Hard Drop Tetris Wiki:Glossary: Difference between revisions

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(Gap and Rectum are the same thing)
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;Gap (tetrising)
;Gap (tetrising)
:The open column to place a vertical I tetromino for a tetris.  
:Same as [[#R|Rectum]].


;[[Garbage]]
;[[Garbage]]
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;Rectum
;Rectum
:At least four adjacent rows that are filled with blocks except for a single hole in the same column.[http://www.arkmay.com/tetris/moves.html]
:The open column to place a vertical I tetromino for a Tetris. It consists of at least four adjacent rows that are filled with blocks except for a single hole in the same column. The term comes from the Latin for "straight".[http://www.arkmay.com/tetris/moves.html]


;[[Rotate]]
;[[Rotate]]
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;[[Tetromino|Tetrad]]
;[[Tetromino|Tetrad]]
:Alternate term for tetromino used in ''Nintendo Power'' reviews of 8-bit ''Tetris'' games.
:Alternate term for tetromino used in ''Nintendo Power'' reviews of 8-bit ''Tetris'' games and in the initial release of the video game ''StarTropics 2''.


;[[Tetromino|Tetramino]]
;[[Tetromino|Tetramino]]

Revision as of 04:36, 20 August 2013

The following are brief definitions of terms related to Tetris and similar games.

Diagram Legend

The following is a legend detailing the functions of the various blocks used in the diagrams throughout the wiki articles.

Img Description
Tet.png Empty playfield cell
ZTet.png Red block (commonly part of Z tetromino)
LTet.png Orange block (commonly part of L tetromino)
OTet.png Yellow block (commonly part of O tetromino)
STet.png Green block (commonly part of S tetromino)
ITet.png Cyan block (commonly part of I tetromino)
JTet.png Blue block (commonly part of J tetromino)
TTet.png Purple block (commonly part of T tetromino)
GTet.png Gray block (Garbage or Playfield wall)
-Tet.png Ghost piece or Line clear
CTet.png Rotation center of a piece, a bomb in Bombliss, or any other specially marked block
PTet.png Purple block for the T Tetromino when executing a T-Spin
BTet.png Cell that has to be occupied for something (like a wallkick) to happen
XTet.png Cell that cannot be occupied for something (like a wallkick) to happen

#

0G
Gravity speed of 0 cells per frame where tetrominoes do not automatically drop when spawn. See G.
20G
Gravity speed of 20 cells per frame where tetrominoes instantly spawn on top of the stack. See G.

A

Active piece
Alternate term for falling piece.
Add
Alternate term for multiplayer garbage sent coined by Tetrinet players.
All Clear
When the player clears the whole playfield without leaving any blocks behind. Also known as a Bravo or Perfect Clear.
ARE
A term for entry delay originating from Japan.
Arika Rotation System (ARS)
The rotation system used by most games published by Arika.

B

Back-to-Back
Any combination of two or more line clears consisting of either a tetris or a T-Spin without any other line clear between them.
Bag
A class of randomizer in which a collection of pieces is shuffled, and all are dealt into the preview. (See Random Generator.)
Base (T-Spin)
The portion of a T-Spin setup, not directly under an overhang, where the T rests upon.
Block
A solid element occupying one cell of the playfield. Also used as a synonym for "cell" to represent a length or width (e.g. a 2-block-tall hole). Multiple blocks make a piece such as a tetromino. In some publications, a "block" may refer to a whole piece, but Tetriswiki uses "piece" or "tetromino" for clarity.
Block Out
To top out when a block overlaps the entry position. [1]
Bounding box
A conceptual mechanism for explaining rotation systems that allows depicting how orientations are positioned relative to one another.
Bravo
When the player clears the whole playfield without leaving any blocks behind. Also known as a All Clear or Perfect Clear.
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

Ceiling
The horizontal line separating the in-bounds rows of the playfield from the out-of-bounds rows. Most games place the ceiling at the top of row 20. In most games, the ceiling coincides with the top of the visible portion of the playfield.
Cell
A unit square within the playfield.
Channel (tetrising)
The hole to place a vertical I tetromino for a tetris.
Column
The group of vertical cells inside the playfield, numbered from left to right.
Combo
  1. The act of clearing lines with consecutive tetrominoes, common to many recent Guideline games.
  2. The act of clearing lines in quick succession under a timer-based counter, as seen in Cultris.
  3. The act of clearing consecutive non-single line clears, as seen in the TGM series.

D

DAS
Delayed Auto Shift. Refers to the delay prior to when the auto-repeat kicks starts.
Delay
Refers to any or all of the following: entry delay, delayed auto shift (DAS), DAS delay, line clear delay, and lock delay.
Double
The act of clearing two lines with one tetromino.
Downstack
The act of clearing existing blocks inside the playfield to lower the height of the stack. Most commonly used in multiplayer Tetris to refer to clearing garbage sent by an opponent.
Drop
Downward movement of a piece.

