List of twists

Twists, called "spin moves" in The New Tetris's manual, let a player fix some otherwise difficult situations. These examples cover recent games, but some of them may not work for earlier Tetris games that use little or no wall kick.

Rewards for twists
Some games give scoring rewards for twisting a tetromino into a tight space. Two basic algorithms, with slight variations, have been used in newer games to detect and reward in-place spins:
 * Immobile, used in The New Tetris: A twist is recognised if a tetromino locks in a position where it cannot move left, right, or up. There is only a reward if rows are completed in this way.
 * 3-corner T, used in Tetris DS and other SRS based games: A T-spin bonus is awarded if all of the following are true:
 * Tetromino being locked is T.
 * Last successful movement of the tetromino was a rotate, as opposed to sideways movement, downward movement, or falling due to gravity. (Canceling lock delay in games that allow it, such as Tetris DS, does not count as a movement.) The tetromino doesn't even have to end up in a different orientation than it was dropped in; setting up the "well-known twist" below in Tetris Worlds or Tetris DS and pressing both rotate buttons (B–A or A–B) will trigger the T-spin bonus even without any net rotation.
 * Three of the 4 squares diagonally adjacent to the T's center are occupied. (In Tetris DS, the walls and floor surrounding the playfield are considered "occupied", while in Tetris Worlds for GBA, they aren't.

Different games add variations:
 * 3-corner T no wall, used in Tetris Worlds: The walls and floor surrounding the playfield are not considered "occupied".
 * 3-corner T no kick, used in Tetris: New Century, iPod Tetris, and Tetris Evolution: The final rotation must not involve a wall kick, that is, it recognizes only the "well known twist" below.

(The names for the algorithms are unofficial, taken from the fan game Lockjaw.)

In some of these diagrams, especially those involving S and Z tetrominoes, the "center" corresponding to the center of rotation in SRS is marked with a circle.

Twists with T (or T-Spin)
A well-known twist involves the tetromino T. In fact, these are the only twists that games that use "3-corner T no kick" reward.

Other variants exist, especially in games that use some form of wall kick. For example, the following works in TGM rotation and in SRS, but it is not scored as a T-spin in Tetris Worlds if performed on the floor of the playfield.

The above move must be done differently in The New Tetris:

This example from SRS is not a T-spin under the old rule, as the tetromino could have been rotated before being dropped, but SRS games from Tetris Worlds through Tetris DS count it anyway:

This one is a T-spin in Tetris DS but not Tetris Worlds due to the difference in how the playfield walls are handled:

Triples may not seem possible, but especially games using SRS will allow them regardless. Notice that the ending position of the T tetromino does not overlap the starting position. This one works in Atari rotation: These will work in SRS as well:

Twists with I
If changing position to the second row, rotate three times so to twist on lower-middle square. If changing positions to the right columns, turn right. If left, turn left.

In SRS, I tetrominoes can be rotated on their end blocks:

SRS has a slight asymmetry with how end-block rotation is handled. See I-spins in SRS.

This one is silly but should work (with minor variations) in most systems, even if it is not rewarded:

In games that use Atari rotation, a similar maneuver can produce a triple:

Twists with S and Z
SRS, TGM, Game Boy:

SRS, TGM, NES:

SRS only:

SRS only:

In this case, if using S, turn left both times and if using Z, turn right both times.

Twists with J and L
Works in virtually all versions, including Tetris (Game Boy):

Works with TGM and SRS:

Works with SRS only. Like other spin triples, this works with SRS only: