0G
Also called Zero gravity
No automatic falling. You move, rotate and drop each piece yourself. Stacking Lab starts at zero gravity so you can study placements without a falling timer.
With no input, the active piece stays at the same height.
THE STACKING LAB FIELD GUIDE
Find the word. Understand the game.
From your first line clear to the setups you keep hearing about.
Pieces, patterns, controls and competitive play — explained in plain English.
Also called Zero gravity
No automatic falling. You move, rotate and drop each piece yourself. Stacking Lab starts at zero gravity so you can study placements without a falling timer.
With no input, the active piece stays at the same height.
Also called 2w
A combo setup with a two-column channel. It is simple to recognize, but the next piece must still complete a row; an awkward I can interrupt the chain.
The empty columns show the channel’s position and width. This is a cross-section, not a complete playable combo setup.
Also called 3w
A combo setup using three open columns. The blocks left inside the channel determine which next pieces can clear a line. Width alone does not guarantee a continuing combo.
The empty columns show the channel’s position and width. This is a cross-section, not a complete playable combo setup.
Also called 4w · Fourwide · Four-wide
A four-column combo channel beside a built-up stack. Clear with successive pieces to extend the combo. Stacking Lab trains the right-side version: six stacking columns on the left, four combo columns on the right.
The channel is four columns wide. Three blocks remain in it here; the six-column side stack supplies the rest of each row.
Also called 6-3 · 63 · Six-three
Stack six columns to one side of a one-column well and three to the other. The central well gives you surfaces on both sides for T-spin opportunities as well as four-line clears.
Six columns on the left, one open well, three columns on the right.
Also called 7-2 · 72 · Seven-two
A one-column well separates seven stacking columns from two. This split appears in spin-stacking continuations; the narrow side needs deliberate piece management.
The empty columns show the channel’s position and width. This is a cross-section, not a complete playable combo setup.
Also called Seven-bag · Random Generator
Each group of seven pieces contains I, J, L, O, S, T and Z once, in shuffled order. A new bag follows the previous one; two identical pieces can meet at the boundary.
Each bag has all seven pieces once. Notice the two I pieces together at the boundary.
Also called 9-0 · 90 · Nine-zero
Build across nine columns and leave the remaining edge column open for I pieces. Learn to keep the surface flexible without burying the well or depending on a single piece to repair it.
The rightmost column stays open. The nine filled columns form the stacking area.
Also called Instant gravity
Gravity of twenty cells per simulation frame, making a newly spawned piece reach the stack almost immediately on a normal board. Moving across the surface and lock timing become crucial.
High gravity does not by itself remove the time allowed for movement on the surface.
Also called 40L · Sprint · 40-line sprint
Clear forty lines as quickly as possible. Time is the usual ranking measure, rather than score or attack. Completing the target cleanly matters more than building a spectacular but slow setup.
Also called 180 · Flip
A half-turn made with one input. Its kick tests depend on the game; it is not equivalent to performing two 90° rotations, and standard SRS does not define a universal 180° kick table.
A half turn changes 0 to 2. A dedicated 180° input and its kick rules depend on the game.
Also called Falling piece · Current piece
The piece you currently control. Once it locks, its cells join the stack and you can no longer move it. The next piece then enters, subject to the game's delays.
Purple cells are moving; gray cells are already part of the stack.
Also called Floating T-spin · Air TSD
A T-spin setup built above an empty area rather than directly on a solid floor. Plan what the clear exposes underneath; a floating slot is useful only if its entry and follow-up work.
Also called Albatross SP · Bird opener
An opener beginning with a floating T-spin Double, often followed by a T-spin Triple and another Double. An early O helps form its base; some placements require soft drops.
Double → Triple. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.
Also called All spin · All-spin bonus
A ruleset that recognizes spins with pieces other than T. Recognition and rewards vary by game. Stacking Lab's TETR.IO rules use an immobility check for non-T pieces; its Tetris 99 rules do not award those spins.
Also called Alternative route
An opener route selected by the coach when the default construction does not fit the queue and a supported alternative does. It stays under the same opener; it is not a separate menu item or a promise to cover every bag.
Also called Attack per minute · Attacks per minute
Garbage attack generated per minute, not keyboard actions per minute. Whether cancelled attack is included depends on the game's statistic; compare values within the same ruleset.
Illustrative numbers. Comparing results requires the same counting rules and timing conventions.
Also called Attack per piece
Attack divided by pieces placed. It describes attack efficiency: playing faster can raise APM without improving APP. Compare matches with the same attack rules.
Illustrative numbers. Comparing results requires the same counting rules and timing conventions.
Also called Entry delay · Appearance delay
The pause between one piece finishing and the next becoming controllable. Some games allow movement or rotation inputs to be prepared during it. Line-clear animation may add a separate delay.
Line-clear delay may be a separate phase. Some games permit buffered inputs during the wait.
Also called Auto Repeat Rate · Autorepeat
The repeat interval after DAS activates. Despite the word rate, many settings use a delay: smaller values repeat faster. In Stacking Lab, zero means instant travel to the wall or obstruction.
At ARR 0, the trainer moves instantly to the obstruction after DAS. This is horizontal movement.
Also called Arika Rotation System · Classic rotation
The rotation family associated with Tetris: The Grand Master. Its orientations and kick behavior differ from SRS, so a placement that works in one system may fail in the other.
Also called Line attack · Garbage sent
Pressure generated by clears and bonuses in versus play. Attack is measured in garbage lines, which is different from the number of lines you cleared on your own board.
Also called Attackers targeting
In Tetris 99, a targeting option that sends attacks toward players currently targeting you. It is distinct from the bonus associated with being targeted by multiple opponents.
Also called Coach playback
Lets the selected mode's coach place pieces from the current board. It demonstrates that mode's priorities; it is not a guarantee of optimal competitive play. Playback speed is separate from gravity and handling.
Also called Back-to-back break
Ending a back-to-back chain with a non-qualifying clear. It can be the right decision when a skim or downstack saves the board. Keeping the bonus is less useful than surviving.
A non-clearing placement is different: it normally preserves B2B.
Also called B2B · BTB · Back to back
A chain of qualifying difficult clears, commonly Tetrises and T-spin line clears. Under common modern rules, non-clearing placements preserve it; an ordinary Single, Double or Triple breaks it. Eligibility and bonuses vary by game.
