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Marathon / endless: play until top out.; Sprint: clear 40 lines as fast as possible.; Ultra: maximise score in a fixed time.
Why people argue about this
People often assume that in "Ultra" mode, they must clear lines at a steady pace throughout the fixed time limit, but actually, it's all about maximizing score regardless of how quickly or slowly you play, as long as you hit the required score by the end. They overlook the fact that speed and efficiency aren't penalized here; rather, it’s about scoring potential in any given timeframe.
A piece spawns at the top and falls at the current gravity speed.; Move and rotate it; a soft drop speeds descent, a hard drop places it instantly.; Once it lands and locks, any completed lines clear and the next piece spawns.
Why people argue about this
People often assume that once a piece is locked in place, it's too late for rotating it again, which leads them to miss out on potential clears from rotations after locking pieces. The confusion arises because they don't realize you can still rotate and move pieces immediately before they lock, even though the rule states they've already landed.
The Guideline defines the Super Rotation System, in which a rotation blocked by a wall or the stack is retried at offset positions — a wall kick. This is what makes T-spins possible and is the clearest single difference from classic-era versions.
Why people argue about this
People often think that the wall kick is just a fancy way of saying you can spin Tetriminos against walls, but in reality, it's about retrying rotations at offset positions when blocked by either a wall or the bottom row, which allows for those iconic T-spin moves possible and differentiates Tetris from its predecessors.
Playfield: a well conventionally 10 cells wide and 20 or more visible rows tall.; Seven tetrominoes: I, O, T, S, Z, J and L, each four cells.; Controls: move left and right, soft drop, hard drop, rotate clockwise and anticlockwise, and hold.
Why people argue about this
People often assume that the playfield must be exactly 10 cells wide by 20 rows tall, forgetting that it can vary within certain parameters as long as it's "conventionally" sized. The confusion arises because they overlook the flexibility in dimensions while focusing on the specific cell count and row height.
Complete horizontal lines to clear them and keep the stack from reaching the top of the well. Tetris has no win condition in its endless form — play continues until the stack tops out, so the objective is to maximise score and survive rising speed.
Why people argue about this
People often assume that Tetris has a traditional win condition like other games do, thinking it's about reaching a certain score or level, but in fact, the objective is entirely survival-based; you keep playing until your stack reaches the top, so the real argument revolves around maximizing points and managing speed to prolong play.
The Guideline defines the Super Rotation System, in which a rotation blocked by a wall or the stack is retried at offset positions — a wall kick. This is what makes T-spins possible and is the clearest single difference from classic-era versions.
Why people argue about this
People often assume that a T-spin in Tetris is just about rotating a piece into place with perfect precision, forgetting that it's actually contingent on whether the rotation hits a wall or the stack—only then does it retry at offset positions, which is where the "wall kick" comes in and makes it possible.
In sprint modes the metric is time rather than score, and in versus modes it is lines sent.
Why people argue about this
People often assume that in versus modes of Tetris sprint games, players are competing based on time alone, forgetting that they're actually trying to clear as many lines as possible within that timeframe. This leads to misunderstandings because scoring isn't just about how fast you finish but also the number of lines cleared efficiently during the race.
There is no sanctioning federation. Competitive play is organised by event, and the rules that matter are the ones each event fixes: Which version: classic NES play and Guideline-era play are effectively different games. Events specify the exact build.; Randomiser: the 7-bag is standard under the...
Why people argue about this
People often assume that the exact build rules are set by the official Tetris organization, but in reality, each event decides what constitutes a valid build for their competition, leading to confusion about which builds are allowed and why.