all the talk they're going on about regarding the "super kill screen" rule they made after last year (which'll hopefully put in some dramatic appearances tomorrow) really puts in perspective the way this game works. i've been jokingly calling it "shitty tgm" for years, though maybe "rude tgm" would be a better word. this deadly, impossible situation in NES tetris is, in terms of falling speed (2 block heights per frame), the equivalent of...tgm's 2g, the extremely comfy level 300 speed where it feels super easy to flow and do whatever you want. tgm's highest speed is referred to as 20g (in short: pieces land before they can be moved horizontally, even on an empty field), and although you need certain strategies to play it successfully, is quite obviously theoretically infinite and bounded by the game length limits instead
basically this game is 10x harder execution wise than tgm. objective measurement