Book 0 Glossary

A) Spiritual Terms

    Afterlife:

    The continuation of consciousness after the death of the physical body. A transitional phase for healing, review, and preparation for the next state of existence.

    Consciousness:

    The fundamental “light” of existence. It is the capacity to know, perceive, and experience. All levels of reality are modulations of consciousness.

    Duality / Polarity:

    The realm where opposites appear—light and dark, joy and sorrow, life and death. It is the training ground for the soul’s growth, not the ultimate truth.

    Emptiness / Sunyata:

    The insight that nothing possesses inherent, fixed existence. All things arise interdependently, fluidly, and without separate essence.

    Energy:

    Not mechanical force, but conscious will. It is the capacity of the spirit to create change, intention, movement, and manifestation.

    Grand Cycle (Michael Teachings):

    A full arc of the soul’s evolution through all levels of physical and non-physical existence, ending in reintegration with the Source.

    Karma:

    The energetic momentum of action, intention, and choice. Karma is not punishment; it is the natural balancing force that steers consciousness back toward alignment.

    Life Review:

    A panoramic, multidimensional evaluation of a lifetime, experienced after death. It reveals the impact of one’s actions on oneself and others, from a state of unconditional understanding.

    Maya:

    The illusion of separation and physical permanence. Maya is not “false” but incomplete—reality seen through the lens of limitation.

    Mental Universes:

    Non-physical realms generated entirely by consciousness—often experienced in dreams, deep meditation, or post-death states.

    Near-Death Experiences (NDEs):

    Events where consciousness temporarily separates from the body, often resulting in profound insights, expanded awareness, and spiritual transformation.

    Oneness:

    The truth that all beings and all phenomena are expressions of the same consciousness. Separation is an appearance, not a fundamental reality.

    Other Universes:

    Realities governed by laws of physics or metaphysics different from our own; alternate cosmic architectures within the broader multiverse.

    Out-of-Body Experiences (OBEs) / Astral Travel:

    A deliberate or spontaneous shift of awareness outside the physical body, allowing perception of non-physical realms.

    Parallel Universes:

    Multiple branches of reality evolving simultaneously, each expressing different choices, trajectories, or probabilities.

    Planes of Existence:

    Distinct layers or densities of reality, each operating by different laws. Commonly described as seven planes—from the physical to the astral, causal, mental, and beyond.

    Reincarnation:

    The process by which the soul returns to physical life repeatedly to grow, learn, and balance its experiences.

    Soul:

    The individualized expression of the One—a spark of divine consciousness undergoing experience, learning, and evolution.

    Space:

    A structural illusion of the physical plane that creates the appearance of distance. In higher realms, space collapses into immediate presence.

    Spirit:

    The eternal, non-physical aspect of a being—pure awareness before it incarnates, after it dies, and during every lifetime in between.

    Spiritual Stage / Soul Age:

    A framework describing the soul’s evolution across lifetimes. Each stage reflects a deeper capacity for wisdom, compassion, and self-awareness.

    Tao / The One / God / The All-That-Is:

    The ultimate, indivisible source of existence—beyond form, time, and distinction. Not a being but the infinite field of consciousness and potential from which all beings arise.

    Time:

    A learning tool specific to physical reality. In higher planes, time becomes nonlinear, simultaneous, or irrelevant—measured instead by states of consciousness.

    Vibration / Frequency:

    The energetic resonance of a being’s consciousness. More expansive vibrational states reflect clarity, compassion, and unity; more limited states reflect fear, attachment, and fragmentation. There are no higher or lower vibrations—only what is more expansive or less

    B) Tetris Terms

    180 Rotation:

    Flipping a piece upside-down (allowed in some games like Tetris: The Grand Master).

    4-wide / 3-wide / 2-wide:

    Intentionally leaving a 4/3/2-column gap for combo setups.

    7-piece Randomizer:

    A randomization system that shuffles all 7 tetrominoes (I, O, T, L, J, S, Z) into a “bag,” ensuring each piece appears once per 7-piece cycle. Prevents long droughts of a single piece.

    All-spin:

    A variant where all pieces can perform spins like T-spins.

    APM (Attacks Per Minute):

    A measure of how many garbage lines a player sends to opponents each minute in multiplayer Tetris.

    Attack (Garbage):

    Lines sent to an opponent’s board after a line clear.

