How a 13-year-old boy achieved the “impossible”.

The ones you played with TetrisYou will know what this game can do to your hand tendons, eyes, mind and sleep.

This phenomenon took on dimensions studied by researchers and how it came about Tetris effect.

This is a type of “mental imagery”, also known as “mental rehearsal”.

Like knitting or driving, Tetris “twists” the brain's ability to continue processing information after the task at hand is complete.

It creates a mental representation of the game that forces people to see the shapes and forms of Tetris in their environment.

Research by neuroscientists in 2000 HarvardBy observing people playing Tetris, his images a Different form rememberIt probably has to do with working memory.

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Although millions (perhaps billions) of people have been addicted to the cultural phenomenon known as Tetris, since 1989 – when a graduate of applied mathematics and software engineering from the Moscow Aviation Institute gave it to the planet, Alexey Pazhitnov During the Cold War – to this day, no one has finished it.

Pazhitnov had designed Tetris and it would never end.

Over time – and the tracks change – the rate at which the tetriminos fall becomes too stormy for the human eye and mind to process.

Or at least that was the case until he got into the game Willis Gibson.

A player with the handle “Βblue Scuti”, who started playing Tetris at age 11, on Wednesday 3/1 (at age 13) no one has come close in 34 years: beating the game.

The third-best Classic Tetris player, he earned a spot in the World Championships, which ended at 3/1 on Wednesday, reaching 157th in 38 minutes of play. There the computer crashed and the tetriminos stopped falling.

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At the same second, the teenager said, “I feel like I'm going to pass out. I can't feel my fingers.”

By the way, until a few years ago players believed that there was no level higher than 29.

How did Gibson finish Tetris?

The only way to complete Tetris is to achieve a high score capable of 'overloading' the game's memory, causing it to 'stuck' and 'crash'.

That is, the person who beats the game essentially beats the computer and it cannot continue. This has been proven in experiments conducted by scientists with the help of artificial intelligence. She was the only one to 'finish' Tetris (in 2021) until Gibson arrived.

But how did a 13-year-old overcome the limits of human performance in the digital age?

The Tom StaffordA professor of cognitive science at the University of Sheffield researched the topic and wrote a related article Published on the BBC.

“On 12/21/2023 Gibson played at a frenetic pace for 40 minutes.

During this time, he set new world records for high score, levels and lane 'clearing'.

Finally, he was rewarded with an accident that signaled he had accomplished the impossible: he had cracked the game.

The achievement is real, but the significance goes beyond classic arcade games and those who love them. Gibson offers general lessons about what he did, how he did it, how people learn, and how the limits of human performance are stretched.

Much of the debate surrounding artificial intelligence focuses on areas where human capabilities may become obsolete.

However, it is a mistake to think that human performance is a fixed goal.

As Gibson's record-breaking feat demonstrates, we constantly look toward the outer limits and, in reaching them, expand our consciousness.

Pushing the boundaries of human capabilities is the result of continuous collective innovation, as well as the result of remarkable individuals.

Humans are a species defined by our ability to learn. In the digital age, across all aspects of art, science, and culture, performance is more likely to push into uncharted territory.

Including Tetris.”

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