Under common modern rules, the non-clearing placement preserves B2B. An ordinary non-spin Single would break it.
Also called KO badges · Badge bits
Tetris 99 rewards knockouts with badge progress that increases attack strength. Taking out a player with collected badges can be especially valuable. Badges in other games may simply be cosmetic achievements.
Also called Bag seam · Bag transition
The join between two shuffled bags. Consecutive matching pieces can occur here. Tracking the boundary tells you which pieces remain guaranteed in the current seven-piece set.
An I can end one bag and begin the next. A repeated piece across the boundary is valid.
Also called Build chance · Buildability
The set or proportion of piece orders for which a setup can be built. A valid first bag does not guarantee the continuation or a Perfect Clear. Hold, mirroring and allowed rotations change coverage.
Also called Bag awareness
Remembering which pieces have appeared in the current bag. It narrows what can arrive next, but does not reveal the exact order of unseen pieces.
Crossed-out pieces have appeared. In this example, L and T remain; their order is not known.
Also called Bail out · Abort setup
Abandon a planned pattern to take a safer clear or repair route. If the required piece cannot arrive before danger, preserving access is more important than finishing the original diagram.
Also called T-spin base · TSD base
The supporting shape under a planned T placement. A complete spin setup also needs the correct surrounding corners, an accessible entry and usually an overhang.
Also called Mino · Cell
One occupied square. Four blocks joined along edges make a tetromino. We use piece for the whole shape and block for one square, since players sometimes use these words differently.
Also called Spawn collision
A loss condition where a new piece overlaps occupied cells at spawn. It can happen before the visible board looks completely full. The exact spawn coordinates matter.
The outlined cell is occupied by the stack where the new T needs to appear. A block-out rule checks this spawn collision.
Also called Playfield · Matrix · Field
The grid where pieces are placed. A typical modern visible board is ten columns wide and twenty rows tall, with additional hidden space above it. Dimensions and top-out rules depend on the game.
A recovery technique for an STSD-like board with missing support, using an L or J spin to repair the structure. Check the actual supporting cells before assuming the original TSD remains possible.
Also called Rotation box
The imaginary square enclosing a piece's rotation states. A rotation can change the occupied cells inside this box; the box itself is not a solid obstacle.
Empty cells belong to the coordinate box, not to the piece.
Also called Beta Cannon
A T-spin Double into T-spin Triple setup. It resembles DT Cannon with the Double section shifted sideways, but has its own construction and continuations, including routes toward C-Spin and a Perfect Clear.
Double → Triple. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.
A BT-Cannon-like structure whose first Double leaves an STSD, producing three T-spin Doubles overall. The remaining slot, not the similar opening silhouette, distinguishes it from ordinary BT Cannon.
Also called Triple Double Attack · TKI 3
A T-spin Triple followed by a T-spin Double. This is a different sequence from DT Cannon. Naming varies by community: TKI can refer to this setup in Japanese discussions.
C-Spin → Triple. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.
Also called Cancel · Counter · Countering · Offsetting
Using generated attack to reduce pending incoming garbage before it enters your board. Any remaining attack may be sent onward. Exact timing and cancellation rules depend on the game.
Here an attack offsets four pending lines. Exact cancellation timing depends on the game.
Also called Recursive gravity
A variant where unsupported blocks or connected groups fall after a clear and can trigger further clears. Ordinary row-shift Tetris does not do this.
Conceptual cascade example: an unsupported group falls further. Games differ in how they connect groups.
Also called c4w · Centre 4-Wide
A four-column combo channel between two side stacks. Its spawn-space behavior differs from a side channel. Stacking Lab's current 4-Wide mode uses the right edge, not this layout.
The empty columns show the channel’s position and width. This is a cross-section, not a complete playable combo setup.
Also called Cascade chain
In cascade variants, several clears triggered by one placement as blocks fall after earlier clears. This differs from a combo, which ordinarily requires a line clear on each of several successive placements.
Also called Messy garbage · Cheesy garbage
Garbage whose gaps move between rows, forcing you to navigate through multiple columns. Compare clean garbage, where several aligned gaps can be cleared together.
Clearing the top gap is only the first step. Read the next gap before placing blocks that will survive the clear.
Also called Dig race · Garbage race
A race to remove a target amount of garbage. Efficiency matters as well as speed: adding avoidable blocks above the next gap makes the route longer.
Also called NES Tetris · Nintendo Tetris · NTSC · PAL
Often refers to Nintendo's NES version in competitive discussion. No hold, modern hard drop or SRS kicks: its rules demand different movement and stacking habits. NTSC and PAL versions also have different timing.
Also called Aligned garbage
Several garbage rows sharing the same gap column. Once exposed, they can support a quick multi-line clear or counterattack. Keep track of where the gap changes below them.
These four garbage rows share one gap column. An I can clear all four once the entry is open.
Also called Suggestion · Recommended placement
The mode-specific planner behind the suggested move and Auto Play. Each mode values its own training objective, so its recommendation may differ from the safest or strongest general-purpose versus move.
Also called Playback speed
How quickly Auto Play executes its placements. Changing it does not change DAS, ARR, gravity or the objective of the selected coach.
Also called REN · Combo chain
Successive pieces each clearing at least one line. A piece that clears nothing ends the chain. It is different from B2B: an ordinary Single can continue a combo while breaking B2B.
Top: one continuous combo. Bottom: the non-clearing piece ends the chain; the next Single starts again.
Also called Breaks
A non-clearing placement that interrupts a combo. In Stacking Lab's 4-Wide mode, Breaks tracks early interruptions during the combo phase, not every piece placed while building the stack.
Combo tracks consecutive clearing placements, not the number of rows in each clear.
Also called Downstack combo · DS combo
Remove existing rows while continuing a combo. Extending the chain is useful only if the resulting board stays manageable; one extra combo clear can be a bad trade for burying the next gap.
Also called Follow-up · Followup
What you build after the current setup or opener. Read the remaining board and queue rather than assuming a memorized continuation is always available.
Also called Counterspike
A burst of attack used in response to incoming pressure. A strong counter first reduces the incoming queue, then threatens the opponent with whatever attack remains.
Also called Chidori-goshi
A named double-TSD construction using the same three-column-gap idea as STMB Cave. Think through how the first clear reveals the second T placement.
Also called Clockwise · Counterclockwise · Anti-clockwise
The two quarter-turn rotation directions. Learning both avoids unnecessary extra rotations. A CW kick and a CCW kick need not produce mirrored results in every situation.
