Beginner’s Community Guide

Welcome to the Tetris Effect: Connected Beginners Community Guide!

This is a guide to basic knowledge of Tetris designed for new players looking to improve their skills and/or be introduced to the various game modes within Tetris Effect: Connected.

1. Stacking Strategies

9-0 Stacking and Clean Stacking

What does this mean?

The main goal of Tetris is to drop Tetriminos into the Matrix and clear lines to gain points. A line or row is cleared when all 10 columns in a row are filled. One of the most common strategies for doing this is called 9-0 stacking, better known as a side Tetris well, which is when you leave a one-column stack on either the left or right side of the stack, leaving opportunities for Tetris Line Clears. This is a great place to start if you want to improve your score.

Stacking cleanly refers to flat stacking for an accommodating stack with few or no bumps. An accommodating stack will allow any upcoming Tetrimino to fit nicely, rather than having a dependency on a specific Tetrimino (for example, needing that pesky I-Tetrimino to fix your stack).

How do you learn it?

9-0 stack: The number one thing to keep in mind is that one of the side columns needs to be empty. As long as you can maintain this, you are 9-0 stacking.

Stacking cleanly, however, can be a bit more tricky. The main thing to think about is how Tetriminos connect together.

9-0 example:

Once you’ve gotten the hang of stacking cleanly, you can try to start to offset the Tetris well towards the center. The name “9-0” stacking refers to the width of the stacks on each side of the Tetris well; in 9-0’s case, nine columns to the left, zero to the right.

Freestyle Stacking

A common form of freestyle stacking is 6-3, where a three-wide stack is on the right-hand side. This can be quickly made using the L, O, and J-Tetriminos.

This stacking method is popular due to its ease of use and ability to form T-Spin setups at the very top of a flat 6-3 stack.

While any other form of freestyle stacking (9-0, 8-1, 7-2, or 5-4 stacking) can give you T-Spin setups, they can be a bit more counterintuitive or be too dependent on a certain Tetrimino to work. You can try any of these options, as long as you maintain a balanced stack height on each side of the Tetris well.

2. Simple Kicks and Tetrimino Movement

What does this mean?

Modern Tetris games follow a specific rotation system, namely the Super Rotation System (commonly referred to as SRS). This system dictates how Tetrimino rotations behave in the Matrix. Tetriminos typically rotate around a given center point; however, there’ll be situations where a Tetrimino can’t use that center point to rotate.

This is where SRS’s Tetrimino wall kick mechanics come into play. What kicks do is change the center of rotation of the Tetrimino, allowing it to still rotate in situations where the Tetrimino wouldn’t be able to rotate otherwise. See the advanced kicks section below for more information.

 

3. Downstacking

What does this mean?

By now you’ve learned how to build your Tetrimino stacks, now it’s time to discuss the opposite; clearing them. You might be wondering, “Clearing lines is simple; why would I need to learn how to do that?” The thing is, there will be situations where you make a mistake while upstacking, and your stack will become messy. In these scenarios, clearing the lines to get back to your normal stack will be easier said than done. That’s when downstacking skills come in handy.

How do you learn it?

The best thing to keep in mind for downstacking is how each Tetrimino clears lines; not just how many lines they clear, but also what will be left behind after you perform a line clear.

If you want a perfect practice tool for downstacking, try playing the Purify Effect Mode. More details about Purify are in the Effect Modes section.

Downstacking example:

 

4. T-spins

What is a T-spin?

A T-spin is when a player spins a T-Tetrimino into a tight space where it wouldn’t be able to fall vertically into otherwise. When the T-Tetrimino is locked into place after a rotation, the game checks the four diagonal corners surrounding its center. If at least 3 of those 4 corners are filled (either by other blocks or the walls of the Matrix), the game counts it as a T-Spin.  You can tell when you hear a clunk sound when you rotate.

How do you learn it?

The first thing to look for when it comes to setting up a T-spin is a T-shaped hole in your stack. If you have one of those, you can create an easy T-spin setup by simply creating a small overhang.

