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December 1, 2015 68 mins

To play a game of "Tetris" is to invite a geometric invasion into your mind. After hours of intense block manipulation, you finally set aside your gaming device. You take a deep breath, close your eyes -- and there the frenzied, multicolored tetrominoes continue to cascade across your vision. They build walls in your dreams and shape the patterns of your very thought. What's going on inside the mind of a "Tetris" player and what can we learn from so-called "Tetris" syndrome. In this episode of Stuff to Blow Your Mind, Robert and Joe explore.

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Episode Transcript

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Speaker 1 (00:03):
Welcome to Stuff to Blow Your Mind from how Stop
Works dot com. Hey, welcome to Stuff to Blow Your Mind.
My name is Robert Lamb and I'm Joe McCormick. And
before we get go in here, I just want to
shot up a quick reminder to everybody. Go on over
to Stuff with All your Mind dot com if you
want to learn more about the show, you want to

(00:24):
find old episodes, you want to explore our blog content,
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a little love on the review there. It'll help out
the algorithm for our show and it's a good way
to give back and ensure that we get to keep

(00:45):
putting out this kind of content for you. So this
episode today is going to be about Tetris, and it's
going to be part one of a two part series
that we're doing on the science of Tetris, the ancient
mystery puzzle of the universe. Yeah, so the first live
is mostly dealing with the power of Tetris and the
history of Tetris. Second part is going to dive into

(01:05):
some possible uses for that power and knowledge. So, Robert,
I have a perhaps pretty weird question for you. Alright,
hit me with a pretty weird question. If there were
no thinking beings in the universe, would numbers exist? Oh,
this is a great question. Our numbers a human discovery
or humans are are numbers of human invention? Right? Like

(01:27):
the number seven? Is that an inherent feature of the
universe or is that just sort of like an idea
we've come up with to describe what happens when there
are seven of something. I tend to see it as
kind of a mix of the two. Like, yes, there
is there is an inherent number sense to the universe,
but obviously there's a there's a human ordering system layered

(01:49):
on top of that so that we can interact with
it and understand it. Yeah, I think that's a sensible
way of looking at it. But there are certainly people
who I think would be called platonists in this sense
that their platonic in the sense that they believe in
the real existence of abstract objects that are inherent to
the universe, like numbers, mathematical objects, the theorems that those

(02:11):
things actually do exist as objects in some sense, even
though they don't have physical matter in any way. And
I sort of feel the same way the Platonists feel
about numbers. I feel that way about Tetris. So tell
me your personal Tetris history. Well, I think it is

(02:33):
ideal that this episode is publishing during December, because for me,
there's always something kind of Christmas e about Tetris because
I got it back in the day on old school Nintendo.
I think I got it for Christmas, so it arrived
in the Christmas season, and some of the wonderful music
um that was on that game included um, I believe

(02:55):
danced the sugar plumb Ferries from The Nutcracker, which of
course is a Christmas themed ballet, a ballet that I
had to set through or or got to sit through,
however you want to look at it many many times,
as I had two sisters who were both involved in dance. Oh,
it wasn't one of those things where your school took
you to The Nutcracker every year. No, I had to,
I think, go every year to see one of my

(03:16):
two sisters of performing it. And and the Nutcracker is
an interesting thing to have to sit through because the
first is totally front loaded. The first half has a
rat king, it has battles, it has a fabulous candyland discovery,
weird uncles with an eye patch, and then the second
half is just just a slumber fest of various dances

(03:38):
that are performed for the victors like they've already won.
It's just all complete. Afterthought, huh, that's interesting. Yeah, it
does have a lot of great hallucinatory imagery. I recalled though.
I remember that there's a lady with a huge dress
and a bunch of creatures come out from under her dress. Yes, yeah,
but anyway, Yeah, the dance of the sugar Plum Ferry
was on the any S version I played of the

(04:00):
game Boy version, And I also associate this with Christmas.
I think maybe because I associate most video games I
played as a child with Christmas, because that, you know,
Christmas is when you get the game and then you
have that huge allotment of time and to vote to
the game. You can just completely meld your brain to
this game, play at nine hours a day because there's

(04:22):
no school and your you know, your parents don't want
to deal with you during Uh So, yeah, I I
totally had that. I had a couple other games for
the game Boy too. Back in the early nineties, when
I was a kid, I had Tetris, but also had
Super Mario Land. I don't know if you played that
on the Game Boy. It involves weird it kind of
like ancient Egyptian themes that are it's sort of unique

(04:46):
Mario game. And then I also had a video game
called Altered Space, which involved isometric movements. It was very
hard to control h and mostly you would just fall
on spikes and run out of air and die. You
play a little astronaut who has minute because I was
initially imagining some sort of Timothy Leary themed game that,
oh no, that would have been wonderful. Like as a kid,

(05:07):
I had the game version of the William Hurt movie
where it takes ayahuasca and gets in the sensory deprivation tank.
You know another thing about about having it. I wonder
if this is the case with you as well. I
had some horrible Nintendo games, like I had Mission Impossible,
which was an impossibly difficult game, and then a few

(05:28):
other games that really had limited appeal even to me.
But Tetris was a game that I played like crazy.
My sister my sister, who was old enough to play
the played like crazy, and even my my dad got
in on the act and was playing Tetris, and it
just ensnaring all to all of us. Yeah, it does
have this very universal appeal which has been chalked up

(05:48):
to several different factors from people were gonna talk about
later in this episode. But the reason I mentioned those
other games I had on the game Boy was going
back to this very first thing I said, which is
that I sensed, even as a child, that there was
something very very different between Tetris and these other games,
even popular games like you know, the Mario game. I

(06:08):
mean like it didn't have to be a bad game.
Other games to me felt like human artifacts. They felt
invented in the sense that you know that that a
wheelbarrow is invented. Tetris to me felt like a fundamental,
inherent aspect of the universe that was an ancient, secret mystery,

(06:33):
and it just seemed to me impossible to believe there
was ever a time when there wasn't Tetris woven into
the fabric of physics and mathematics. So you're you're basically
imagining a scenario where the the hominids in two thousand
and one of Space Odyssey are looking up. Instead of
seeing a complete um monolith, they're seeing the long bar. Yah,

(06:57):
seeing the Tetris shapes fall inform the monolith. Yeah, and
it's got to be the long bar, because that's the
most coveted piece among avid Tetris players, as long as
you've prepared yourself for its insertion. Yeah, exactly, how true
that is? No, I see, I see what you're saying.
Exactly this Uh, it feels perfectly natural, like playing Tetris

(07:19):
is like coming home on some level. Um. I definitely
remember playing it and being obsessed with it, and and
it was just startled to realize this was a new
thing in the world. I couldn't believe. I mean, this
is a game that was invented in Ur, but it
didn't feel that way. I even even old old games
like go and checkers and chess, I mean, these old

(07:42):
board games still felt like artifacts. They still felt invented
by humans in a way that Tetris didn't. Tetris felt
like an ancient mystery. And I'm still not quite sure
exactly why that is. But I think throughout these couple
of episodes, we're going to do on the science of Tetris.
We we may have some leads about why it feels
that way to me at least and I think to