Starting from the upward-pointing T: CCW points left; CW points right.
Also called Delayed Auto Shift
The delay after holding left or right before automatic horizontal repetition starts. The first sideways step happens immediately; ARR governs subsequent repeats. Very low DAS can make unintended movement easier.
One immediate step → wait for DAS → repeat steps at the ARR interval. At ARR zero, repetition travels instantly to the obstruction.
Also called Precharge · DAS preservation · DAS carry
Progress toward the auto-repeat threshold. Some games preserve or let you charge it between pieces. Stacking Lab has separate options for carrying charge and resetting it when direction changes.
Releasing, changing direction or spawning can affect charge according to the handling rules.
Also called DAS player
Classic Tetris play relying on the game's built-in horizontal autorepeat rather than rapid repeated taps. It requires careful charge management; it does not mean a special modern settings preset.
Also called DAS Cut Delay
A short interruption of horizontal auto-repeat around certain actions, intended to reduce accidental shifts. In Stacking Lab it applies after rotation or spawn; the setting is measured in milliseconds.
DCD behavior is implementation-specific. The illustration shows why a brief pause can follow a rotation.
Also called Deadstacking
Building blocks that do little to advance your next clear, often making later access harder. Before adding another layer, check whether it preserves useful surfaces and the route to your lowest gap.
A Zone result of sixteen or seventeen lines in Tetris Effect. These lines accumulate during Zone rather than being cleared by one ordinary piece.
Also called Piece dependency · I dependency
A shape that strongly needs one particular piece. A deep one-column gap needs an I; several such demands at once make the stack inflexible. Prefer placements that leave multiple useful options.
This four-deep one-column gap calls for a vertical I. Covering it adds another dependency.
Twelve to fifteen rows accumulated in Tetris Effect’s Zone.
Also called Donate · Donation T-spin
Temporarily cover an open column to build a spin above it, then clear the covering blocks to reopen access. Check the post-clear board: a bad donation leaves the original gap buried.
Also called Two-line clear
Two rows removed by one placement. A T-spin Double adds spin recognition to the same two-line count.
The rightmost gap is ready to fill.
The vertical I fills the gap. Only completely filled rows clear.
2 rows disappear; the blocks above move down.
Also called Downstack · DS · Digging
Clearing down through an existing stack or garbage to reach lower gaps. Look at the gap below your next clear and avoid covering it with blocks that survive the clear.
The channel is open from above.
A vertical I completes three garbage rows.
The garbage is gone. One cell remains, so this is not a Perfect Clear.
Also called Double Perfect Clear
A family of T-spin Double-to-PC continuations often used after an eight-line PC. The leftover piece from the third bag selects the route; a successful continuation can return you to an empty board at a fresh bag.
Also called I drought · Piece drought
A long wait for a particular piece. Seven-bag limits the wait between matching pieces to at most twelve other pieces; older randomizers may permit much longer droughts.
Also called Double Triple Cannon
A construction that resolves as a T-spin Double followed by a T-spin Triple. The initial T may be used in the structure rather than scored. Different first-bag arrangements accommodate different piece orders.
Double → Triple. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.
Also called DT practice
Stacking Lab's practice mode for building and resolving Double-to-Triple structures during play. It is distinct from selecting the DT Cannon opener with a predefined route.
A DT-Cannon-like structure resolving into three T-spin Doubles: the first Double leaves an STSD. It does not follow the ordinary DT sequence of Double then Triple.
Also called Attack efficiency · Stacking efficiency
How much useful progress you get from each piece or line. The metric depends on the goal: attack per piece in versus, fewer pieces in a dig, or more points per line in a score mode.
Also called Movement finesse · Two-step finesse
Reaching the intended placement with economical movement and rotation inputs. It measures how you move a piece, not whether the chosen destination is strategically good. Optimal inputs depend on handling and rotation rules.
Also called Finesse error
An avoidable extra input compared with the game's expected movement route. It does not necessarily mean a misdrop: the piece may still land exactly where you intended.
Also called Upward kick
A rotation adjustment that moves a piece upward to avoid a collision. It is chosen from the rotation system's kick tests, not a separate jump button.
A clockwise turn in place would extend below the floor.
SRS finds a fit one cell left and one cell up. It is a rotation adjustment, not a jump.
Also called Forecast
Planning a spin or placement for the board that will exist after an earlier clear. Mentally remove the clearing rows first; the setup's supports and overhang may move into place afterward.
Also called Double Dagger · Spider · TSD stacking
A connected Double-to-Double structure, commonly made by extending an existing TSD upward while waiting for the next T. Two unrelated TSDs are not automatically a Fractal. Stacking Lab builds toward this from a 6–3 foundation.
Clear sequence only: the dashed cells mark the first T. Construction and the rotation path are not animated.
The first T completes two rows.
After the first Double, the same structure leaves a second T slot.
The second T completes the next two rows.
Both Doubles are complete. The remaining blocks still need to be managed.
A Fractal-related construction using an STMB Cave above an incomplete TSD. The upper spin must leave the intended lower slot usable after its rows disappear.
Also called F · Simulation frame
One update step in a game's timing model. At 60 updates per second, a frame is about 16.67 ms. A browser's display refresh rate and the game's simulation timing are not necessarily the same.
Frame-based timings need a frame-rate assumption. This example uses 60 frames per second.
Also called PC Freeplay · Perfect Clear practice
The continuous mode under Perfect Clear. Its coach tries to return the board to empty repeatedly, and the PC counter records completed Perfect Clears. It is not restricted to the PCO opening pattern.
Also called Fumen diagram · Fumen code
A compact format and viewer used to share Tetris boards and placement sequences. A diagram is a reference position; check rotation rules and piece order before treating it as an executable solution.
Also called Archive · Replay · Game ID
Saved runs for reviewing placements and coach decisions. The Game ID identifies a particular run so feedback can refer to the same board and piece sequence.
Also called TETR.IO profile · Tetris 99 profile · Custom profile
A handling preset plus game-rule selection. Stacking Lab labels its Tetris 99 preset approximate: it uses measured timings and training defaults, not a complete simulation of every Tetris 99 mechanic.
Also called Ruleset
The selected movement and spin-recognition behavior. TETR.IO and Tetris 99 options affect which rotations and spins the trainer accepts. They do not turn the trainer into those games' complete versus or scoring systems.
