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.
Duality / Polarity:
The mechanism by which opposites appear — light and dark, joy and sorrow, life and death.
Emptiness / Sunyata:
The insight that all things are interdependent and without separation.
Energy:
Not mechanical force, but conscious will. The spirit’s capacity to create change, action, 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 cosmic consciousness.
Karma:
The spiritual mechanism that drives cause and effect. Karma is not punishment.
Life Review:
A panoramic, multidimensional evaluation of a lifetime, experienced after death. It reveals how one’s actions affect oneself and others.
Maya:
The illusion of separation and physical permanence. 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 awareness that all beings and all phenomena are expressions of the same consciousness.
Other Universes:
Realities governed by laws of physics or spirituality 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 laws, choices, trajectories, or forms.
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 broaden 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 that houses its consciousness, experiences, and memories.
Spiritual Stage / Soul Age:
A framework describing the soul’s evolution across lifetimes. Each stage reflects a deeper capacity for wisdom, compassion, expansion, and self-awareness.
Tao / The One / God / The All-That-Is:
The ultimate, indivisible source of existence — beyond form, time, and space. Not a being but the infinite field of consciousness and potential from which all beings arise.
Time:
A mechanism specific to some physical realities. 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:
Rotating a piece by 180 degrees, essentially flipping it (allowed in some games like TETR.IO).
4-wide / 3-wide / 2-wide:
Intentionally leaving a 4/3/2-column gap for combo setups.
7-bag 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 repetitions or absences 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 unfilled depression, often surrounded by taller stacks.
Cleanliness:
Efficient stacking with minimal covering or blocking of holes below with tetrominoes.
Combo:
Clearing multiple lines consecutively with successive piece placements. This adds to a meter that grants bonus damage.
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:
Games with official, modern Tetris rules (e.g., 7-bag randomizer, hold piece, hard drop, soft 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.
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.
Prophecy T-spin:
A predicted or pre-planned T-spin setup.
Prop:
A specific supporting structure within a setup, often used to create a part 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 attack (e.g., after a combo/T-spin).
Spliced T-spin:
A hybrid T-spin setup (e.g., combining multiple T-spin types).
Sprint / 40-line Sprint:
A mode to clear 40 lines as fast as possible.
Stacking:
Building the playfield with tetrominoes.
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 receiving or accepting garbage lines.
T-spin:
Rotating a T piece into a tight gap to clear lines and score 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 when the stack reaches the top of the playfield.
Triple:
Clearing 3 lines simultaneously.
Ultra:
A single-player mode that involves maximizing your score within 3 minutes.
Upstacking:
See stacking. It often means stacking upwards.
Vulnerability:
A state with few resources to defend against an attack quickly.