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* ButtonMashing: "The History of ''VideoGame/{{Tetris}}'' World Records" discusses how ''Tetris'' gameplay underwent two major revolutions in button mashing.
** The intended way to play, DAS (Delayed Auto-Shift), consists of simply holding down left or right on the D-pad, moving your block at a rate of 10 times a second after an initial 16-frame delay. Starting with level 29, this is not fast enough to move your block to the leftmost or rightmost side of the screen, and for a long time, players treated this as [[KillScreen the end of the game]].
** Players eventually developed the "hypertap" method, which consists of pressing a direction more than 10 times a second, allowing one to keep playing past the so-called kill screen. However, this method is very physically demanding.
** A second button-mashing technique known as "rolling" was developed by Cheez. It consists of drumming four fingers along the back on the NES controller with one hand, while holding down the desired direction with the other hand. This can move pieces much faster than even hypertapping, upwards of 20 times per second, and quickly became the most dominant playstyle, as once mastered, it's much easier to get good results with. With this method, going past level 29 is much easier, allowing for games to last a potentially infinite amount of time since the game speed stops increasing past that stage.



* FanNickname: [[invoked]] In "The History of ''VideoGame/{{Tetris}}'' World Records", it's mentioned that starting with level 138, ''Tetris'' bugs out and starts reading game code as color palette data, resulting in bizarre color schemes. Each of these bugged levels has an unofficial nickname (which was chosen by Greg Cannon, in a video where he [[https://www.youtube.com/watch?v=l_KY_EwZEVA shows off a Tetris-playing AI]]) that is used by the community. The most notable nicknames mentioned in the video are "Dusk" for level 146 and "Charcoal" for level 148, so called due to their [[InterfaceScrew very dark color palette making it extremely difficult to tell where the blocks are]].



** "The History of ''VideoGame/{{Tetris}}'' World Records" discusses how, at very high levels, the game starts to glitch out in ways that [[InterfaceScrew make the game much harder to play]]. In particular, Level 146 (AKA "Dusk"), which has an eye-straining palette of dark blue, dark green, and black, ended many top players' runs, and it's followed just two levels later by "Charcoal", which is even worse with its black, dark gray, and light gray palette. Both of these levels make it extremely difficult to even see where the blocks are. But both of these pale in comparison to Level 235, which not only has a solid dark green color palette that's only slightly easier on the eyes than the aforementioned levels, but is also glitched in a way that makes it require a whopping ''[[MarathonLevel 810 line clears]]'' to beat, as opposed to the 10 lines every other level requires.

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** "The History of ''VideoGame/{{Tetris}}'' World Records" discusses how, at very high levels, the game starts to glitch out in ways that [[InterfaceScrew make the game much harder to play]].play. In particular, Level 146 (AKA "Dusk"), which has an eye-straining palette of dark blue, dark green, and black, ended many top players' runs, and it's followed just two levels later by "Charcoal", which is even worse with its black, dark gray, and light gray palette. Both of these levels [[InterfaceScrew make it extremely difficult to even see where the blocks are. are]]. But both of these pale in comparison to Level 235, which not only has a solid dark green color palette that's only slightly easier on the eyes than the aforementioned levels, but is also glitched in a way that makes it require a whopping ''[[MarathonLevel 810 line clears]]'' to beat, as opposed to the 10 lines needed for every other level requires.level.
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** "The History of ''VideoGame/{{Tetris}}'' World Records" discusses how, at very high levels, the game starts to glitch out in ways that make the game much harder to play. In particular, Level 146 (AKA "Dusk"), which has an eye-straining palette of dark blue, dark green, and black, ended many top players' runs, and it's followed just two levels later by "Charcoal", which is even worse with its black, dark gray, and light gray palette. Both of these levels make it extremely difficult to even see where the blocks are. But both of these pale in comparison to Level 235, which not only has a solid dark green color palette that's only slightly easier on the eyes than the aforementioned levels, but is also glitched in a way that makes it require a whopping ''810 line clears'' to beat, as opposed to the 10 lines every other level requires.

