Teen Achieves New Landmark in NES Tetris, Showcases Endless Playability

Teen Achieves New Landmark in NES Tetris, Showcases Endless Playability

Teen Achieves New Landmark in NES Tetris, Showcases Endless Playability


# The Transformation of NES Tetris: From Level 29 to the Inaugural Level Rollover

In the realm of competitive gaming, few games have maintained their popularity like *Tetris* on the Nintendo Entertainment System (NES). For many years, players thought that reaching Level 29 was the ultimate limit, as the game’s speed grew almost unmanageable. However, recent advancements in competitive play have overturned these long-standing beliefs, expanding the horizons of what was previously deemed unattainable. Two young competitors, Willis “Blue Scuti” Gibson and Michael “dopgplayingtetris” Artiaga, have made history by accomplishing feats that stretch the boundaries of NES *Tetris*.

## Blue Scuti’s Groundbreaking Performance

A few months back, 13-year-old Willis “Blue Scuti” Gibson became the first to “complete” NES *Tetris* by causing the game to crash after an incredible 1,511-line, 57-level feat. This accomplishment was groundbreaking, showcasing that players could push the game far past the previously accepted limits. Blue Scuti’s run concluded not from a lack of talent, but due to a crash resulting from the game’s incapacity to sustain such prolonged play. This represented a pivotal moment in the competitive *Tetris* landscape, indicating that the game could be tested to its technical extremes.

## Artiaga’s Record-Setting Rollover

Fast forward to now, and 16-year-old Michael “dopgplayingtetris” Artiaga has taken the game to new heights. Over the weekend, Artiaga became the first individual to surpass an even more remarkable milestone: looping past Level 255 and resetting the game back to the excruciatingly slow Level 0. This achievement, often termed a “rebirth,” was long viewed as a near-mythical objective within the *Tetris* community.

Artiaga’s run spanned over 80 minutes and necessitated the clearing of an astounding 3,300 lines to achieve the rollover. The event was streamed live on Twitch, where hundreds of spectators witnessed the momentous occasion. Following his celebration of the rollover, Artiaga kept playing for an additional 40 minutes, ultimately concluding after clearing 4,216 lines and establishing a new high score of 29.4 million points.

Although Artiaga’s record comes with a minor caveat—he utilized a modified version of the game to circumvent the crashes that halted Blue Scuti’s run—his accomplishment still stands as a monumental marker in the annals of NES *Tetris*. The first-ever level rollover signifies just how far competitive *Tetris* has progressed, fueled by innovative techniques and a devoted player community.

## The Glitch Mountain: Conquering the Unattainable

For many years, NES *Tetris* players have deemed it nearly impossible to surpass Level 29. At this juncture, pieces descend so rapidly that it becomes exceedingly difficult to maneuver them to the sides of the well using the standard method of pressing the directional buttons. This level, commonly referred to as the “kill screen,” was perceived as the endpoint for even the most accomplished players.

Nevertheless, in recent times, the emergence of advanced techniques like hypertapping and rolling has enabled players to conquer the apparently insurmountable speed of Level 29. Hypertapping entails quickly pressing the directional inputs up to 10-12 times per second, facilitating swifter piece movement. This method was groundbreaking, but it was soon overshadowed by an even more sophisticated technique: rolling.

Rolling involves tapping the back of the controller while gripping it with the fingers, enabling players to execute directional inputs at rates of up to 20 taps per second. With flawless execution of the rolling technique, it became theoretically feasible to maintain a game of NES *Tetris* indefinitely, even at the staggering speeds of Level 29 and beyond.

## The Technical Hurdles of Endless Play

While hypertapping and rolling have allowed players to prolong their games far beyond Level 29, NES *Tetris* was never intended for such extensive gameplay. Consequently, unintended glitches and memory overflow errors begin to emerge at higher levels. For instance, at Level 138, a memory overflow leads to the *Tetris* pieces exhibiting increasingly strange colors. By Levels 146 and 148, the color palettes become so skewed that distinguishing the pieces becomes exceptionally challenging, introducing an extra layer of difficulty to the game.

These glitches pose a substantial challenge to players striving for genuinely endless *Tetris* sessions. While the rolling technique enables faster piece movement, the visual distortions caused by memory overflow errors complicate gameplay at elevated levels. This is where modified versions of the game, similar to the one employed by Artiaga, come into the picture. These versions are crafted to prevent crashes and glitches, empowering players to push the game even further.

## The Future of Competitive NES Tetris

The accomplishments of players