Also called Gamushiro Stacking · Gum Syrup
An opener aiming for a T-spin Triple, a Double or Single continuation, then a possible Perfect Clear. Its second-bag variations respond to piece order; a buildable start is not a guaranteed PC.
Triple → Double → Perfect Clear. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.
Also called Garbage lines · Garbage rows
Rows added from outside your own placements, usually as an opponent's attack. They commonly contain gaps and raise the stack from below. Training and puzzle modes can also supply garbage directly.
Existing blocks move upward as garbage is inserted from below.
Also called Blocking · Garbage delay
A rule that postpones incoming garbage while you keep clearing lines. Unlike cancellation, it need not reduce the incoming amount. Rules and delay limits vary across games and rooms.
Blocking postpones garbage. Cancellation reduces it; the two effects can coexist.
Also called Garbage gap
The empty cell in a typical garbage row. Downstacking means exposing and filling these gaps in a useful order; the next gap may be in a different column.
Outlined empty cells are garbage holes. Opening a path to them lets you clear those rows.
Also called Messiness · Hole change rate
How often the gap changes column between garbage rows or attacks. Higher messiness usually demands more downstack routing; the same number of incoming lines can create very different boards.
Also called Incoming · Pending garbage · Receiving queue
Attack waiting to enter the board. Depending on the game, you may cancel it or delay its rise with line clears. The meter is not always the amount that will rise on the very next lock.
A queue indicator warns about incoming rows before they enter the playfield.
Also called Ghost · Shadow · TLS · Temporary Landing System
An outline showing where the active piece would land if dropped straight down now. It previews the current path, not a strategic recommendation. The coach's suggested placement can be somewhere else.
Dashed cells predict the landing position. The ghost is not another piece.
Also called Grace
A Perfect Clear opening pattern that holds T and uses a compact rectangular base. Its finishes are useful PC knowledge, but the initial construction is not available for every first bag.
Also called G · Fall speed
Automatic downward movement. In timing discussions, 1G means one cell per simulation frame. Gravity controls falling speed; lock delay controls how long a landed piece can remain adjustable.
Also called Tetris Guideline
The specification used to standardize licensed Tetris games. It informs familiar features such as SRS and piece colors, but game modes and releases still differ. Community documentation is not the complete current official specification.
Also called Hachi Spin
A T-spin Single-to-Triple opener with possible Perfect Clear continuations. An early O commonly enables its base. The planned Triple must be resolved before the underlying board becomes easy to access.
Single → Triple → Perfect Clear. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.
Also called Movement settings
The timing and input rules governing how pieces respond: DAS, ARR, soft drop, rotation, entry and lock timing. Similar numeric presets can feel different across games because their input processing differs.
Also called HD · Sonic lock
Immediately drop the piece to the lowest reachable position in its column and lock it. You cannot rotate or slide it afterward; use a non-locking drop when a tuck needs another input.
The dashed landing preview shows the destination.
Hard drop reaches the surface and locks immediately under the trainer’s rules.
Also called Hold piece · Reserve · Hold queue
Store the current piece or swap it with the stored one. In common modern rules, you must lock a piece before holding again. Hold changes the order you place pieces without changing the underlying queue.
Left: active piece. Right: held piece. Swapping stores T and brings out I; normally another hold waits until a piece locks.
Also called Covered hole · Buried gap
An empty cell below occupied cells. It cannot be filled by a straight drop from above; some gaps allow a tuck or spin, while others require clearing the covering rows first.
The marked cell has blocks above it.
Also called Hyper tapping · Hypertap · Tapper
Rapid repeated directional button presses instead of waiting for DAS. Used in classic NES play to move pieces faster than the built-in repeat, particularly when gravity leaves little time.
Also called I tetromino · Long bar · Stick · Line piece
Four blocks in a straight line. A vertical I can fill a four-cell-deep well.
Four cells, two orientations. Colors shown follow the familiar modern palette; themes may differ.
Also called Initial Hold System
Holding a piece as it spawns using an input prepared during the preceding delay. Availability and buffering behavior depend on the game; it is separate from swapping an already active piece.
Initial hold behavior depends on the game; it is not the same as pressing hold late.
Also called Immobility detection
A spin-detection method checking whether a rotated piece is blocked from moving in specified directions. This differs from the T-piece three-corner test. Use the selected game's rules to determine what counts.
A linked TSD-to-TSD setup with a shifted overhang compared with Fractal. Its first clear removes different rows and may require more rotation work. Recognize the cross-shaped cavity rather than treating every double-double as the same pattern.
Also called Infinite rotation · Infinite spin
Unlimited lock-delay resets from movement or rotation in rules that allow them. Modern games often cap resets, so repeatedly turning a grounded piece does not necessarily keep it alive indefinitely.
Also called Initial Rotation System
A rotation applied as a piece enters, using an input prepared before spawn. It can matter at high gravity or near the ceiling. It is a rule of the game, not simply rotating quickly after spawn.
Only games with initial rotation support honor this buffered action.
Also called J tetromino · Blue piece
Three blocks in a row with one attached at an end. Usually blue; the mirror of L.
Four cells, two orientations. Colors shown follow the familiar modern palette; themes may differ.
Also called JZ
A repeated pattern using J and Z, with STMB-style constructions leading to Fractal-like shapes. It is a named technique, not another independent mode in Stacking Lab.
Also called Staircase · Stairs donation
A TSD donation built along a stair-shaped edge, with S or Z forming the spin shape. It can repair awkward height parity while reopening the space underneath after the clear.
Also called Kick tests · Kick offsets
An ordered list of alternate positions tested when rotation would collide. The first valid position wins. A shape fitting somewhere nearby does not mean the game will choose that position.
First three SRS tests for J/L/S/T/Z, 0 → R. Positive Y points up. Stop at the first valid position; the full table has two more tests.
Also called Kill screen · Level 29
Historically, the NTSC NES level-29 speed was called the killscreen because ordinary movement struggled to keep up. Skilled players can continue beyond it; this is not the same as the software crashing.
A T-spin Triple constructed above an STSD. It demands several T pieces and enough time and space to resolve the sequence; a simpler repair may be preferable.
Also called Knockout · K.O.
Eliminating an opponent. In Tetris 99, knockouts contribute badge progress; in other games, elimination rewards and credit rules differ.