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** "The History of ''VideoGame/{{Tetris}}'' World Records" discusses how, at very high levels, the game starts to glitch out in ways that [[InterfaceScrew make the game much harder to play.play]]. In particular, Level 146 (AKA "Dusk"), which has an eye-straining palette of dark blue, dark green, and black, ended many top players' runs, and it's followed just two levels later by "Charcoal", which is even worse with its black, dark gray, and light gray palette. Both of these levels make it extremely difficult to even see where the blocks are. But both of these pale in comparison to Level 235, which not only has a solid dark green color palette that's only slightly easier on the eyes than the aforementioned levels, but is also glitched in a way that makes it require a whopping ''810 ''[[MarathonLevel 810 line clears'' clears]]'' to beat, as opposed to the 10 lines every other level requires.
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* MemeAcknowledgement: He is well aware of how his videos began associating speedrunning as a whole with HOME's "We're Finally Landing". In his video for Tetris NES, he instead uses the POST ELVIS cover "We're Finally Speedrunning" as his opening track.
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** "The History of ''VideoGame/{{Tetris}}'' World Records" discusses how, at very high levels, the game starts to glitch out in ways that make the game much harder to play. In particular, Level 146 (AKA "Dusk"), which has an eye-straining palette of dark blue, dark green, and black, ended many top players' runs, and it's followed just two levels later by "Charcoal", which is even worse with its black, dark gray, and light gray palette. Both of these levels make it extremely difficult to even see where the blocks are. But both of these pale in comparison to Level 235, which not only has a solid dark green color palette that's only slightly easier on the eyes than the aforementioned levels, but is also glitched in a way that makes it require a whopping ''810 line clears'' to beat, as opposed to the 10 lines every other level requires.
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** His ''Tetris World Records'' video unintentionally plays with this a bit: legal issues forced Salt to use a cover of "We're Finally Landing", but the FridgeBrilliance works out, as the video focuses on high scores moreso than speedrunning. This allows the video and the song cover to complement each other as variations on a theme.
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His videos incorporate a lot of information, dating back to the first known speedrun of the specific game, certain glitches the speedrunners may have used to get ahead, and using video footage of the actual runs when possible. In addition, he has also spoken about other related topics in the same format. On March 1, 2021, his channel hit 1 million subscribers.

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His videos incorporate a lot of information, dating back to the first known speedrun of the specific game, certain glitches the speedrunners may have used to get ahead, and using video footage of the actual runs when possible. In addition, he has also spoken about other related topics in the same format. On March 1, 1st, 2021, his channel hit 1 million subscribers.



-->'''Summoning Salt:''' Because, you see, ''Super Punch-Out!!'' does not care about the runner. It doesn't care what pace you're on. It doesn't care how badly you want the record. It doesn't care how well you're playing. It can take away your run whenever it feels. You can be on the run of your life, execute everything perfectly, but if you get bad luck, it's game over. And there's not a [[PrecisionFStrike damn]] thing you can do about it.

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-->'''Summoning --->'''Summoning Salt:''' Because, you see, ''Super Punch-Out!!'' does not care about the runner. It doesn't care what pace you're on. It doesn't care how badly you want the record. It doesn't care how well you're playing. It can take away your run whenever it feels. You can be on the run of your life, execute everything perfectly, but if you get bad luck, it's game over. And there's not a [[PrecisionFStrike damn]] thing you can do about it.



* ThatOneBoss: [[invoked]] DiscussedTrope. Some bosses stand out as particularly annoying to speedrunners due to having random patterns, meaning that even if the rest of the run goes perfectly, getting the world record could come down to the RandomNumberGod.

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* ThatOneBoss: [[invoked]] DiscussedTrope.{{Discussed|Trope}}. Some bosses stand out as particularly annoying to speedrunners due to having random patterns, meaning that even if the rest of the run goes perfectly, getting the world record could come down to the RandomNumberGod.

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* DeadpanSnarker: Occasionally throws in jokes without changing the tone of his voice. Usually they involve punchlines that are the opposite of the setup. In his Warpless ''VideoGame/SuperMarioBros1'' video, he states the runner went crazy upon setting a new record. Cue the clip... where the runner makes no sound upon setting the record. Another variation is to say a record went untouched for a long time... only to reveal it fell within the week it was set. A third variation is for him to spend some time talking about a runner who spent months and months grinding out thousands of attempts until finally beating the record and what an amazing accomplishment it was... only to then unceremoniously reveal that ''that'' guy's record was quickly smashed to pieces within a week or even the same day, usually by the same guy he had just spent all that time taking it from.

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* DeadpanSnarker: Occasionally throws in jokes without changing the tone of his voice. Usually they involve voice, usually involving punchlines that are the opposite of the setup. setup.
**
In his Warpless ''VideoGame/SuperMarioBros1'' video, he states the runner went crazy upon setting a new record. Cue the clip... where the runner makes no sound upon setting the record. record.
**
Another variation is to say a record went untouched for a long time... only to reveal it fell within the week it was set. set.
**
A third ''[[RuleOfThree third]]'' variation is for him to spend some time talking about a runner who spent months and months grinding out thousands of attempts until finally beating the record and what an amazing accomplishment it was... only to then unceremoniously reveal that ''that'' guy's record was quickly smashed to pieces within a week or even the same day, usually by the same guy he had just spent all that time taking it from.

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* LuckBasedMission: Turns out to be the defining element of speedrunning ''Super Punch-Out!!''. On top of needing good execution, there are many fights in the game that have random elements that can swing the time by 5 seconds or more, killing potential world record runs through no fault of the player.

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* LuckBasedMission: LuckBasedMission:
**
Turns out to be the defining element of speedrunning ''Super Punch-Out!!''. On top of needing good execution, there are many fights in the game that have random elements that can swing the time by 5 seconds or more, killing potential world record runs through no fault of the player.


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* SelfImposedChallenge: Invoked with the [[https://www.youtube.com/watch?v=eNp9-m3iCZg History of Blindfolded Super Mario 64]], which began as a test to see if it could be done at all before ascending to world record speedrunning paces.

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