(08:03):
to some other people too, or simply the case it
could just be the case that God itself is the
long bar or or some sort of multidimensional um shape
that we can't quite understand, but that fits into all
possible Tetris scenarios. But indeed, as we explore here, we're
also going to get into some of the recreational mathematical

(08:24):
roots of Tetris, and even those don't go back tremendously
far h that they only go back into the early
twentieth century. Nevertheless, I insist there is an ancient mystery
at the secret of this journey, and maybe by the
end will unlock it. But I think we should actually
look at the game Tetris now it's history and where
it comes from. And the first thing I've got to

(08:46):
start with is uh, sort of incidental to the game
of Tetris itself. But did you know that the famous
Tetris music, that theme right there is based on a

(09:10):
Russian folk song that actually has lyrics. I do not
know this. The Tetris theme with lyrics. I love it
so much. I looked it up. This is the Wikipedia translation,
so this may not be the most accurate, but but
the first verses, oh my crate is so full, I've
got chintz and brocade. Take pity o, sweetie, of this
lad's shoulder seems kind of appropriate for the game where

(09:32):
you're you're stacking the blocks forever. My great, it overflows all.
That is a revelation for me. Yeah, but surely Tetris
didn't just appear out of thin air. I mean, obviously
it grew out of some kind of puzzle tradition. Yes, yes,
and so I mean certainly you can if you want to,

(09:52):
to take the roots of Tetris and extend them back
just completely geometrically. Yes, you can get back into the
history of geometry itself. But for the most part, we
can begin the birth of Tetris with something that was
called a pin tomino. This is an arrangement of five
unit squares or cubes, all joined along their edges. Um

(10:14):
they're twelve free pintomenos. They're shaped roughly like the letters vt, W, X, U, z, F,
P I, N Y L. There, that's funny. I looked
up some of these designations of like the letter to
the pentomeno, and some of them makes sense, like the
W pintomeno looks like a W, the Y pintomeno looks

(10:34):
like a long bar with a lump on the side. Yeah. Yeah.
Some of them are a little little more abstract. They're
eighteen one sided pentomenos and sixty three fixed pintomenos. Okay,
So essentially, though, the pentomeno is if you take some
squares and you line them up so that the sides
are touching in one way or another, how many different
shapes can you make out of five squares? And that's

(10:57):
what it is. Yeah, And then you you had pent
amino puzzles that were all about arranging them together into
a shape, usually something you know, a rectangle, something fairly simple. Now.
The first published pentomino puzzle of this nature, even though
it was not named as such, appeared in Henry Dadeny's
The Canterbury Puzzles in nineteen o seven. That a companion

(11:19):
to the Canterbury Tales. Um, if anything, it would be
the section in the back with a crossroad puzzle too,
I guess um No. This was basically a puzzle publication,
uh and in this particular one that Dundinny put together,
you had to fit twelve pentomino shapes together with one
square te traumino, and I'll explain the terminology here in

(11:40):
a minute. That's four squares as you encounter in tetris
later on. You had to join these together on an
eight by eight checkerboard. Okay, so you've got like a
puzzle space. That's the board, and the problem is you've
got all these pieces that you've got to fit into
the space so that they're not you know, poking out
the sides or something right, And like any good game, um,

(12:01):
there's a part of it is the mechanics which have described,
but the other part was the fluff. And the fluff
here was that William the Conqueror had, out of rage,
broken a chess board and you had to have to
reassemble the chessboard that these each of these shapes is
a piece of the shattered board. The story behind the game. Yeah,
I kind of love that when there's a game that's

(12:21):
not like an adventure action game with characters, but it's
a puzzle game, and yet it has a back story. Yeah, yeah,
I mean I think that's essential. I don't want to
play a game that's just pure abstract mathematics and mechanics.
I want some cool fluff in there. That's how I
get engaged with it. Of course, the exception would be Tetris, exactly, yes,
because there is well we'll discuss some that have some

(12:42):
fluff added on, and sometimes the fluff is delightful, but
for the most part, tetris is the exception to the rule. Okay,
but so William the conqueror gets a chessboard, smashes it
into a bunch of pentominoes, and you've got to fit
them back together, right though, of course they're not called
pentominoes at the time. It's not until three that American
profess their Solomon W. Golam, actually coins the term. So

(13:03):
what he did is he took the word domino, which,
of course we know is a little a little block
that you line up a play dominoes, whether you do
cascading dominot guy who makes the pizza, yeah, exactly, that
that sort of domino. So he took the word domino,
and then he and it. He treated it kind of
whimsically as if it was die domino, as if omino
were a shape and Die referred to the number of

(13:26):
squares cubes making it up because there are two squares
and a domino exactly, So he said, what if there
were other omino's, So in this case, a pent domino
is penta or five plus omino. Likewise, we already mentioned tetromino,
which would be tetra four plus domino, right, um and uh.

(13:46):
And he also threw out just a general polyominos, a
term for these various constructions depending on how many different
square que elements are making them up. So there could
be like sex dominoes or sept dominoes exactly. Though. I
imagine as you go higher and higher up the list
of cardinal numbers there, the number of possible shapes just explodes, right,

(14:07):
because as you add more squares to move around in
different positions, you could probably make an ultimately infinite number
of shapes. Yeah, Like I mean, the bigger ones are
going to resemble full blown levels from video games or
or dungeoning adventures from Dungeons and Dragons with each of
the cubes, right. Um. Now, all of this comes to

(14:28):
a head publicly with his nineteen article Checkerboards and Polyominos
in American Mathematical monthly and this this really came out.
This kick started a lot of interest in these shapes
and the kind of puzzles you could have with them. Okay,
so pentomino puzzles good stuff, big business. Yeah, well, and
I mean his big business is you're gonna have in

(14:50):
recreational mathematics in the mid twentieth century. But but it's
certainly we're not talking about Marl Borrows here, right, But
it's still it's catching on. It's it already has an
addictive property to it. In then in Night it actually
launches off the pen and paper, off the table and
into the world of computers. Because at this point we
end up with a computer program that generates solutions for

(15:11):
an eight by eight polyomino puzzle. So we're already obsolete. Yeah, yeah,
we're already getting the human element out of it, and
we're already seeing it take off into the world of
computer programming in a very early stage. So I imagine,
if you're just trying to cram pieces together into a checkerboard,
and you've got a fixed number of pieces and a
fixed board size, there are a limited number of solutions, right. Yeah.

(15:35):
According to the University of Victoria Department of computer sciences.
It's now known that there are two thousand, three hundred
and thirty nine solutions for the six by ten rectangle,
a thousand and ten solutions for the five by twelve rectangle,
three hundred and sixty eight solutions for the four by
fifteen rectangle, and two solutions for the three by twenty rectangle.

