B

Back-to-Back:
describes two major bonus actions, such as two Tetris Line Clears, performed without a Single, Double, or Triple Line Clear occurring between them.
Block:
a single block locked in a cell in the Matrix. Also known as an existing Block.
Block Out:
the Game Over Condition that occurs when part of a newly-generated Tetrimino is blocked due to an existing Block in the Matrix.
Broken Line:
any line sent to opponents with only one gap in the row. In the typical multiplayer variant, Broken Lines are clearable and have at least one gap in a random location.
Buffer Zone:
an invisible area above the Matrix used to detect Lock Out, Block Out, and Top Out Game Over Conditions. The dimensions of the Buffer Zone are the same as those of the Matrix.

C

Collapse:
all Locked Down Blocks above the Line Clear fall vertically by the same number of rows as the number of lines that were cleared.
Counter Attack:
an attack against an opponent’s Line Attacks to prevent lines from appearing in one’s own Matrix. Before any lines from an action can be sent to an opponent, one’s own Receiving Queue must first be cleared.

F

Facing:
each Tetrimino has four facings: North, East, South, and West. All Tetriminos appear in the Next and Hold Queue, and are generated North Facing.
Fall Speed:
the speed at which a Tetrimino descends from the top of the Matrix.

G

Ghost Piece:
a graphical representation of where the Tetrimino in play will come to rest if it is dropped from its current position. Appears as an outline or translucent image. Begins North Facing at generation.
Goal:
the condition that must be met before a Level Up (or game completed) takes place, and is typically a number of lines left to be cleared. The Goal depends on the goal system used. For the Fixed Goal System, 10 lines must be cleared on each level. For the Variable Goal System, the player must clear 5 lines at level 1, 10 lines at level 2, and so on. Each level adds an additional five lines to the Goal.

H

Hard Drop:
causes the Tetrimino in play to drop straight down instantly from its current location and Lock Down on the first Surface it lands on. It does not allow for further player manipulation of the Tetrimino in play.
Hold Queue:
the storage place where players can Hold any falling Tetrimino for use later. When called for, the held Tetrimino swaps places with the currently falling Tetrimino, and begins falling again at the generation point.

L

Level Up:
upon completion of a level’s Goal, the player proceeds to the next level.
Line:
the result when Blocks fill a horizontal line of cells in the Matrix.
Line Attack:
this attack sends Broken or Solid Lines of Blocks to opponents (at random or user targeted times, depending on the system used), and can be performed using these actions: Doubles, Triples, Tetris Line Clears, T-Spin Singles, T-Spin Doubles, and T-Spin Triples.
Line Clear:
when a horizontal row is completely filled with Blocks, it is removed from the Matrix and is called a Line Clear. All pieces above the Line Clear shift down to fill the space. Most Tetris® brand variants award scoring or other bonuses for the number of lines cleared at one time. There are eight types of Line Clears:
  • Single: the player clears one line.
  • Double: the player clears two lines.
  • Triple: the player clears three lines.
  • Tetris: the player clears four lines.
  • Mini T-Spin Single: the player clears one line by achieving an easier T-Spin.
  • T-Spin Single: the player clears one line by achieving a T-Spin.
  • T-Spin Double: the player clears two lines by achieving a T-Spin.
  • T-Spin Triple: the player clears three lines by achieving a T-Spin.
Lock Down:
the point at which a Tetrimino in play can no longer be manipulated by the player. This generally occurs 0.5 seconds after a Tetrimino lands on a Surface.
Lock Down Timer:
counts down from 0.5 seconds once the Tetrimino in play lands on a Surface. When this time expires, the Tetrimino Locks Down and can no longer be manipulated by the player. The Lock Down Timer resets according to Classic, Extended, or Infinite Placement Lock Down Rules.
Lock Out:
the Game Over Condition occurring when a Tetrimino Locks Down completely above the Skyline.