E

Entry delay
Time between when one piece finishes and when the following piece enters.

F

Falling piece
The tetromino or other piece under the player's control.
Fast drop
Another name for soft drop.
Firm drop
Manual downward motion of a tetromino where the piece lands within a frame and begins the lock delay.
Floor kick
Upward movement of a piece when it rotates against the floor of the playfield or other blocks.
Frame
Period during which the sequence of rotation, movement, and gravity is executed, and the result is displayed. Video games in Japan and North America run at 60 frames per second.
Funnel
A tetris column with a 2-3 cell wide opening at the top for skimming.

G

G
A unit of speed of one cell per frame. Refers most often to gravity; can also refer to DAS or soft drop speed. For example, when gravity is 20G, each piece falls so quickly that it instantly spawns on top of the playfield.
Gap (tetrising)
Same as Rectum.
Garbage
Rows of blocks added to the bottom of the playfield at the start of the game or during the game.
Garbage blocking
Garbage blocking is a feature that delays lines in the Receiving queue from appearing on the playfield until a piece is dropped which fails to clear a line.
Garbage countering
Sending garbage in order to reduce or eliminate lines in the Receiving queue.
Ghost piece
A marker in the playfield showing where the falling piece will land. Also known as Temporary Landing System (TLS).
Gravity
The automatic downward movement of a piece over time.
Guideline
The specification for how Tetris games made in roughly 2001 and later should operate.

H

Hard drop
Manual downward motion of a tetromino where the piece lands and locks instantly within a frame.
Hold
Placing the falling piece in storage and moving the piece that was in storage (or next in line if no piece was in storage) to the top of the playfield.
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.
Hole
  1. Hollow but enclosed cell(s) inside the stack.
  2. The open column to place a vertical I tetromino for a tetris.

I

Initial Hold System (IHS)
A rule allowing the player to hold the next piece during entry delay.
Initial Rotation System (IRS)
A rule allowing the player to rotate a piece as it enters the playfield by pressing and holding a button during entry delay.
Infinity
A rule in which lock delay resets every time a piece is shifted or rotated.

J

Jiznickery [2]
A misdrop due to an inadvertent zangi-move. It happens in games with firm drop when the player drops a piece but does not wait long enough for the piece to lock before trying to charge DAS or input IRS for the next piece. The New Tetris was especially susceptible due to its lack of manual locking.

K

Kick
A term that refers to a wall kick and/or a floor kick.

L

Lagdrop
A lagdrop is when a player drops a tetromino in the wrong place, or in the wrong orientation as a result of lag.
Landing (tetromino)
When the active tetromino makes contact with the surface of the stack or the bottom of the playfield.
LCD
Line clear delay
Line
Common term to refer to a row in the playfield.
Line clear
Creation of a complete row of blocks with no holes after a piece locks. It disappears, and the blocks above the row move down.
Line clear delay
The time it takes for a Line clear to complete.
Lock
After a piece has landed on the floor of the playfield or on other blocks, it becomes part of the playfield and is no longer subject to the player's control. Or to cancel lock delay, causing a piece to lock immediately.
Lock delay
The time between when a piece lands and when it locks.
Lockdown
See Lock.
Lock Out
To top out by locking a piece above the ceiling. [3]

M

Matrix
A term used by The Tetris Company for a playfield.
Mino
  1. A term used by The Tetris Company for a block;[4] this sense is little used outside TTC.
  2. The "block creatures" in the games Tetris Worlds and Kids Tetris are also called Minos.
  3. In Japanese Sega Tetris/TGM parlance, the term is used as an abbreviation of "Tetramino", thus referring to the whole piece instead of a single cell. The term "block", however, is used more often.
Misaim
Alternate term for misdrop.
Misdrop
A misdrop is when a player accidentally drops a tetromino in the wrong place, or in the wrong orientation.
Move reset
Another name for Infinity.

N

Next piece
Alternate term for piece preview.
Notch (T-Spin)
The crevice in a T-Spin setup that is directly under an overhang.

O

Open column
The hole to place a vertical I tetromino for a tetris.
Orientation
The direction that a piece faces. The number of orientations in Tetris pieces may not always be equal to the number of geometric orientations a shape can take. Shapes like Z, S, and I which only has two orientations, or O, which has only one, can be treated as having four internal representations in some games, most commonly those that implement the Super Rotation System.
Overhang
A block or column of blocks extending from a wall of blocks over an empty cell or column. Overhangs are commonly used as a method of reordering piece placements when a player recieves undesirable tetromino sequences. In games where T-Spins are rewarded, overhangs may be used to set up a T-Spin.