(15:56):
So so yeah, this is you see this, this idea,
this new type of shape puzzle just taking off in
the world of recreational mathematics. Uh, finding a warm, warm
home there, and that's the sort of sort of soil
from which this maddening Tetris vine emerges and you can
The interesting thing here is you can even factor in

(16:16):
some some interesting non Tetris stuff here. For instance, John
Horton Conway's seventy Game of Life cellular automaton simulation. What
is that? Oh? I think we may have mentioned it
on here in some past episodes, and we should probably
discover it in more depth later on. But it's essentially
a very simple um geometric based simulation. Many of you

(16:38):
may have seen images from this where it basically looks
like crazy little Tetris shapes moving around and changing form
on a screen sort of one of those uh cell
evolutions simulators. Yeah, the big one really, um and uh yeah,
it's it's a fascinating topic on to its own, so
we may have to come back on on that one
at a later day. Okay, well, you have laid the
soil out of which you, as you say, the vines

(17:00):
of Tetris grow. But I think we should turn to
the vines themselves, because what fascinating vines they are, a
lot of people might not have guessed this, so some
people probably already know the story. Uh. The creation of Tetris,
strangely enough, takes place in a nineteen eighties Soviet computing
lab in Moscow with a slightly board artificial intelligence researcher

(17:25):
discovering the ancient secret of Tetris under the ruse of
testing computer hardware capabilities um so. The the creator of
Tetris is named Alexei Petnov, and he was a computer
programmer and artificial intelligence researcher working for the Academy of
Science of the USSR SO the Soviet Union Zone Academy

(17:47):
of Science. And he was working in a lab that
would occasionally be sent a new piece of computer hardware,
and in this case, in the case of Tetris, they
were sent this thing called the Electronica sixty. It sounds fancy, yeah, wonderful,
And a part of paget knobs duties would be to
create software to run on the new computers of the

(18:08):
new hardware they're being sent in order to test what
it was capable of, so to say like, oh, okay, yeah,
this this computer is fine because it can run this
demanding piece of software. A okay. So in in paget
Knov's own words, this became his quote excuse for making games,
which I mean, that's gonna be a pretty cool job

(18:28):
comparatively in the Soviet Union. In oh yeah, I mean,
that's a pretty great situation anywhere where you find the
way to make your job even more engaging, or make
it engaging to begin with, without actually just completely knocking
off and doing your own thing. Right. So, paget Knobs
in this lab testing the electronic of sixty, and what

(18:50):
he comes up with to test it is Tetris. Tetris
is one of these games he creates. And I don't
know to what extent we really try to describe Tetris,
because I feel like almost everybody who's going to be
listening to this has seen Tetris. If you haven't, you
should go watch a video of somebody playing Tetris on YouTube.

(19:10):
Any number of official Tetris or Tetris knockoff versions that
you can just play online. Yeah, I found a free website.
I don't know if this is legal, it's probably not, actually,
but I found a website that has an emulator that
will emulate the any S version of Tetris that's in browser.
And it's pretty great at the any S version. I
really like the graphics. Yeah, yeah, it was a great

(19:32):
use of the you know, simple graphics to deliver the
Tetris experience. Though I do still prefer the music from
the game Boy version, but danswer the sugar plumb Ferry
is good to either way. You should you should play
Tetris a little get in the mood for this episode. Uh,
you can pause right here and go do that and
come back if you like otherwise we will continue. But basically,

(19:52):
what Tetris is is you've got seven blocks of different
shapes and these are the tetrominos that we were talking
about earlier, and they fall from the top of the
screen towards the bottom of the screen on a little
playing area, and the player can move the blocks around
left to right and can rotate them in increments of
ninety degrees, so you can flip the piece and you
can move it side to side. But what you can't

(20:14):
do is stop it from falling. There's the inexorable creep
towards the bottom of the screen. And so what the
player does is arranged the blocks to form and then
clear solid horizontal lines. Oh yeah, that's satisfying moment where
you have blocks all the way across a single line
and then that that line just vanishes. Yeah, And so

(20:35):
if the blocks stack up all the way to the
top of the screen, the game is over. Interestingly enough,
Paget and have said that originally the lines did not
clear in the version of the game he was making,
that you would just try to stack them, but he
found that the screen filled up too quick. You know,
you'd make these stacked rows and eventually it reached the
top of the screen. So then he came up with

(20:56):
the idea of every time you created a solid row,
having it van ish and and just turn into magical
abstract points. Then I think that's interesting because it you
can see the roots of the recreational mathematical puzzle there, right,
because you wouldn't have um that much space if you
were just throwing this out on a sheet of paper.

(21:16):
Yeah yeah. So if if the blocks stack up all
the way to the top of the screen, of course
games over that that's your death in the game terms.
And as the game goes on, the blocks begin to
fall faster and faster, which of course makes it harder
to fit them in as time goes on, and eventually
in most versions of the game, you get to something

(21:37):
that the players would call a kill screen or a
death screen, which is in the any S version at
least level twenty nine, or the transition between level twenty
nine and thirty, where the blocks just fall so fast
it's impossible to play anymore. You cannot continue though. Actually,
before we did this episode, I watched a documentary called

(21:57):
The Ecstasy of Order about tetris Cha ampiends that, which
I recommend if if you'll at home, want to watch
it. It It was really interesting and there are a couple
of players who do manage to get to level thirty.
In it, it's a very brief, fleeting victory. Does it
so that the game itself does not stop and say, hey,
you've won Tetris, but you've merely you've made it to
a threshold of survivability that no one else has reached.

(22:21):
With a vast majority of players know, it's not like
you've won. You've still died. You've just died a little
bit farther along the track the trail than anybody else
has gone before. And that's an interesting thing about Tetris too.
You can never win. There is no winning, there's only
getting farther before you die, which makes Tetris a lot

(22:41):
like life. It is, yeah, and been probably a good
lesson for a young gamer to encounter, where you especially
if you're up against the impossibility of mission impossible, where
there's just no getting to the end of it and
you just feel constantly like the metal gear these dogs stop. Well,
now I'll play Tetris. It's like the experience of the
game is you're never gonna get your money's worth out

(23:02):
of that game because you're not getting to the end
of it, to the narrative end of the game. But
there is no narrative in Tetris other than the simple
narrative of shapes coming at you that are stacked them
and try to stave off the inevitable. Yeah, so what
happened when Alexey Pajitnov made this game? So? He claimed
he was inspired by his love of puzzle games like
pin Tominoes, the ones that we're talking about before, and

(23:25):
he he came up with the mechanics of Tetris with
pent tominoes in mind, but then he decided to go
with tetrauminos to simplify things, basically, to make the game simpler.
Uh fun fact, since the Electronica sixty that he was
using had very little in the way of graphical capabilities,
the original shapes were made out of text characters. I

(23:45):
think there were brackets, so that would make sense. So
falling shapes made out of brackets. I do want to
throw in that there there are plenty of other knockoffs
of Tetris out there, and apparently some of them do
use pin tominos rather than tetrauminose. Oh dude. In preparing
for this episode, I played one. There's one online called
pent Trist that uses not pent Trist but but pent

(24:06):
Trists like Tetris, and it uses pin tominoes, and at
least in the time I played it, it was significantly
harder than Tetris. Yeah, yeah, I imagine it would be
just one more piece. Likewise, if you were to play
Tetris with simpler shapes, I imagine it would the game
would fall apart too easily, Like what if you were
playing them with dominoes, that would be that would just

(24:27):
be base level, way too easy, to the point if
you would get bored out it almost immediately. Yeah, I
think four really is the perfect number. I I will
argue very strongly in that in that propositions defense. But anyway,
pactually not recounts to The Guardian where he told his
own story about this. He says, quote, I pretended I

