fundamentally different type of challenge, requiring players to work cooperatively with the game's code to avoid potential crashes, with the ultimate goal of achieving a 'rebirth screen' where both the player and the game emerge triumphant.

  • What is Joltzsi, and how does it relate to the Tetris gaming community?

    -Joltzsi is a game created by SuperAnthony, a member of the Tetris gaming community. It is a 3D puzzle game that takes inspiration from Tetris, where players arrange blocks to clear lines on a grid. However, instead of simply clearing lines, players must make all the numbers in a line the same value to clear it. The game offers a fresh take on the puzzle genre and has been beta tested by members of the Tetris community, including the player featured in the script.

  • How can interested viewers follow updates on Joltzsi and Blue Scuti's future gaming events?

    -Interested viewers can follow updates on Joltzsi by adding the game to their Steam wishlist or following Anthony on Twitter for future updates. For updates on Blue Scuti's future gaming events, viewers can look out for announcements related to his participation in upcoming tournaments, such as the Heart of Texas Regional championship.

Outlines
00:00
๐ŸŽฎ Tetris Record Breaking and the True Killscreen

This paragraph introduces the story of Willis, also known as 'Blue Scuti', who sets a new world record in NES Tetris by reaching level 157 and becoming the first person to trigger a game crash, known as the 'True' Killscreen. This is a significant milestone in the history of professional Tetris gaming. The paragraph delves into the background of Tetris, explaining the game's mechanics, the previous 'unbeatable' barriers, and how players have continually pushed the boundaries of what is possible in the game. It highlights the evolution of gameplay techniques, from the initial 'killscreen' at level 29 to the discovery and mastery of new strategies like hypertapping and rolling, which have allowed players to progress to higher levels and break world records.

05:03
๐Ÿ† Overcoming Challenges and Setting New Records

The second paragraph discusses the challenges faced by players as they push through higher levels in NES Tetris, particularly the difficulty presented by the glitched color palettes starting at level 138. It tells the story of EricICX's achievement of reaching level 146 in a tournament match and winning the 2022 world championships. The paragraph also explores the impact of these challenges on the progress of players and the slow pace of record-breaking. It sets the stage for the introduction of the Tetris-playing AI, stackrabbit, which was developed by programmer Greg Cannon and its ability to surpass human limitations, reaching levels and experiencing glitches that no human player could.

10:05
๐ŸŒŸ The Historic Game Crash and Community Impact

This paragraph narrates the historic moment when Blue Scuti becomes the first player to ever achieve a game crash in NES Tetris, marking a turning point in the gaming community. It describes the intense competition and the rapid changes in world records that followed. The paragraph also discusses the implications of this achievement, the renaissance it sparked in the Tetris scene, and the introduction of new strategies and goals for players, such as speedrunning to the crash or aiming for the highest possible score before it occurs. It highlights Blue Scuti's personal journey, his dedication to practice, and his inspiring message to aspiring players.

15:07
๐Ÿš€ Beyond the True Killscreen: The Rebirth Screen

The final paragraph explores the possibility of surpassing the true killscreen by avoiding it and pushing the game to its ultimate limits. It introduces the concept of level 255, where the game and player must work together to survive and reach the final level. The paragraph also discusses the potential of tool-assisted speedruns (TASes) to simulate this challenge and the fundamentally different nature of this pursuit compared to previous gaming feats. The paragraph concludes with a nod to the future of Tetris gaming and the enduring spirit of innovation and community within the scene.

๐Ÿค– AI and the Future of Tetris

This paragraph discusses the role of AI in pushing the boundaries of Tetris gameplay. It introduces stackrabbit, an AI developed by Greg Cannon, which was able to surpass the most difficult glitched color levels and reach far beyond what human players could achieve. The paragraph details the AI's progress and the unique naming of the color schemes it encountered. It also touches on the technical aspects of the game's limitations at high levels and the eventual game crash caused by the game's code becoming inefficient. The discussion includes the impact of the AI's achievements on the Tetris community and the documentation of these events by key contributors.

