The last few years have seen people learn how to “roll”, effectively lightly pressing left or right and then drumming their fingers on the back of the controller, getting discrete taps far faster than typical. That lets modern players continue playing at level 29 speeds, and since the speed never increases again, they can play until the game gets to situations that could reasonably be ignored as impossible in the 80s.
The essence of this trick being that one can move multiple fingers to hit successively with time intervals impossible for a single finger; the same mechanism is also how fast typists work.
Edit: the article covers much of this! Based on the 3 byte display I'm guessing it is indeed BCD as others have noted, with slower software routines to get around the 2A03's lack of a decimal arithmetic mode. The slower operation may be part of why the crash is possible, but the mechanism is simple unguarded lag: NTSC isn't going to wait around forever and the program wasn't prepared for this.
This is also an interesting one...
Thought 1 - is this a result of the limitations of assembly coding? Is it more efficient (either computationally or memory-wise) to store 29 constants rather than doing it computationally? This would make "29 levels" a conscious assumption and I'm assuming there must be some kind of technical hardware limitation that makes it 29.
Thought 2 - is this a result of game coding logic?
Game code runs on a game loop. So there is a "minimum" logical number of frames that things could possibly happen i.e. 1 frame. So, the "max speed" is set at 1 frame. You can't go any faster than that. So if they just made (e.g.) 1 frame less per next level, they just decided that 29 frames was a nice starting speed.
This makes "29 levels" less of an assumption, and more a consequence of other decisions.