(24:47):
was debugging my program, but in truth I just couldn't
stop playing it. When other people tried it, they couldn't either.
It was so abstract that was its great quality. It
appealed to everybody. And I think this may be something
about why so many people can get into Tetris, even
people who don't usually play video games. They can pick

(25:08):
up Tetris and immediately feel at home and intrigued. And
I think it has something to do with the lack
of representational nature of it. It's like geometrical art you
might see in a mosque or something. You know, it's
like it doesn't have characters or familiar objects. It's just

(25:28):
shapes and space and time and movement. Utterly universal. Yeah, yeah,
completely devoid of any dependency on on its as similarity
to a real world scenario. It's completely in its own universe. Yeah.
So what happens when you create an amazing and addictive

(25:48):
game while employed by the Soviet Union, Well that was
an interesting question for peasant Nov and he kind of
feared what would happen if he tried to make money
off of his game. So the game started getting passed
around from place to place. In in Russia, there were
floppy disks of it that people were taking two different workplaces,

(26:09):
and then everybody would get addicted to it and not
do their jobs, so it sort of posed a problem.
Eventually it made its way to Hungary, and then from
Hungary it made its way to the rest of Europe,
the United States, Japan, and the whole world. Um. But
for for ten years, Paget Knobs seeded the game rights

(26:29):
to the government to the Soviet Union, and so he
didn't really see much money from Tetris for a long time.
But eventually, once that expired, in the nineties he got
more involved, and uh, I'm not sure if how much
money he eventually made off of Tetris. I I hope,
I hope it did well for him. Yeah, I hope
so too. I certainly remember seeing his name on even

(26:50):
the ne s because his ties. Your eyes were glued
to the program and you couldn't help but notice anything
in the system that resembled the outside world, such as
such as his name or St. Basil's Cathedral, which was
on the loading screen. Yeah, or yeah, if you did
really well in the game, I think you could watch St.
Basil's Cathedral being launched into space. Goodness, gracious, yes, yes,

(27:13):
why I haven't thought about that forever. I never really
understood why that happens, but it was it was it
the idea that the cathedral is secretly an alien spaceship
that has been planted on Earth. Then yes, and it
just it had to use our brain power, the collective
brain power of a Tetris obsessed planet, to to actually
launch it back into the stars. Yeah. But so Passion

(27:37):
now gives a pretty cool perspective on the role Tetris
played in the early consumer adoption of the computer. Actually,
he says Tetris came along early and had a very
important role in breaking down ordinary people's inhibitions in front
of computers, which were scary objects to non professionals used
to pen and paper. But the fact that something so

(27:58):
simple and beautiful could have here on screen destroyed that barrier.
I like to think that's true. Yeah, yeah, I would
think so. I mean you think of if you think
back to early computer games, to some many but not
all of them, we're a bit abstract looking on the
screen to the point where I could see them being
very intimidating. Like I remember as a kid, we were

(28:19):
at somebody's house and they had at some sort of
submarine simulation game, and only you really had to use
your imagination to see the any kind of actual submarine
uh simulation going on. Yeah, well, I mean have you
seen any of the old hundred Star Wars games where
they're trying to represent the characters from Star Wars or

(28:39):
the ships from Star Wars. But you know they've got
an a t a t walker like in the Empire
Strikes Back, and it's just it's a big dog. It's
like or it's a horse. It's a four legged animal
of some kind and you're just like some pixels flying
around shooting at it. And I don't want to criticize

(28:59):
limited graphics and and the importance of imagination, because some
of my favorite gaming experiences that had yet uh to
be equaled by our our heavy graphics age, or some
of those where you had just enough graphics graph graphical
detail to give you an idea of what it was
and the rest was your imagination. So yeah, yeah, that
that's true. I just think that there's less of a

(29:19):
gap when you're talking about using limited graphics to do
something abstract versus to do something that's supposed to be
representational of images you recognize. But anyway, Tetris after this
went on to become big business all around the world.
It was eventually licensed from the Russians by a video
game licensor named Hank Rogers, which led to what was,

(29:42):
as I've said, in my opinion, the definitive version of
Tetris with the definitive music Tetris on the game Boy.
And so in nineteen nine Nintendo released Tetris for the
game Boy and the NES and sold millions of copies.
And then of course in ninet Tetris became the central
game in the Do you remember these the Nintendo World Championships.

(30:05):
Oh this was There was the Fred Savage movie The Wizard.
Uh that I think it was all promotion for that. Yes,
so tech with Tetris in The Wizard. It's been so
ungin I've seen you know what, I've never actually seen
The Wizard. I remember virtually nothing. I think it was
really Wasn't it just a commercial for the power of
love pretty much? But this is the perfect game for

(30:27):
for that kind of scenario, right, because it's a it's
a test of a true test of skill. Yeah. Absolutely,
I think it makes perfect sense for this to be
the central game and a video game competition, because, like
I say, it's so universal, it feels so core, so ancient.
It's like the ultimate game, and there's something about playing

(30:49):
Tetris that is so inherently human. One of the things, Uh.
An interesting fact I came across about Tetris is that
Tetris is considered, it's in computational theory, a hard problem.
It's considered MP complete, meaning that even a computer cannot
play perfect Tetris. You can't write a computer program that

(31:11):
automatically optimizes Tetris moves and always makes the best move
because there is no known strategy for always determining the
optimal move. And this is not the case for a
lot of games. There are games like Connect four or
you know, plenty of other puzzle games where there is
inherently a best move you can make that you know

(31:32):
logic times. Humans might not have enough computational ability to
know what it is, but a computer can know. Yeah,
I think we can all relate to that in front
of Tetris playing experience, because you start off with a
definite strategy in mind. Generally you want to build it
up so that you can shoot down a vertical um
tetramino and just clear four rows at once, and then
do that again, do that as many times as you can,

(31:54):
but you're going to reach that point where that's no
longer an option. Where each shape, each new shape as
it comes and maybe you have the preview box that
tells you what the next one is going to be.
You can try and crunch that data as well, but
it's very much a real time problem from from block
to block. Yeah. Yeah, the preview boxes actually, I think
a really important part of Tetris strategy. I don't know

(32:14):
if I mentioned that when I was describing Tetris earlier.
I mean, you've played Tetris, you know. But the big
thing about Tetris strategy is it will show you not
just the block that's currently falling, but what the next
block up is. But after that, it's a big mystery.
And and even the computer can't solve this problem. There
is no computer that that can solve Tetris. It's a

(32:36):
it's a mystery. It's an ancient mystery. I insist it is. Okay,
So in this episode, we're eventually going to talk about
the neurological effects of Tetris on the human brain, the
sort of the psychology and neurology of Tetris. But before
we get into that, we got to mention one more
thing about Tetris and culture, which is all of the

(32:56):
wonderful Tetris knockoffs that have that have come from this game. Because,
like anything that sells millions and millions of copies and
becomes a phenomenon, uh, like Tetris, you're gonna see other
people wanted to get in on the on the action,
uh and put their own particular spin on it. And
a lot of many of them are great. They're perfectly serviceable,
they're just complete rip offs. Sometimes they try and add