Mindmap
Keywords
๐Ÿ’กNES Tetris
NES Tetris is a classic puzzle video game that was released for the Nintendo Entertainment System in 1989. The game involves arranging falling blocks, called tetrominoes, to clear complete lines and progress through levels. In the context of the video, it is notable for its long history and the dedication of players to push the boundaries of what is possible within the game, such as achieving levels beyond the traditional 'killscreen'.
๐Ÿ’กKillscreen
In the context of video games, a killscreen refers to a point in the game where it becomes impossible to progress further due to a glitch or limitation in the game's programming. In NES Tetris, the original 'killscreen' was believed to be at level 29, where the speed of the game made it nearly impossible for the player to continue. However, this was later surpassed by skilled players, and the term came to be associated with the game crashing at higher levels.
๐Ÿ’กHypertapping
Hypertapping is a technique used in playing NES Tetris, where the player rapidly presses the controller buttons to move the falling tetrominoes more quickly than the game's default speed. This advanced skill allows players to clear lines faster and reach higher levels, pushing the limits of the game and setting new records.
๐Ÿ’กRolling
Rolling is an advanced technique in NES Tetris where the player uses a multi-finger approach to mash the controller buttons even faster than hypertapping. This technique was developed by the player Cheez and allowed him to reach level 40 for the first time, significantly advancing the game's level and score records.
๐Ÿ’กTrue Killscreen
The 'True Killscreen' in NES Tetris refers to a point beyond the traditional killscreen where the game's code becomes so inefficient that it starts reading the RAM as if it were instructions, leading to a game crash. This phenomenon was first encountered by the AI stackrabbit and later achieved by human players like Blue Scuti, marking a significant milestone in the game's history.
๐Ÿ’กColor Glitches
Color glitches in NES Tetris occur when the game reaches levels 138 and above, causing the color palettes to become distorted and difficult to see. This is due to a coding error from the 1980s where the game pulls data from outside the intended color table, creating a challenge for players to continue playing at these high levels.
๐Ÿ’กAI Stackrabbit
AI Stackrabbit is a Tetris-playing artificial intelligence created by programmer Greg Cannon. Unlike human players, AI Stackrabbit is not limited by stamina or eyesight and can play at extremely high speeds, surpassing human records and reaching levels with bizarre glitches that were not possible for humans to achieve.
๐Ÿ’กCommunity
In the context of the video, the community refers to the group of dedicated NES Tetris players, enthusiasts, and content creators who share a common interest in the game. They engage in discussions, document gameplay strategies, and celebrate record-breaking achievements, contributing to the overall culture and progress of the game.
๐Ÿ’กRecord Chase
The record chase in the context of the video refers to the competitive efforts of players to break and set new records in NES Tetris, such as reaching higher levels or achieving higher scores. This drive to surpass one another has led to significant advancements in gameplay techniques and a renaissance in the Tetris scene.
๐Ÿ’กTool-Assisted Speedruns (TAS)
Tool-Assisted Speedruns (TAS) are a type of gameplay performance where every move is pre-planned and entered manually, rather than played in real-time. This method allows for the simulation of optimal play, avoiding any potential errors or glitches that could occur during live play, and showcases what is theoretically possible in a game.
๐Ÿ’กJoltzsi
Joltzsi is a puzzle video game created by SuperAnthony, inspired by the concept of playing Tetris in 3D. In Joltzsi, players arrange blocks on a grid to clear lines, but with a twist: when a block lands on another, it adds to the number on the block, and all numbers in a line must be the same value to clear it. The game introduces a new dynamic to the puzzle genre with its unique mechanics and challenges.
Highlights

Willis, aka โ€œBlue Scutiโ€ set a new world record for the longest game of NES Tetris by reaching level 157.

Blue Scuti became the first person ever to trigger a game crash, reaching the โ€œTrueโ€ Killscreen in NES Tetris.

NES Tetris, released in 1989, initially had level 29 dubbed the โ€œkillscreenโ€ due to its difficulty.

Thor Aackerlund broke the โ€œkillscreenโ€ barrier in 2011 by reaching level 30 using a technique called hypertapping.

Joseph Saelee broke the world record in 2018 by reaching level 31 and later won two Tetris World Championship titles.

EricICX pushed the record further, reaching levels 37 and 38 with the help of the new rolling technique.

A glitch in the color palette at level 138 and above makes the game visually challenging due to its random color schemes.

The first player to reach the glitched colors was Fractal161, but on the slower PAL version of the game.

EricICX was the first to achieve glitched colors on the NTSC version, making it to level 146 before stopping.

The game crash is unpredictable and can be triggered by specific conditions such as piece type or line clears.

A Tetris playing AI called stackrabbit was created to push the game beyond human capabilities, reaching high scores and triggering game crashes.

Blue Scuti managed to beat charcoal and reached level 153, setting a new level and score world record.

Fractal, a top player, was close to achieving the game crash but Blue Scuti managed to reach it first.

Blue Scuti's achievement of reaching the game crash signifies a turning point in the Tetris scene, showing that a player can beat the game.

The rolling playstyle and the game crash have revitalized the Tetris community, leading to exciting record chases and new challenges.

Blue Scuti's dedication and practice of 3-5 hours a day exemplify the hard work and determination of the Tetris community.

The concept of avoiding the game crash and pushing towards level 255 presents a new type of challenge for players and AIs.

Beating level 255 would symbolize a harmonious triumph of both the player and the game, marking the ultimate final achievement.

Transcripts
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