M

Matrix (may-trix):
the rectangular arrangement of cells creating the active game area or playing field, usually 10 columns wide by 20 rows high. Tetriminos fall from the top-middle just above the Skyline (off-screen) to the bottom.
Mino (mee-noh):
a single square-shaped building block of a shape called a Tetrimino. Four Minos arranged into any of their various connected patterns is known as a Tetrimino.

N

Next Queue:
displays the Next Tetrimino(s) to be placed (generated) just above the Matrix. If hardware permits, the next six Tetriminos must be shown.
Next Tetrimino:
the next Tetrimino that will be placed (generated) just above the Matrix.

P

Piece Edges:
the edges, or boundary, of a single Tetrimino.

R

Receiving Queue:
a vertical meter that accrues opponents’ Line Attacks between Lock Downs. When a Lock Down occurs, any lines accrued in the meter are added to the bottom of that player’s Matrix before generation of the Next Tetrimino.
Rotation:
the method by which the player changes the facing of a Tetrimino. Rotation occurs at 90 degree intervals, and can be performed in both the clockwise or counterclockwise directions.

S

Skyline:
the horizontal line at the top of the Matrix. Tetriminos fall from the middle of the Matrix just above the Skyline.
Soft Drop:
causes the Tetrimino to drop at an accelerated rate (20x the normal Fall Speed) from its current location.
Solid Line:
a row of Blocks without any gaps sent to one or more opposing players.
Starting Line:
any Broken or Solid Line at the beginning of a game. Typically, variants may use different preset or random patterns to mix up game play.
Surface:
the top of any Block in the Matrix, or the bottom of the Matrix floor.
Super Rotation System:
the system devised to enable the rotation of a Tetrimino regardless of where it is in the Matrix.

T

Target Mark:
a movable marker that designates the recipient of a Line Attack. This marker displays near the middle of the opponent’s Matrix but is only visible to the player that controls it.
Tetriminos (te-tri-mee-nohs):
distinctive geometric Tetris® shapes formed by four Minos connected along their sides. A total of seven possible Tetriminos can be made using four Minos, each represented by a unique color.
Tetriminos
  • O-Tetrimino: yellow; a square shape; four Minos in a 2×2 square.
  • I-Tetrimino: light blue; shaped like a capital I; four Minos in a straight line.
  • T-Tetrimino: purple; shaped like a capital T; a row of three Minos with one added above the center.
  • L-Tetrimino: orange; shaped like a capital L; a row of three Minos with one added above the right side.
  • J-Tetrimino: dark blue; shaped like a capital J; a row of three Minos with one added above the left side.
  • S-Tetrimino: green; shaped like a capital S; two stacked horizontal diminos with the top one offset to the right.
  • Z-Tetrimino: red; shaped like a capital Z; two stacked horizontal diminos with the top one offset to the left.
Tetris Engine:
the code that controls the logic of a Tetris game.
Top Out:
the Game Over Condition occurring when the player receives Broken Lines or Solid Lines that force the player’s existing Blocks to the top of the Buffer Zone and past the Top Out Line.
Top Out Line:
the ceiling of the Buffer Zone, above the Skyline with the same height as the Matrix. This is the absolute topmost line in the Tetris game.
Touch:
when a Tetrimino comes in contact with one of the Matrix walls or Blocks in the Matrix.
T-Slot:
any Block formation such that when the T-Tetrimino is spun into it, any three of the four cells diagonally adjacent to the center of the T-Tetrimino are occupied by existing Blocks.
T-Spin:
this action can be achieved by first landing a T-Tetrimino, and before it Locks Down, rotating it in a T-Slot.

V

Visual Rotation Point:
using the Super Rotation System, this is the point anywhere near or within the Tetrimino around which the Tetris Engine attempts to rotate the Tetrimino. If unsuccessful, it will attempt to use the next Visual Rotation Point of the Tetrimino until it is successful.

W

Well:
a vertical gap between Blocks in the Matrix. A perfect one-cell wide by four-cell tall Well is the precursor to a Tetris Line Clear.