(33:18):
their own thing, like trying to use a different polyomino
in order in order to spice things up. But one
of my favorites is just pure fluff on top of
a traditional Tetris game, and that's the release Monty Python
and the Quest for the Holy Grail, a PC game
which included a Tetris mini game called drop Dead that

(33:40):
involved fabulously throwing plague victims into a mass grave. So
so they were shaped, Yes, each tetromino is shaped like
a medieval peasant, and sometimes their body has been you know,
this way or that, or they're just completely uh straight,
but you're throw you're throwing those into the mass grave
and the bodies keep piling up and they're falling fast

(34:03):
like any kind of a Tetris game, with the added
feature that sometimes one isn't quite dead yet and makes
it makes moving it around more challenging because it's fighting
back and trying to to wiggle free, and you just
want to throw as many bodies into the mass grave
as possible. Right, Yeah, you got a job to do. Yeah,
So that's that's the best I've I've ever seen. Um,

(34:25):
you there have been various other attempts to spice it up.
There was a particularly there's a two thousand four mini
game in Mortal Kombat Deception. Oh man, they're still making
Mortal Kombat games in two thousand four. Yeah, they still
make them today, I guess. Yeah. In Mortal Kombat X
just came out. I don't think. I don't think everyone
beyond Mortal Kombat three in the arcade game version, well

(34:47):
there was you know, four was kind of a I think,
a dark point for a lot of people. But I
know that they put up They put out some great
games in recent times. But the Tetris mini game in
two thousand four was not actually so great. It was
just like typical Tetris with some little bobble head Mortal
Kombat characters. I think they would have been far better

(35:08):
off just ripping off Monty Python's take on it and
just have you know, dead monks and ninjas falling into
a pit. Yeah, so, uh, Katana's out there doing finishing
moves on people and throwing all their dead body parts
into the I can see that. But they were probably
you know, pressed for time, so that seems like they've
got just violent variations on Tetris basically. Yeah, but then

(35:32):
there's also the sexy take, and I'm gonna leave you,
the listener to explore this more on your own. I
don't know if there's a definitive sexy Tetris, but it
looks like they're various scenarios that involve humanoid tetraumino's interlocking
with each other. So it seems inherently disturbing, like stacking sex.

(35:53):
I guess, you know, kind of a Kama Sutra um
group sex take on Tetris. It's out there if you
want to explore it. Uh. And then I think they
also just have Tetris with a backdrop of a naked
person or something, so that exists as well. Uh, an
interesting attempt to put some sort of fluff on top

(36:14):
of this most perfect game. You don't need that. That
would be distracting. It's Tetris, That's what I'm thinking. I mean,
why are you trying to mess with Tetris. Yeah, it
seems like you would have only that's the kind of
game you would only play for a few minutes and
go like ha ha, that's clever, or oh that's not
really clever, and then you'd move back to just playing
pure tetris right. One of the Tetris arcade games I

(36:35):
saw in the in the documentary I was talking about earlier,
the Ecstasy of Order is invisible Tetris. I didn't know
about this before, but that's where you can only see
the blocks while they're falling, but once they land, they
become invisible. I can't even imagine trying to play that.
That sounds really frustratingly hard. I would again, I'd rather
just play regular Tetris, and of course would be remiss

(36:56):
if we didn't mention the various three D forms of
Tetris that have come out where you're using three natural
tetrominos and trying to assemble them. And I played those before.
Those those I feel like those are also fun for
a limited amount of time, and then you want to
go back to good old two dimensional Tetris. We keep
saying Texas instead of Tetris. It makes me think that
there should be a geographical representations or like you know,

(37:20):
U S States represented as as as square block formations
that you try to fit together. Yeah, yeah, the United
States as an assembl at Like, how does t see
fit into Texas? I guess you couldn't do it proportionally
because every time in Alaska fell, the game would just
be over. But we should take a break to hear

(37:42):
from our sponsor, and then when we come back, we're
going to talk about some of the brain science of Tetris.
Some of the science has been done on how Tetris
affects our minds. Hey, we're back, So it is time

(38:03):
to talk about something that has been called in the
media the Tetris effect or Tetris syndrome, which I like
that one even more because it has a slightly nefarious
air to it. Yeah, so I have talked about how
I think Tetris is an ancient mystery. But have you
ever noticed how the six rectangular pains on each half

(38:24):
of a home window can form all of the Tetris
blocks except, of course, the most beautiful and most cherished
of all blocks, the long bar, But all the other blocks.
You know, you you've got the six pains arranged in
the two by three formation. You can make the T,
you can make the L, you can make the S
and the Z and the square. And how the corners

(38:47):
of the coffee table in your house are kind of
like L blocks, which just fits so nicely against the
square block. That really is the essence of this foot rest.
And really, when droplets of water be together on a
rain splashed window and eventually flow away, it really is
a lot like how the stacks of blocks flow away
from viewing Tetris once you've completed four solid lines. And

(39:11):
then of course you begin to see how the Tetris
blocks do come creeping down from the darkness at night
when you lie in bed, and they follow you into
your dreams. And how I'm going to stop you there, Joe,
because this sounds like, if not Tetris syndrome or the
Tetris effect, perhaps even Tatris madness, all blown Tetris madness. Yeah,
this is what most people have described as the Tetris effect. It's,

(39:34):
in short, when Tetris players have dreams or mild hallucinations
about the game, the mechanics and visual aesthetic of the
game follow you beyond the gameplay itself into your life.
You see Tetris in the world, you hallucinate blocks and
places where they're not, and you dream about them as
you're falling asleep at night. I definitely remember this from

(39:57):
that Christmas that we got Tetris playing it for certain
a number of hours, and then afterwards you close your
eyes and then against the darkness, you see the blocks falling.
And then you're trying to sleep at night and you
see the blocks following, and you're dreaming and the blocks
are still falling. And it was never frightening, but it
was just it was like unlike anything I'd experienced before.

(40:17):
It was essentially a paranormal experience, uh, but but one
that was so abstract, so so without narrative. It wasn't
like I was seeing space, aliens or anything. You were
just seeing the pure geometric wonder of Tetris playing through
your your vision, you know. I looked up online to

(40:37):
see if this had happened with any other games, and
it certainly has, I think, maybe not to the same
extent as Tetris. But I google the Minecraft to hallucinations.
I've never played Minecraft, but I just wanted to see
what you'd come up with, and oh yeah, I found
some Yahoo q and Yahoo answers and some forum threads
where people are like, I'm I'm dreaming about things from Minecraft,

(41:01):
and I'm seeing Minecraft blocks all over the place. This
does seem to be a way in which our brains
are susceptible to visuospatial tasks or images that we have
to manipulate in a virtual world, especially in something as
addictive and engrossing as Tetris. And this has been reported

(41:24):
on for a while now. The earliest reference I can
find to the term the Tetris effect. Uh, and this
seems to be most people say that this is the
first time the term appears is a n article called
this is Your Brain on Tetris from Wired. Yes, great article.
It's still off online, you can still access it. Yeah.

