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.