Also called Keys per piece · Inputs per piece
The number of counted inputs divided by placed pieces. Lower KPP can indicate better movement efficiency, but hold, rotations, tucks and the game's input-counting convention affect comparisons.
Illustrative numbers. Comparing results requires the same counting rules and timing conventions.
Also called L tetromino · Orange piece
The mirror of J: a three-block row with the fourth at the other end. Usually orange.
Four cells, two orientations. Colors shown follow the familiar modern palette; themes may differ.
Also called Speed level
A stage of progression that may change gravity, delays or scoring multipliers. Level 20 in one game need not play like level 20 in another.
Also called Clear
Completed rows disappear after a piece locks. One placement can clear several rows. Under ordinary rules, rows above them shift downward.
The outlined row is complete. The row below still has a hole, so it stays.
Also called LCD · Clear delay
Extra waiting time associated with clearing rows before play resumes. It is separate from the delay after an ordinary placement. Frequent small clears can cost more time in games with a substantial clear delay.
The animation interval is separate from moving the active piece. Its duration depends on the game.
Also called Naive gravity · Row-shift gravity
How the board settles after rows disappear. Under ordinary row-shift rules, rows move down by the number cleared below them; unsupported blocks can remain suspended. Cascade variants use different settling behavior.
Ordinary line-clear gravity shifts rows down. It does not make every unsupported block fall to the floor.
Also called Lockdown · Piece lock
The moment a controllable piece becomes part of the fixed stack. Clears are evaluated after placement. Hard drop usually locks immediately; touching the stack may instead start a lock-delay timer.
The time a grounded piece can remain controllable before it locks. Movement or rotation may reset the timer according to the rules, usually with a limit.
A grounded piece can still be active. Reset behavior and limits are separate rules.
A loss condition involving a piece locking above the playable boundary. Some games require the entire piece to be outside; others use partial lock out. It is different from a new piece being blocked at spawn.
The purple piece has locked wholly above the dashed boundary. Whether this ends play depends on the game’s top-out checks.
The maximum permitted resets of the lock timer. Once the allowance is exhausted, moving or rotating cannot postpone locking in the same way. Stacking Lab exposes this independently from lock-delay duration.
The limit is configurable in Stacking Lab. Moving again is not a promise of another full timer.
Also called Look ahead · Reading the queue
Plan for upcoming pieces while placing the current one. Start by checking whether your next two pieces still have good homes after this move, then extend the plan as recognition becomes easier.
An example of reading ahead without abandoning the current placement.
Also called Lines per minute
Rows cleared per minute. It measures clearing speed, not attack output: two runs with the same LPM can send different amounts of garbage because of spins, combos and B2B.
Illustrative numbers. Comparing results requires the same counting rules and timing conventions.
Also called LST
A repeating TSD-oriented method named for the use of L, S and T on its working side. Alternating shapes can extend into Fractals when T arrives late. It is related to, but structurally different from, ST stacking.
Also called LT
A repeating L-and-T construction used to form successive TSDs or Fractals. The clear can leave awkward cleanup, so identify the remaining column rather than repeating the pattern blindly.
A TSD-to-TST technique in which the Triple's overhang is completed after the Double. Its key-like structure can solve particular entry problems but may leave a difficult overhang to clean up.
Also called Endless
A survival and score mode that usually progresses through increasing levels or gravity. Some versions stop at a line or level goal; others continue until top out.
Also called Counter stop · Kansuto
Reaching a game's score cap or maximum displayed score. The famous NES six-digit milestone is 999,999; modified versions and external score tracking can go beyond the original display limit.
Also called Mirror · Mirrored setup
Reflect a construction left-to-right, exchanging J with L and S with Z. Geometric symmetry does not guarantee identical spawn movement, kick behavior or build order in a particular game.
A horizontal mirror swaps J ↔ L and S ↔ Z. Mirroring a setup also changes the required pieces.
Also called MD
An unintended placement or orientation. It differs from a strategic mistake, where the piece lands where intended but leaves a poor board. Recovery starts by identifying what access the misplaced piece blocks.
Also called MKO Stacking
A first-bag structure with Perfect Clear and TSD continuations, often useful with early J and L. When the PC is unavailable, the remaining board supports several stacking transitions.
Hold T → Perfect Clear. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.
A lock-delay rule where successful sideways movement or rotation refreshes the timer. Most implementations limit the number of resets; compare step reset, which responds to downward progress.
A failed input does not automatically count as a successful reset.
Also called Opener moves
The opener progress count shown beside the board, relative to the route's move limit. It counts placements, not keyboard taps; a piece can require several inputs to place.
Also called Mr. T-Spin · Mr T Spins STD · STD
Stacking Lab's opener route for a T-spin Single, Triple, then Double. Here STD names that clear sequence; it is not the same as STSD, which aims for two Doubles.
Single → Triple → Double. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.
Also called Mountainous Stacking 2
A Triple-to-Double opener with possible eight-line PC continuations and alternatives for different queues. The referenced h-docs research assumes 180° spins, so its build claims should not be applied unchanged to games without them.
Triple → Double → Perfect Clear. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.
Also called New DT
A named five-bag loop aiming for TSD, TST, TSD, Tetris and a possible PC. It is not simply an updated replacement for DT Cannon; piece order can require different continuation routes.
Double → Triple → Double → Tetris → Perfect Clear. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.
Also called O tetromino · Square piece
The two-by-two square. Its outline stays the same when rotated.
Four cells in a square. Its outline stays the same when rotated.
An eight-to-eleven-line Zone result in Tetris Effect.
Also called Opening · Opening setup
A planned construction for the beginning of a game, usually on an empty board. Pick one that fits the starting queue and rules, and know how to leave it if incoming garbage disrupts the plan.
Also called Roof
Blocks extending above empty space. An overhang can enable a spin or tuck, but also blocks a straight drop. Always check how the required piece will actually enter.
The blocks projecting to the right make an overhang. The open space underneath needs a sideways or rotating entry.
A donation using a J-shaped cover, or its mirror, to make a TSS or TSD above an open column. The spin clears the cover while preserving lower rows for a possible follow-up Tetris.
Also called Checkerboard parity · Column parity
A way to reason about even/odd balance in a stack or empty region. Checkerboard coloring helps test tiling possibilities; column-height parity helps explain awkward surfaces. Passing a parity check alone does not prove a solution exists.