(41:46):
So it was written by Jeffrey Goldsmith. And if you're
too young to remember the this is your Brain on
Drugs commercials And I don't know how widespread that reference
point is anymore. Uh, it was, well, it was one
of the most charming touchstones in the nineteen He's propaganda,
Ward's narcotics. But Guy's got an egg. He holds up
the egg, he says, this is your brain. He cracks it,

(42:07):
drops it in a pan, pries it says, this is
your brain on drugs. Yeah. Great, great marketing. Uh, but
but the the effectiveness of that marketing is a is
a topic unto itself for sure. Yeah. So the obvious
implication is of Goldsmith's title This is Your Brain on
Tetris is that he's sort of accusing Tetris of being
a hallucinogen or some kind of psychotropic agent. Uh. Yet

(42:30):
he also brings over the associations with addictiveness or compulsive behavior,
and I would just want to read a quote from
his article. He says no home was sweet without a
game boy. In nine that year, I stayed for a
week with a friend in Tokyo. For a week in
quotation marks I think meaning longer uh, and tetris enslaved

(42:53):
my brain at night. Geometric shapes fell in the darkness
as I lay on the loan to tommy floor space.
Days I sat on a lavender suede sofa and played
Tetris furiously. During rare jaunts from the house, I visually
fit cars and trees and people together, dubiously. Hunting a
job in a house, I was still there two months later,

(43:14):
still jobless, still playing my friend. An economists threatened a
battery deprivation, but he knew my habit ran deep, knew
that I could always tilt, blinded by sunlight, to a
convenience store to save face. I would buy a box
of tiny chocolate filled bears as if double A power
cells were an afterthought, not the meaning of my wretched life.

(43:36):
And he also refers to Tetris later in the article
as an electronic drug or and this is a great term,
a pharmatronic farmatronic. I like it. I don't know if
that later appeared in like William Gibson novels or something,
but it sounds like it should. But anyway. Goldsmith then
reports on some research we're going to describe in in

(43:58):
just a minute about what the brain of a Tetris
player looks like. But the term Tetris effect shows up
later in his article, where he says the Tetris effect
is a biochemical reductionistic metaphor, if you will, for curiosity invention.
The creative urge to fit shapes together is to organize,

(44:18):
to build, to make deals, to fix, to understand, to
fold sheets. All of our mental activities are analogous, each
as potentially addictive as the next. So once again we
see that Tetris it's a perfect metaphor for just about
everything we do in our life. Yeah, I mean not
only just the inevitability of of annihilation, but just the

(44:42):
it's just our the basic way that we tackle mental tasks.
It combines the the seeking order effect, like we're trying
to create solid blocks out of these you know, disordered,
unfitting shapes, and so we're seeking to create order to
impose his order on a chaotic universe. But it also

(45:02):
has the uh, the task clearance type of mechanic that
we use throughout our daily work lives. You know, you
have a you have a to do list, and the
most satisfying part of every day is crossing that thing
off your to do list, which in Tetris you get
you get to do constantly. You know, every some number
of seconds, you clear a line and it disappears, it

(45:24):
quite literally disappears, and in being crossed automatically off your
to do list. So it Tetris again mimics life, and
sometimes life throws some bad blocks at you and you
just have to accept that they're not going to fit
into your order. But maybe that next block will help

(45:44):
you work this one out and it's eventually you'll create
some sort of order around it. Yeah, I think that's
entirely true. And if you listen to these professional Tetris players,
the one who are the ones who get really deep
into it, you know, they'll they'll talk about the sort
of the fortune goddess of Tetris, the Tetris god who

(46:04):
doles out good blocks and bad blocks. And you know,
to a certain extent, the blocks you get are randomized. Um,
but they're randomized in a particular way. There's this thing
referred to as a bag that keeps a certain number
of blocks in it, and you get you get the
blocks from the bag, and then it's re randomized. But uh,
they like, you can get a good run where they'll

(46:25):
give you lots of long bars and it's very nice,
happy times. You can get that to be to to
be irritating though, if you've got too many long bars,
Like why am I getting all these long bars now?
I'm just having to just throw them on top of
each other horizontally at the bottom. I need these later
to to really drive home and kill. Yeah, why wasn't
I getting these long bars when I was getting like

(46:47):
seventeen S and Z bars. Uh? Those S and Z
bars really are the worst. They're the ones that make
the game as as cruel as it is. Yeah, but
there was another quote I wanted to read, actually, that
was from a psychologist, Russian psychologist named Vladimir Pokilko, and
this sort of addresses the Tetris effect. Pokilko was a

(47:09):
friend and partner of Alexei Pagetna, of the creator of
Tetris Tetris, and he was one of the original patients
in the first outbreak of Tetris madness in Russia in
nineteen four. He he got to play it before it
was a commercial item, back when it was a secret
brain infection being traded on floppy disks around in Moscow.

(47:30):
And he says about Tetris, quote, the main part is
visual insight. You make your visual decision and it happens
almost immediately. Insight means emotion, small but many of them
every two three seconds. The second mechanism is unfinished action.
Tetris has many unfinished actions that force you to continue
and make it very addictive. The third is ottomization. In

(47:54):
a couple of hours, the activity becomes automatic, a habit,
a motivation to repeat. So, yeah, you've got some explanations
there for maybe some of the cognitive appeal of constantly
returning to thoughts of Tetris, if it's sort of taking
over your brain, because you've got the pleasing feeling of
solving a visual problem, you've got in the constant reward.

(48:15):
Every time you solve it, you've got the unfinished action,
always drawing you back to the problem. There is no
conclusion to tetris. You'll never finish it. Yeah, it's impossible,
and so failure is never super frustrating because failure is inevitable. Yeah.
And then, of course the thirty says is automization. Eventually
it becomes uh, not so much a deliberate action, but

(48:36):
just an automatic part of your brain. You do it
without even thinking. Yeah. I do also want to mention
while researching the articles about the Tetris effect in the
nineteen nineties, that I came across some frankly hilarious or
at least retrospectively hilarious scare articles about games and technology

(48:57):
destroying your brain. Uh there, Oh man, it was so
funny about talking about this theory from the ninety nineties
called cyber sickness. There there was a paper from the
Technology Review in the nineties called Cybersickness Virtual Realities Dark Side.
It's really funny looking back on the techno paranoia of
a previous age, especially when it's addressed at things that

(49:20):
we now consider to be so inherently harmless. I mean,
who is worried about a virtual reality because it turned
out to be such a bust and be Tetris? Yeah, well,
I think you could. There is a case to be
made that certainly there are destructive elements to obsessive video
game playing. So well sure, I mean if it comes

(49:40):
at a if you spend enough time on it, that
it's at a cost to your life. But certainly not. Yeah,
nothing that would that that really matches up to that
headline cyber sickness. Virtual reality is dark side. Yeah, but
I think now we need to look at some neuroscience
and psychiatry to see what's going on when you play

(50:02):
Tetris and how it affects your brain. Yes, certainly the
research underlying of these Tetris observations that we've been discussing here.
So one of the first big ones came out in
nineteen Uh. This is from a Richard Hare of the
University of California at Irvine's Department of Psychiatry and Human Behavior.