    Back-to-backs:

    Consecutive line clears without using a non-Tetris (non-quad) or non-T-spin line clear in between, often granting bonus points.

    Burning:

    Clearing lines inefficiently to survive (e.g., singles during garbage pressure).

    Cavity:

    An area with a depression that isn’t filled, often surrounded by taller surrounding stacks.

    Cleanliness:

    Efficient stacking with minimal covering or blocking of below holes with tetrominoes.

    Combo:

    Clearing multiple lines consecutively with successive piece placements.

    Counter (Garbage):

    Canceling incoming garbage with your own line clears.

    Donation:

    Often refers to T-spin donations, which involve making a T-spin by temporarily blocking the next garbage hole with tetrominoes.

    Double:

    Clearing 2 lines simultaneously.

    Downstacking:

    Clearing lines to lower the stack height, often in vs. modes.

    Field Dependency:

    How the current field structure dictates which specific pieces are required to maintain stability or continue efficient stacking.

    Field Harmony:

    Defined as choosing mino placements that lead to the broadest and smoothest stacking follow-up while minimizing dead-ends.

    Finesse:

    Optimal movement inputs to place pieces with minimal keystrokes.

    Fishing:

    Waiting for a specific mino piece dependency to arrive.

    Freestyle:

    Improvising stacks vs. pre-planned setups.

    Ghost Piece:

    A translucent preview of where the piece will land.

    Guideline Tetris:

    Modern Tetris rules (e.g., 7-bag randomizer, hold piece, hard drop).

    Hard Drop:

    Instantly placing a piece with one input.

    Hold Queue:

    The slot to store a piece for later use.

    Hole-Switching:

    Using the L, J, T, or I piece to switch the location of a garbage hole using a skim.

    Line clear:

    Removing one or more lines from the stack.

    Misdrop:

    Accidentally placing a piece in the wrong position.

    Next Queue:

    Display of upcoming pieces (length varies by ruleset).

    Opener:

    Pre-planned starting moves for early-game advantages.

    Parity:

    The smoothness or jaggedness of a stack of tetrominoes. More technically, it refers to the difference between odd and even blocks.

    Parity Bump:

    A jugged protrusion in an area with local parity imbalance.

    Perfect Clear:

    Clearing the entire playfield at once, leaving no blocks.

    Piece Dependency:

    A scenario where a particular setup requires one or more specific pieces to fill, such as an I or T piece.

    Polymer T-spin:

    A specialized T-spin variant using unorthodox ceiling kicks.

    Prophecy T-spin:

    A predicted or pre-planned T-spin setup.

    Prop:

    A specific supporting structure within a setup, often used to create a pattern for an advanced technique.

    Quad:

    Clearing 4 lines at once (a “Tetris”).

    Secret Mode:

    Hidden Modes: Unlockable game modes (e.g., Tetris DX’s “Invisible” or The New Tetris’ “Square Mode”).

    Shaving:

    See burning.

    Single:

    Clearing 1 line.

    Skimming:

    Involves manipulating a field into a more desirable form using singles, doubles, or triples.

    Soft Drop:

    Rapidly moving a piece downward while retaining control.

    Spike:

    A sudden large garbage dump (e.g., after a combo/T-spin).

    Spliced T-spin:

    A hybrid T-spin setup (e.g., combining multiple T-spin types).

    Sprint:

    A mode to clear 40 lines as fast as possible.

    Stacking:

    Building the playfield efficiently to prepare for clears.

    Stalling:

    A technique where the player intentionally delays piece placement — usually to wait for garbage to rise or for a more favorable board state — often by rotating or holding pieces without dropping them.

    Suspension:

    A floating part of a setup that is unsupported from below and is often used for advanced T-spins.

    Tank (Garbage Tank):

    Intentionally holding garbage lines to counter later.

    T-spin:

    Rotating a T-piece into a tight gap to clear lines, scoring bonus points.

    Tetromino (Piece):

    The four-block geometric shapes used in Tetris: I (straight), O (square), T, L, J, S, and Z.

    Top-out:

    Losing by the stack reaching the top of the playfield.

    Triple:

    Clearing 3 lines simultaneously.

    Upstacking:

    Building stack height for future clears (e.g., Tetris setups).

    Vulnerability:

    A state with few resources to defend against an attack quickly.