Dots retain the underlying checkerboard colors. Counting them can rule out some tilings; equal totals alone do not guarantee a solution.
A loss rule triggered when only part of a locked piece remains above the boundary. Not every game uses it; compare ordinary lock out and block out before assuming touching the top always ends a run.
Only part of this locked T is above the dashed boundary. Partial lock out and full lock out are different rules.
Also called PC percentage · Solve rate · Perfect Clear chance
The share of piece orders that admit a Perfect Clear under stated assumptions. Hold, visible previews, rotation rules, known solutions and incoming garbage all matter. A published percentage is not an unconditional success rate.
Illustrative numbers. Comparing results requires the same counting rules and timing conventions.
Also called Perfect Clear loop · PC looping
Repeated Perfect Clears linked by compatible leftover pieces and bag positions. An empty board is only half the reset: the queue's position within the bag determines which opener-like construction is available next.
Also called PC · All Clear · AC · Bravo
A line clear leaving no locked blocks anywhere on the board. It can use one or several clearing rows; four lines cleared is not automatically a PC. Bonuses depend on the game.
One O-shaped space remains.
Both remaining rows are full.
Zero blocks left. Perfect Clear.
Also called PCO · PC opener
A starting construction aimed at a four-line Perfect Clear. Its finishing pieces depend on the second bag and hold. If the finish is unavailable, switch to a continuation instead of forcing an impossible empty board.
Perfect Clear. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.
An eighteen- or nineteen-line Zone result in Tetris Effect. Despite the name, it is not the same thing as an empty-board Perfect Clear.
Also called Keep and extend plan · Replan every move
Controls whether the coach tries to preserve and extend its current plan or searches afresh after every move. It changes planning behavior, not the rules for legal movement and clears.
Also called Plonking · Plonker
Community slang for deliberately accepting garbage and using it to produce a counterattack, often at a measured pace. It describes a style, not a formal rule or a guarantee that tanking is safe.
Also called Pieces per second
Pieces placed divided by elapsed seconds. It measures speed, not placement quality. A slower run with cleaner decisions can beat a faster run that creates holes.
Illustrative numbers. Comparing results requires the same counting rules and timing conventions.
Also called Pressure speed · s / row
The downstacking control that adds garbage at the selected seconds-per-row interval. A smaller number means faster pressure. The run succeeds when the garbage is removed, even if ordinary colored blocks remain.
Also called Next count
How many upcoming pieces are visible in Next. More previews offer more planning information; they do not change the piece sequence itself.
More visible pieces support longer plans. Hidden pieces are not revealed by increasing a diagram’s length.
Also called Next · Next queue · Preview · Piece preview
The ordered pieces coming after the active one. The preview shows a limited portion of that sequence. Hold offers one extra piece choice; it does not let you pick any future piece.
L is next, then S, I, T and O. Preview order is information you can plan around.
Also called RNG · Piece generator
The algorithm choosing the piece sequence. Seven-bag, history-based generators and less constrained random selection produce different repetition and drought behavior. Do not assume every Tetris game uses bags.
Also called Build phase · Combo phase
In 4-Wide practice, alternate between building the side stack and spending its height on a combo. The height guide marks the building target; the coach's phase tells you which objective it is pursuing.
Also called Recover · Repair
Changing priorities to repair an awkward board and restore usable access after a mistake or broken plan. The selected coach handles recovery within its own mode; it need not preserve a setup at the expense of survival.
Also called Residue · 3-residue · 6-residue
Blocks left in the combo channel after a clear. A common 4-Wide pattern keeps three residual blocks: placing four new blocks and clearing a four-cell channel row preserves that count. Their arrangement still matters.
Three outlined cells remain inside this four-wide channel. Their arrangement matters for the next clear.
Also called Roller
A classic NES input technique using sequential finger motion, often against the back of the controller, to generate rapid directional presses. It bypasses waiting for autorepeat; it does not alter the game's rotation rules.
Also called Pivot
The reference point around which a piece's orientation changes. Combined with the kick rules, it explains why a visually symmetric shape can land differently after opposite rotations.
The white dots show rotation centers in SRS.
Also called Orientation · 0 R 2 L
The current orientation of a piece. SRS labels states 0, R, 2 and L. Even pieces with repeated outlines can occupy different cells within their rotation box.
The dot marks the same pivot. Successive clockwise turns follow 0 → R → 2 → L → 0.
The rules defining orientations, pivots and kick tests. SRS, SRS+ and ARS are not interchangeable. Check the system before practising a twist copied from another game.
Also called S tetromino · Green piece
Two offset pairs forming an S-shaped zigzag. Usually green; the mirror of Z.
Four cells, two orientations. Colors shown follow the familiar modern palette; themes may differ.
Also called S spin · Z spin · S-spin · Z-spin
Rotate S or Z into a space it cannot enter by a straight drop. Its two similar-looking orientations occupy different positions in SRS, so the initial rotation direction matters.
Also called Points
The game's reward total for actions such as clears and drops. It is separate from garbage attack. The same placement can earn different points in different games, modes or levels.
Also called Soft Drop Factor
The soft-drop speed setting. Stacking Lab uses zero to mean infinite, giving an instant non-locking descent. Other games may label infinity differently or calculate the factor against a different speed baseline.
A numerical example only. Infinite soft drop is a separate setting in the trainer.
Also called Single Double PC · SD-PC
An opener linking a T-spin Single, a Double and a possible Perfect Clear, sometimes with another Single in the finish. When the PC is unavailable, the post-Double board can transition to ordinary stacking.
Single → Double → Perfect Clear. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.
Also called Grand Master pattern · SG
A deliberate pattern of covered holes forming a diagonal down and back across the board. TGM games can award a hidden grade for it. It is a pattern challenge, not a healthy competitive stack.
Also called Random seed · Same bag
A value used to reproduce the trainer's generated starting sequence. Replaying the same sequence helps compare decisions; using hold or changing placements can still lead to a different game.
Also called Pattern · Shape
A deliberate arrangement intended to make a future clear possible. A recognizable shape is not enough: the queue, entry path and post-clear board must also work.
Also called s4w · Right 4-Wide
A combo channel along an edge, with the six-column stack on the other side. Stacking Lab uses the right-hand channel. Unlike center 4-Wide, the tall stack occupies the middle spawn area.
The empty columns show the channel’s position and width. This is a cross-section, not a complete playable combo setup.