(50:24):
So they did what you might expect, they scanned the
brains of Tetris players. Okay, this is interesting because it's
not just psychology here. They're not just getting people to
reflect subjectively in their Tetris experience, but they're gathering physical
evidence about playing Tetris. What does it actually look like? Yeah,
so yeah, they're looking and actually looking at brain behavior

(50:45):
during the playing of Tetris at varying stages, so hair
is suspected, and ultimately found that the brain requires less
energy to play higher levels of tetris um as opposed
to lower levels. We which sounds crazy at first because
we all know how how easy those early levels are

(51:05):
and when you first start playing it, you know it's
it's pretty easy. Going higher levels that gets so fast. Yeah,
that's when the stress really you think that would be
when it was just you'd have maximum cognition levels going on.
But uh so, this is what they found in first
time users. Tetris significantly raises cerebral glucose metabolic rates or

(51:25):
g m rs. So brain energy consumption soars as your
head cheese tackles this puzzle for the first time. So
your your brain is it's it's dealing with the difficult
task and it says, I need sugar, give me energy. Yeah,
and especially with Tetris, and I imagine especially for someone
who is you know, a novice to puzzle games of

(51:45):
this nature, You're suddenly encountering this game that is easy
to get into but drastically different in its presentation compared
to anything else you've done before. Yeah, so you said
this was funny. You said in first time users. I
assume you meant players if you're making a drug joke there.
I can't remember users that the term that I threw in,
or if I picked that up from the original study.

(52:07):
But um, but so, so those were the novices. What
happened after that? Okay? So after four to eight weeks
of daily doses of Tetris, uh, g mrs sink to
normal while performance increases seven fold. Okay, and so ultimately
Tetris masters have the lowest final g mrs of all.

(52:28):
So as your skill increases and you get more and more,
you become the Tetris master. The thing it tells you
at the end if you do really good, congratulations you
are Tetris master. Um, your brain uses less energy to
get you there. Yeah, I mean, in effect, Tetris tain't
trains your brain uh, and become to become more efficient
at carrying the cognitive load required to solve the puzzle. Man,

(52:52):
that seems so counterintuitive. Yeah, but here's the thing. Those
high GMR levels, they leave you a feeling all amped
up and uh and this is uh, this is your
brain amped up to learn something new and guzzling down
that energy to make it happen. And once it has
acquired the skills, it ceases to guzzle all that glucose.
So so yeah, it's your brain crunching this new problem,

(53:14):
figuring out how to how to solve it, and figuring
out how to solve it, uh with with a with
a lower energy expenditure. Yeah. So, as Hair says, the
brain might just become more efficient as the Tetris becomes
or the Tetris solving program in your brain, as he says,
becomes more unconscious and automatic. Yeah. Alright, So the next
study we're gonna look at answers that question that many

(53:36):
of you might have. What if the dude from Memento,
the guy, the Guy Pierce character, what would happen if
he played Tetris? Okay, so you're you're not talking about
Joe Panaliono. No, we're talking talking about Guy Pierces. Uh
no short, no, no new memories, dude, Interiro grade amnesia.
He can't form new episodic memories and things that have

(53:57):
recently happened. Yeah, what would happen if he played tetris? Well,
Luckily there's a study that examines this. This is a
two thousand study by Harvard psychiatrist Robert stood God. So
he set out to study a similar feeling to that
of playing tetris. Uh, that of a mountain climber who
continues to feel the rocks beneath his or her hands
after a day of climbing. And I imagine this is

(54:19):
similar to you know, that feeling as you lay in
bed after a day on the beach and the surf,
where you still feel the surf or certainly something that
comes to my mind and also, and also reminds me
of of Tetris hallucinations and Tetris dreams is that when
I worked in newspapers, I did a lot of paginations,
like in designed to build these pages in the paper,

(54:41):
sort of a form of tetris. Really. Yeah, I would
often refer to it as word tetris because it's just
words and images articles, and you're blocking all the pieces together,
and a lot of times they are shaped like Tetris
blocks to form this complete hole. And of course there's
the added stress though that this is a product that
is eventually going to be printed and sent out to
all these people, and you don't want there to be

(55:01):
any errors. And there's so many, so many places that
there can be an error. If only you could have
the crutch of adjusting the kerning on a real Tetris block. Yeah,
so the uh, yeah, a little little pagination humor for
for everyone out there. Um but but I remember having
dreams at night where I was in my bed, laying

(55:21):
in my bed and the pillows in the bed were
either illustrations or articles on a on a on a
page and in design, and that if I moved in
the bed at all, it would upset the arrangement of
the front page of the newspaper. Yeah. So it's that
sort of thing. Or if you're if you're a Tatris player,
it's Tatris hallucinations. If you're a rock climber, it's uh,

(55:42):
it's kind of rock houstin agency experience after the fact. Yeah.
So I got to mention talking about the study the
title of it, because the title is too good to miss.
It's called Replaying the Game hypnogogic images in normals and
amnesis normals normal normals, All right, normals. This is how

(56:02):
it all went down. So stick Old asked twenty seven
participants to play seven hours of Tetris over the course
of three days. There are three groups involved in the study.
Twelve novices okay, novice players, ten experts they're referred to
as Tetris masters, and five amnesics with extensive bilateral medial

(56:25):
temporal lobe damage. These five individuals were absolutely unable to
learn and retain new episodic memories. Okay, so if you
sat them down and taught them how to play Tetris
and then met them again the next day, they would
not remember that that had happened exactly. Yeah, so this
is what they found. So the novices and experts all
reported that they saw Tetris pieces floating down in front

(56:48):
of their eyes as they were going to sleep at night.
Not surprising, we know that's how it works. It's expected. However,
the even the amnesics saw the blocks at night, even
though they could not rem member playing the game, and
as it turns out, they actually could play it. Just
find the quote the performance of the m music patients
showed only minimal, albeit significant improvement over seven hours of play.

(57:13):
So their brains were still learning to play tetris even
though they had no memories. Yeah, they weren't learning as
well as the other novices, right, but they still were learning. Yeah, uh,
strange And and this gets in of course, into the
fact that there are numerous ways that memory works in
the brain. There are different forms of memory. The two

(57:35):
most important ones here for our purposes are as follows.
First of all, in the hippocampus you have. This is
the area that registers those episodic memories, the very memories
that the m musics here could not form. Explicit memories
of actual life events, episodic memories, Yeah, what happened yesterday?
What did I do? What was it like? Playing tetris?