P

Piece
A set of blocks that moves as a unit.
Piece preview
A display area of the tetrion devoted to displaying the next pieces that will enter the playfield.
Perfect Clear
When the player clears the whole playfield without leaving any blocks behind. Also known as a All Clear or Bravo.
Playfield
A grid of cells into which pieces are placed.

R

Random Generator
A specific randomizer used in newer games that guarantees an even distribution of piece types. It consists of a bag with one of each of the seven tetrominoes.
Randomizer
An algorithm that generates a sequence of piece types.
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.
Rectum
The open column to place a vertical I tetromino for a Tetris. It consists of at least four adjacent rows that are filled with blocks except for a single hole in the same column. The term comes from the Latin for "straight".[5]
Rotate
To change a piece's orientation by turning it clockwise or counterclockwise, generally by 90 degrees.
Rotating the tires
Alternate term for a twist.[6]
Rotation system
A rule specifying the orientation for each piece type and the movements (including wall kicks and floor kicks) when changing orientations.
Row
The group of horizontal cells inside the playfield, numbered from bottom to top.

S

Shadow
Alternate term for ghost piece.
SDS
Soft drop speed
Shift
Moving a piece sideways.
Single
The act of clearing one line with one tetromino.
Skimming
Line clearing the edge or surface of a stack to purposely downstack, flatten the field, or upstack for a tetris.
Skyline
The horizontal line at the top of the matrix. Tetriminos fall from the middle of the matrix just above the skyline.
Slide
Placing a piece under an overhang by moving it sideways.
Soft drop
Moving the piece down faster than gravity, while still retaining control over it.
Solid Line
A row of blocks without any gaps sent to one or more opposing players.
Sonic drop
A name for firm drop arising from the TGM community.
Sonic lock
A name for hard drop arising from the TGM community.
Spawn location
Where the active tetromino enters the playfield.
Spawn orientation
The initial orientation of the active tetromino upon appearing in the playfield.
Speed
  1. The rate at which the active tetromino automatically falls. See Gravity.
  2. The rate at which a player drops a tetromino. See Tetromino Per Time.
  3. The specific delay values that determine how fast a game can be played optimally, or how slow it can be played for survival.
Super Rotation System (SRS)
A rotation system for tetrominoes used by games that adhere to the Tetris Guideline.
Stack
  1. The structure created from placing tetrominoes inside the playfield.
  2. The act of placing tetrominoes inside the playfield.
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.
Step reset
Lock delay resets every time the falling piece moves downward.

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.
TAS
Tool-assisted speedrun. A performance produced by means unavailable to regular players, such as slow motion, frame-by-frame advance of the gameplay, or re-recording of previous portions of a performance.
Temporary Landing System (TLS)
Arika's name for the ghost piece.
Tetlag
Effect of failure to adapt to different variations of a puzzle game, especially different rotation systems. (Coined by colour_thief as a portmanteau of "tetromino" and "jet lag".)
Tetrad
Alternate term for tetromino used in Nintendo Power reviews of 8-bit Tetris games and in the initial release of the video game StarTropics 2.
Tetramino
Alternate term for tetromino allegedly used by The Tetris Company in the late 1990s.
Tetrimino
Alternate term for tetromino used by The Tetris Company as of Tetris Worlds.
Tetrion
A term used by The Tetris Company for the game object that contains a playfield. Different tetrions may implement different variations of the game rules. (Not to be confused with treknobabble.)
Tetris
  1. The Tetris Company's trademark for products implementing the Soviet Mind Game.
  2. The act of clearing four lines with one tetromino.
Tetromino
A piece consisting of four square blocks joined at the sides.
Top out
A piece reaches the top of the playfield and the game ends.
Triple
The act of clearing three lines with one tetromino.
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
A twist performed with the T tetromino that satisfies specific requirements.
T-Spin Single
A T-Spin that clears one line.
T-Spin Double
A T-Spin that clears two lines.
T-Spin Triple
A T-Spin that clears three lines.
Twist
Placing a piece under an overhang by rotating it.

U

Upstack
The act of placing tetrominoes inside the playfield to increase the height of the stack.

W

Wall kick
Sideways movement of a piece when it rotates against the floor of the playfield or other blocks.
Well
A term used in some older games for the playfield.

X

Xealed
Getting Xealed; Xealing; Xealed it;
A term used for sending more lines than your opponent and losing.
Double Xealed means sending more lines than two opponents and losing, Triple, Quad, etc.
All Xealed means sending more than everyone put together and losing.
Counter Xealed is when you Xeal a player and that player responds by Xealing you back. This image demonstrates a Counter Xeal. [7]
Named after player Xeal, who tends to do it a lot.

Z

Zangi-move
Moving a piece downward, sliding it, and locking it.

See also

External links

Tetris Zone glossary

Tetris.com glossary