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.
ARE (Animation Re-entry Delay):
The delay between a piece locking and the next piece appearing.
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.
Baiting:
In Tetris 99,baiting means building a high, weak-looking stack to lure attackers, then countering with Tetrises or T-spins to send multiplied garbage and earn badges/K.O.s.
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.
Crashing (Classic Tetris):
When the game freezes due to reaching extremely high levels (Level 155+), caused by programming limits in the NES version.
DAS (Delayed Auto-Shift):
The delay before a held movement key repeats the piece’s movement.
DAS Charge:
Possibly pre-charging DAS for faster movement.
DAS Preservation:
Maintaining DAS momentum between pieces for quick movement to the field’s edges.
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.
Drought:
Long absence of a needed piece (e.g., “I-piece drought”).
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.
Flood:
Having too many consecutive repeated pieces (e.g., “I piece flood”)
Freestyle:
Improvising stacks vs. pre-planned setups.
Garbage Blocking:
Preventing incoming garbage with line clears. Once a series of joined line clear ends, one receives garbage.
Garbage Cancellation:
Clearing lines to negate incoming garbage.
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.
Hypertapping:
Rapidly tapping DAS to move faster (common in Classic Tetris).
IHS (Initial Hold System):
The ability to use the Hold feature immediately before a piece spawns.
IRS (Initial Rotation System):
Allows rotating a piece before it spawns (e.g., during ARE delay). Used to pre-orient pieces for faster placement.
Jagged Corner:
An isolated bump that appears during downstacking that blocks the next garbage hole.
Kicks:
Automatic adjustments when a rotated piece doesn’t fit (e.g., wall/floor kicks).
Line clear:
Removing one or more lines from the stack.
Lock Delay:
Time a piece stays movable after landing (adjustable in some games).
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.
Platform stacking
Involves purposely stacking over holes to skim off the top layers.
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”).
Rebirth (Classic Tetris):
A rare event where the game resets to Level 0 after surpassing Level 255 (the highest possible level), allowing play to continue indefinitely.
Rolling:
A finger technique to achieve ultra-fast movement (replaces hypertapping).
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.
Stall-widing:
A stalling technique used to maintain or extend a combo (Ren) chain in a 4-wide setup by delaying placements between clears, allowing garbage to rise before continuing the combo.
Sticky Queue:
A delay before the next piece appears if inputs are held (e.g., NES Tetris).
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.
Zone:
A mechanic where players activate “Zone Time” to freeze the playfield and clear multiple lines simultaneously, banking them for a delayed, combo-scoring burst.