(57:56):
But then the cortex registers implicit memories, the stuff we
learned but no, don't necessarily have conscious access to. So
might this be something like how to ride a bike
or like that? Yeah? Things uh? Or imagine many of
you encounter this with with passwords or things you type
into the computer. Sometimes you can't you can't say what

(58:18):
it is. You have to do it too, and then
rediscover what you're actually doing. Yeah, you've made that method memory,
but but you don't have a direct recall of the event. Right.
So this study the experiences ob the mnesics here's suggests
that Tetris syndrome is as much a matter of implicit
memory as anything else, and that the brain is extracting

(58:39):
memories from our experience, even subconsciously. Um. And then furthermore,
the as memory consolidation uh takes place during sleep, Tetris
divisions may stand out as a manifestation of that process.
So yeah, I think this is taken as evidence in
favor of the hypothesis. I don't know if of what

(59:00):
degree it's a hypothesis or a widely accepted theory, but
the idea at least that memory consolidation is what dreaming
is largely about in sleep. Do you know how accepted
that idea is? I mean, is that pretty solid or
is that so it's pretty solid based on an episode
recorded earlier in the year where I was researching the

(59:23):
power of naps and the importance of naps, ethisodic memory
formation came up a lot in that, So I think
it's pretty accepted. Huh. Okay, Well, that's interesting because the
idea that memory consolidation takes place during dreams and sleeping
is going to come into play in a paper that
I'm going to reference in the next episode, which will
also be Tetris themed. So this science is fascinating because, uh,

(59:48):
it explains something that is disturbingly common. I mean, one
of it would be one thing if every now and
then some weirdo said, well, I I hallucinated Tetris blocks.
But this seems be completely normal, completely widespread for people
who play the game. It takes over their brain in
this way and sticks with them, and they hallucinate the
blocks later. So I decided, as I said earlier, to

(01:00:10):
search around and see if this happened with other games.
Like I mentioned, there are people talking about Minecraft hallucinations,
and there are people who talk about hallucinations related to
other games, So that the principle of seeing the world
in terms of visuospatial game elements, or even experiencing hallucinations
of auditory and visual elements from games, is not unique

(01:00:33):
to Tetris, though with Tetris it might be stronger than average,
or maybe even much stronger than average. But anyway, that
leads some experts to want to group what we're calling
the Tetris effect under the broader category of what's called
game transfer phenomenon. So there has been some research on this,

(01:00:54):
but essentially it's been based on interviews and interacting with
people who play video games and cataloging their experience to
see if they transfer elements of game content or game
interface into their real lives. I've seen accounts of individuals
claiming to see health bars from playing World of Warcraft,

(01:01:15):
and I definitely remember, like the only other game transfer
um phenomenon that I can attest to my own life
would be from playing way too much Grand Theft, Auto
Vice City, and I can't, for the life of me,
I can't exactly remember what I was seeing, but I
would go from playing a lot of that too, then
driving to work, which was stealing cars as well. No,

(01:01:39):
luckily I can go that far. But certainly, the the
experience of driving the cars in the game was was
was was impacting the way that I observed driving a
car in real life, which was a little scary considering
all the things you do with cars in that game.
That is a little scary, and that figures big into
how the media has covered this. Uh, this scientific recognition

(01:02:03):
of video game of game transfer phenomenon. But there there
are much smaller, more innocuous versions of this. I mean,
have you ever said, let's press pause or I just
leveled up on something about a real world situation, or
achievement unlocked or exactly yeah, somebody, somebody tweets achievement unlocked
Swedish meatballs for breakfast. I mean, uh, that is that

(01:02:26):
is an example of game transfer phenomenon. You're you're porting
something about the game content or experience into your daily
life outside the game. It kind of goes back to
our Techno Religionist episodes that we recorded where we talked
about how you can't help but incorporate technology into your
symbolic metaphorical understanding of reality. And so I often think

(01:02:47):
of like in many different topics that apply to the
human experience. I often think in terms of the health
bar and some of the type of bar, whether you're
talking particularly. I remember in researching Willpower and how willpower
our works and in its stated status, is this kind
of depletable resource in the human mind you end up
thinking about video games. It's the logical way to make

(01:03:08):
sense of that and to picture it. Yeah, So some
media coverage about exactly the kind of thing you're talking about,
the intersection of of science and video games is of
course not so sensible. And and as we've said, this
example is no exception in response to the game transfer phenomenon.
I know, one UK newspaper ran the headline gamers can't

(01:03:28):
tell real world from fantasy, and generally much coverage has
focused on sensational, violent implications of this kind of faulty premise.
The researchers themselves disowned that kind of coverage. They're like, no,
that's now what we're saying. Almost all of this is harmless,
and they sort they compare it to the ways we
incorporate other metaphors from other types of content and media

(01:03:51):
we consume into our lives. I mean, it's just you
could express things in terms of a TV show you
watched or a book you read. When you participate with media,
you you get some metaphors or some you know, cognitive
sticking points from it. Yeah, Like it's not that weird. Yeah,
Like I think of any other phrases that we have,
you know, fast forwarding through something again, pose on something,

(01:04:14):
or let's put a pin in this, which of course
indicates that the speaker likes to torture insects in the
fair time, So keep that one in mind. Yeah, the
the malevolent lepidopterist of your office. Yeah. So while the
using the phrase achievement un locked or something isn't all
that weird, I do still think the Tetris effect is

(01:04:34):
remarkable and strange the idea of these, uh, these consistent
and nearly universal Tetris hallucinations and dreams, and that makes
me wonder, well, does the Tetris effect belong in this
category of game transfer phenomena or is it something unique?
Is it something on a separate at a different level.

(01:04:54):
Pretty much, I feel like it might be. And in
the next episode that we that we're doing on Tetris,
I think we'll see elements of that. Now. I've been
thinking about it in terms of Tetris being the purest
form of the drug, and you can, certainly and maybe
you should, dilute the purity of that drug when you're

(01:05:16):
applying it in certain scenarios, right, because, like spice, it
may enable you to to have some precognition and to
stand at the top of the dune of the universe
of space time and see beyond what normal humans can.
But you've got to keep coming back. Oh, man, I
wonder how spice would affect your ability to play Tetris,

(01:05:36):
Like what would see the entire bag your preview screen
would have hundreds of blocks in it. Oh and then
what what the guild navigator? Of course would you would
would make sure to pick the best block possible for
the next turn, whatever the safest block choices. But as
we've showed, there is no such thing. There is no

(01:05:57):
optimal Tetris play. There there's better and worst Tetris play,
but there's no perfect Tetris play. So would you be
able to find that golden path through Tetris? You couldn't.
I guess it's an unresolved game. Yeah. Anyway, we are
so excited about the science of Tetris that we're going
to come back next time to talk about some very

(01:06:18):
fascinating Tetris research, more about how Tetris interacts with our brains.
We're going to talk about why Tetris feels so good
to play, but we're also going to talk about tetraspace
therapies for the Tetris cure. Essentially. Yeah, so we're going
to continue to dive into the power of Tetris. But
then what can we do with that power? How can

(01:06:39):
we utilize it? How can we harness Tetris and use
it to improve our lives? In the meantime, if you
haven't played Tetris in a while, I encourage you to
unlock that ancient secret yet again. Open the puzzle box,
play a little bit of Tetris, and then come back
and visit with us again next time, and and share
in the deep mystery and wonder of the Platonic puzzle

(01:07:01):
universe with us. So until next time, check out stuff
to blow your mind dot com. That's where we find
all of our blog posts, are podcast episodes, are videos,
and indeed the landing page for this episode will include
links out in some related materials on the site as
well as some of the resources we've been discussing here
with you today. And if you want to get in
touch with us and let us know your personal Tetris

(01:07:23):
history or your thoughts about cognition, human neurology and video gameplay,
you can email us at blow the Mind at how
stuff works dot com for more on those and thousands

(01:07:43):
of other topics. Is that how stuff works dot com.
I don

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