This image shows what boxes are checked to determine if the placed T is a T-spin.  If at least 3 of the 4 red boxes are filled by other Tetriminos when the T-Tetrimino is placed, it is considered a T-spin.

T-Spin Double Example

T-Spin Triple Example

T-Spins score similarly to Tetris Line Clears, thus are important when going for big high scores. 

5. Openers

What does this mean?

Openers are strategies for the very beginning of the game; in other words, openers serve to answer the question “How should I start a game of Tetris?” Openers are often explained and learned in “bags,” in order to learn multiple ways to build a given pattern regardless of Tetrimino order (see 7-bag in Glossary). Many openers aim to produce a high efficiency between “Tetriminos used” and “attacks per minute”, often utilizing T-spins.

How do you learn it?

There are a wide variety of openers, therefore many different ways to go about learning them. In fact, you don’t really need to learn them if you don’t want to!

Perfect Clear Opener Example

See if you can find a solution for these, they’re both solvable.

This is an example of an All Clear Opener. L, O, and J make a 3×4 box, with the T, S, and Z making the jagged shape on the left.

Grace System Opener Example

This is an example of the Grace system, used to set up an All Clear to start a game of Tetris. L, J, O, S, Z, and I make a 6×4 box, leaving a 4×4 box that can be filled in many ways.

6. Advanced Kicks and Spins

What does this mean?

Although not rewarded by the game in the same way T-Spins are, you can use spins with other Tetriminos to fix your stack more efficiently

L and J-Tetriminos are really flexible due to their lack of rotational symmetry. Consequently, the S and Z-Tetriminos are a bit more finicky, as two states at any given time can look identical.

The one thing to keep in mind when performing S/Z-Spins is which direction you first rotated the Tetrimino; due to the fact that the S and Z-Tetriminos have 180-degree rotational symmetry, you can easily mess up a spin when you swore you rotated it correctly.

How do you learn it?

When you see somewhere where your Tetrimino may fit, don’t be afraid to try to fit it there; chances are you can spin it in the hole if you try enough!

There are also game modes to let you practice the most useful spins (The All Clear Effect Mode, for example)

Kick Examples:

7. Tetris Effect-Specific Mechanics

The Zone

The Zone is a core mechanic within Journey, Zone Battle, and Connected game modes. During the Zone, blocks stop falling, and all cleared lines are moved to the bottom instead of disappearing. See how many lines you can clear before the Zone gauge (located near the bottom left of the Matrix) depletes!

Different names are given to different amounts of Zone line clears.

4-7 lines = Tetris

8-11 lines = Octoris

12-15 lines = Dodecatris

16-17 lines = Decahexatris

18-19 lines = Perfectris

20 lines = Ultimatris

With planning, strategy, and a little luck, clearing more than 20 lines is possible! 

21 lines = Kirbtris (named after the first person to succeed, Kirby703)

22 lines = Impossibilitris

23 lines = Infinitris

24 lines = Electris 

27+ lines = ???

How do you learn it?

There are a few things to take into account when shooting for a high Zone line clear: 

Zone Gauge: The first is your Zone Gauge, which is charged by clearing lines. The gauge charges in increments of one quarter. Each quarter needs a set amount of line clears, depending on the game mode and level. The more charge you have, the longer your Zone will last!

Speed: When shooting for big Zone line clears, the key element is how fast you can clear lines. Starting your Zone with lots of blocks in the Matrix leaves you with more time to clear lines and less time wasted stacking. Although it is possible to get 16+ lines in a Zone with a quarter or half-meter, it is much easier to do so with a higher-filled meter.

Using a strategy like creating a combo well to quickly score Tetris Line Clears and clear Tetriminos can be very good for getting more lines. For example, the side two-wide combo well (an 8-0 well) allows you to clear lines very quickly as you can use any Tetrimino to downstack.