Also called One-line clear
One row removed by a placement. A Single can extend a combo or repair the surface; an ordinary non-spin Single commonly breaks B2B.
The rightmost gap is ready to fill.
The vertical I fills the gap. Only completely filled rows clear.
1 row disappears; the blocks above move down.
Also called Burning · Burn · Skim
Clearing small numbers of rows from the surface to lower or reshape the stack. Useful when waiting for an I would create too much risk. It may sacrifice B2B to restore a playable board.
A small clear can lower the stack and preserve access to a well instead of waiting for a larger attack.
Also called SD · Fast drop
Move the active piece downward faster while retaining control, subject to the game's landing rules. Use it to reach the entry height for a tuck or spin before locking.
Soft drop accelerates downward movement.
This example advances one row. Holding the input continues the descent.
Also called Solid lines
Garbage without a usable gap, often added as a survival timer or room rule. It cannot be cleared like ordinary single-hole garbage, so it permanently reduces usable space under those rules.
A representation of solid rows. Their removal rules are game-specific; do not treat them like ordinary hole-bearing garbage.
Also called Firm drop · Instant soft drop
Drop instantly to the landing surface without immediately locking. You can then rotate or slide if the rules and remaining lock time allow it. It is not the same as hard drop.
Unlike hard drop, a sonic drop does not immediately lock. Rotation or sliding may remain possible.
Also called Spawn position · Spawn row
Where and how a new piece enters the board. Spawn heights vary between games, even among SRS games. A clear-looking visible board can still have a blocked spawn area.
Illustrative entry position. Exact spawn heights and rescue offsets depend on the selected game rules.
Also called Burst · Attack burst
A large amount of attack delivered over a short period, often by chaining strong clears. Timing it when the opponent cannot cancel or downstack can matter as much as its size.
Timing makes a spike. This diagram intentionally does not assign a universal attack value.
Also called Super Rotation System
The modern rotation system specifying piece orientations and ordered kick tests. It supports many familiar T-spin entries. Standard SRS alone does not specify a universal 180° rotation input.
Also called SRS Plus
TETR.IO's SRS variant, including modified I-piece kick behavior. Its extended movement possibilities should not be assumed in every SRS-based game; 180° behavior also needs its own rules.
Also called ST · ZT stacking
A repeating method for T-spin Doubles and periodic four-line clears, using S-shaped structures on its working side, or Z in the mirror. It rewards queue planning but can make access to low garbage awkward.
Also called Pile · Stacking · Upstacking
The fixed blocks already on the board. Stacking is arranging new pieces to keep useful surfaces and future clears available; upstacking emphasizes building height before cashing it out.
A lock-delay rule that refreshes the timer when a piece descends to a lower row. Sideways motion alone does not provide the same reset as in a move-reset system.
This illustrates step-reset behavior, not a rule shared by every game.
Also called Stick Spin
A continuation related to SDPC that goes from T-spin Single to Double to Triple instead of committing to the PC route. Recognize the branching point rather than treating it as an unrelated first bag.
Single → Double → Triple. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.
Also called STMB · Cave
A floating TSD made by hanging S or Z across a three-column gap. Because the spin sits above empty space, verify the supporting corners and the board left after clearing.
Also called Strider · Striding
Community slang for fast play with comparatively low attack efficiency. It is an informal description, not a fixed rank or a judgment based on PPS alone.
Also called Super T-Spin Double · Super TSD
One connected structure that yields two T-spin Doubles. Often recognized through a three-by-three empty region with J/L construction. It is a distinct geometry from Fractal, not a name for any two consecutive TSDs.
Clear sequence only: the dashed cells mark the first T. Construction and the rotation path are not animated.
The first T completes two rows.
After the first Double, the same structure leaves a second T slot.
The second T completes the next two rows.
Both Doubles are complete. The remaining blocks still need to be managed.
Also called Skyline · Stack profile · Bumpiness
The heights and shapes at the top of your stack. A useful surface accepts several upcoming pieces; a completely flat surface is not always the best fit for the actual queue.
Outlined cells trace the top of each occupied column. Deep differences can restrict your next placements.
Also called Survival mode
An endurance mode, often involving rising garbage or increasing speed. The objective is lasting longer rather than reaching a fixed line target.
Also called T tetromino · Purple piece
Three blocks in a row with one attached in the middle. Commonly purple.
Four cells, two orientations. Colors shown follow the familiar modern palette; themes may differ.
Also called T-spin slot · T cavity · Notch
A cavity intended for a T piece. A T fitting inside does not automatically earn a spin: the entry, final action and occupied corners must satisfy the game's detection rules.
The dashed T shows the target shape. A matching outline alone does not prove a legal spin entry.
Also called T spin · Twist
A T-piece placement recognized as a spin by the ruleset. Common modern detection requires a final rotation and three occupied diagonal corners around the pivot. Simply dropping T into a T-shaped gap is insufficient.
Also called TSD
A recognized T-spin that clears two rows. It combines spin detection with a two-line clear; its attack and score are game-specific. The interactive example shows the rotation, locked position and resulting board.
The T is in position beneath the overhang.
One clockwise turn completes two rows.
T-spin Double: two lines cleared.
Also called Mini · Mini T-spin · TSS Mini · TSM
A reduced spin classification. Under common SRS rules it depends on which corners surround the T's pointing side, with certain kick exceptions. The exact Mini rule and reward vary by game.
Also called TSS
A recognized T-spin clearing one row. A full TSS and a Mini Single may receive different rewards even though both remove one line.
Also called TST
A recognized T-spin clearing three rows. Its deep slot needs a suitable overhang and rotation entry; building a tall T-shaped hole alone does not ensure the T can get inside.
Also called T-spin no lines · T-spin no clear · TS0
A recognized T-spin that clears no rows. Some games award points, but it is not automatically an attack or a line-clear bonus. Non-clearing placements usually preserve rather than extend B2B.
The “zero” counts cleared rows, not whether the rotation was recognized.
Also called Tank · Accepting garbage
Allow incoming garbage to enter instead of cancelling all of it, often to obtain useful rows for a counter. It trades space and safety for potential attack; messy garbage makes that trade riskier.
Also called Target · Target switch
Choosing the opponent who receives your attacks in a multiplayer field. Tetris 99 offers automatic choices such as Attackers, KOs, Badges and Randoms, as well as manual selection.
Also called Quad · Quadruple · Four-line clear
Four rows cleared by one placement, normally using a vertical I. The name also refers to the game itself. A Tetris can leave many blocks behind, while a Perfect Clear leaves none.
The I piece fits the last column.
All four rows are full.
Four lines cleared. Blocks above fall down.
Also called Tetris percentage
The fraction of cleared lines that came from four-line clears. It describes scoring style in classic play; a high rate is useful only if the stack remains survivable.
Illustrative numbers. Comparing results requires the same counting rules and timing conventions.
Also called Tetrimino · Tetramino · Tetrad · Piece
A shape made from four edge-connected squares. Tetris uses seven one-sided shapes: I, J, L, O, S, T and Z. Letter names avoid confusion when different games use different colors.
Seven shapes. Four blocks in each.
Also called 3-corner rule · 3 corners
A common T-spin test: at least three diagonal cells around the T's pivot are occupied, together with the required final rotation. Corner orientation and the kick used can determine full versus Mini classification.
Three outlined diagonal cells are occupied; one is empty. The required final rotation and Mini classification still matter.
Also called Opening TSD
A first-bag TSD opener commonly enabled by an early I. It leaves a low board with flexible continuations. Here TKI means the opening Double; some communities use the same name for C-Spin.
T-spin Double. Colored cells show the first-stage reference, not placement order. Later bags, clears and alternative routes are not shown.
Also called Game over · Topout
Losing because of a height-related rule, such as a blocked spawn or an out-of-bounds lock. The visible top edge alone is not a universal test. Learn the selected game's actual loss conditions.
These are different failure conditions. A tall stack is not, by itself, a universal game-over rule.
Also called Midgame transition
Moving from an opener or repeating pattern into another style as the board, queue or garbage changes. A clean exit can be more valuable than forcing one more cycle of a broken setup.
Also called Three-line clear
Three rows cleared by one placement. An ordinary Triple differs from a T-spin Triple; equal line counts do not imply equal score or attack.
The rightmost gap is ready to fill.
The vertical I fills the gap. Only completely filled rows clear.
3 rows disappear; the blocks above move down.
Also called TD · TD attack
A T-spin Triple followed by a T-spin Double. It can be built in midgame as well as through openers. The order is the reverse of DT Cannon.
Also called TS practice
The trainer's recurring T-spin Single practice. It focuses on useful Single-spin shapes and their continuation, rather than treating every small clear as a failed Double.
Also called TST practice
The trainer's mode for constructing and resolving T-spin Triples. Its dedicated coach prioritizes the required slot, overhang and rotation entry rather than optimizing an unrestricted versus game.
Also called Slide · Slide tuck
Move a piece sideways under an overhang before locking. A spin uses rotation to enter; a slide uses horizontal movement. Both need a reachable path and enough time before lock.
A twenty-line Zone result in Tetris Effect. It counts accumulated Zone rows, not a single-piece twenty-line clear.
Also called Time attack score
Score as much as possible within a time limit, commonly two or three minutes. Efficient scoring patterns matter, unlike a line sprint where the main objective is the finish time.
Also called Take back
Return to an earlier placement to try another decision. It is a learning aid, not a move available in ordinary competitive matches.
Also called VS
TETR.IO's combined attack-and-defense performance measure. It reflects both sending and clearing garbage over time; it is not win rate, rank, or a universal measure of Tetris skill.
Also called Kick
A positional adjustment tested when a rotation would collide. Kicks can move pieces beside walls or around stack blocks, and some lift them. The game tries defined offsets in order, not arbitrary nearby gaps.
Turning in place would put one cell beyond the left wall.
The first successful SRS offset moves the rotated T one cell right.
Also called Tetris well · I well · Open column
An intentionally open vertical channel for clearing lines, often with an I. Keep its entry accessible. Some older writing also uses well to mean the entire playfield.
Open from the top: a usable well.
Also called Z tetromino · Red piece
The mirror of S, made from two offset pairs. Commonly red in modern games.
Four cells, two orientations. Colors shown follow the familiar modern palette; themes may differ.
Also called Zone Battle
Tetris Effect's mechanic that pauses normal falling and accumulates completed rows at the bottom temporarily. Named results such as Octoris and Ultimatris describe the accumulated clear. It is not a Stacking Lab mode.
Try a shorter phrase or another name.
A SHARED VOCABULARY, DIFFERENT RULES
This is a growing reference for modern and classic Tetris, not a claim that every community nickname has been catalogued. Entries about Stacking Lab explain this trainer. Other entries may describe techniques or modes that are not available here.
Spin detection, scoring, attack tables, timing and top-out rules vary between games and versions. The resources below offer further explanations; community setup names are not official rules.
Learn more from the sites and creators below. This directory brings together glossary research references and further learning resources, with one link per site or channel. Some channels teach directly; others offer gameplay worth slowing down and studying.
Visual explanations of openers, T-spin setups, stacking methods and Perfect Clears.
An encyclopedia of rules, rotation systems, terminology and modern and classic games.
Community wiki with technique guides, opener diagrams and game mechanics.
Perfect Clear setups, opener routes and guides to Solution Finder.
Galactoid’s guidebooks and video lessons, including free material and paid books.
The game’s player guide: controls, practice modes, multiplayer and room rules.
A starting point for classic play, with lessons on DAS, rolling and hypertapping.
Handling settings, mechanics, terminology and answers about TETR.IO.
Official community guides covering stacking, spins and game-specific modes.
Long-running community discussions about strategy, arcade play and game mechanics.
A guide for exploring the Tetris The Grand Master series.
Player-written advice on learning, practice and modern multiplayer Tetris.
TETR.IO lessons on stacking, piece use and techniques, from fundamentals onward.
Modern Tetris explainers, beginner advice and T-spin guides.
Technique lessons and demonstrations for modern Tetris.
Classic Tetris explainers, ways to start playing and the evolution of player techniques.
Puyo Puyo Tetris guides and commentary on the game and its community.
Japanese-language competitive play to study piece choices and match decisions.
Classic movement lessons, especially DAS and how to use it.
High-level modern Tetris gameplay to watch closely and study.
Spanish-language Tetris content and learning resources.
Classic Tetris videos, including an introduction to hypertapping grips.
NES Tetris technique explanations, including quick taps for DAS players.
Classic Tetris gameplay and a detailed introduction to rolling.
Modern Tetris and Tetris 99 gameplay for studying stacking and decisions.