When shooting for 16+ lines, an important factor that comes into play is stacking near the top of the Matrix. When in the Zone, if a Tetrimino spawns inside of an already placed Tetrimino or is placed entirely above the Matrix (where no part of the Tetrimino enters the 10×20 Matrix), the Zone will end. Clearing quickly through the first 16 lines can also give you more time to think about your stacking at the top of the Zone to avoid an unintentional top-out.

Journey Mode: In Journey mode, the Zone Gauge fills based on the level being played: it takes 7 lines to fill a quarter of the Zone Gauge on Beginner difficulty, 8 for Normal, and 10 for Expert.

Zone Battle: In Zone Battle, the Gauge fills based on how many lines are cleared, with more lines needed to fill the Zone as you progress through each phase. More about how Zone Battle progresses, as well as the goal in Zone Battle, is explained below.

For even more advanced Zone techniques, read on!

Trying to achieve 19-20 line Zones is where stacking at the top of the Matrix begins to become really difficult. If practicing, it is a good idea to take a screenshot and look to try to find a solution with your upcoming Tetriminos in the queue. Some general tips are to remember that you can place Tetriminos partially above the Matrix. Also, try to fill in the sides first, as keeping the Matrix open in the center ensures that your Tetriminos can spawn in safely without ending the Zone. The Zone takes a lot of practice to learn, so don’t get discouraged if it takes you a while to master it.

Zone examples:

Connected Zone example:

 

8. Effect Modes

Marathon: A staple of Tetris games – clear 150 lines as the speed steadily increases, and aim for the highest score! This mode also has an Endless variant.

Ultra: Another staple of Tetris games – get the highest score possible in three minutes!

Sprint: Another staple of Tetris games – clear 40 lines as fast as possible!

Master: A difficult test of endurance, speed, and reaction time inspired by the arcade game series “Tetris: The Grandmaster.” Tetriminos are at max gravity and instantly fall with a short amount of time to manipulate them before locking into place. Levels advance every ten lines from level M1 until M30, ramping up in difficulty. After clearing 300 lines, the game ends. 

Chill Marathon: Like Marathon, but with customizable goals and topping out is not fatal. Just keep playing until the end!

Quick Play: Pick a stage seen in Journey mode (or one of the secret unlockables) without any risk of a game over.

Playlists: Four curated back-to-back stages at low gravity, without risk of a game over. This mode also features music tracks and ambient sounds designed for each playlist.

All Clear: The goal is to use the given Tetrimino sequence and unique spins to clear the whole Matrix, getting as many All Clears as you can before running out of time. The colors of the rows hint at which Tetrimino should be used to clear that row.

Note that you must clear a line with every Tetrimino placement, or else you fail the puzzle and progress to the next Matrix.

A gif for each All Clear board, including a few slightly faster solutions, can be found here.

Combo: Clear as many lines in a row as possible while maintaining a combo. A new Matrix will generate upon breaking a combo or clearing all rows of given garbage on each Matrix.

Target: Clear glowing minos as fast as possible by performing line clears on the same row as the mino. The game generates a new Matrix once all glowing minos within it are cleared.

Countdown: Get the highest score you can within 5 minutes with a twist! I-Tetriminos fall down from the top of the Matrix after a certain number of Tetriminos are dropped. Before each drop, the column(s) where I-Tetriminos will land are indicated by a faint glow. Clearing lines with these falling I-Tetriminos are rewarded as Countdown Clears and receive extra points. 

Purify: Clear as many lines as possible in three minutes with downstacking. The Matrix continually spawns garbage lines and glowing purple “infected” minos that can be eliminated with line clears. The player is rewarded points for clearing infected minos with a bonus for clearing all infections in the Matrix before the next infection. When all infected minos are eliminated or the next infection arrives, new garbage lines are also inserted from the bottom of the Matrix. This mode has 3 difficulty settings which affect the settings of garbage lines, infected minos and bonus score amount.

Mystery: Like Marathon, but the player is under constant attack by various effects. Effects occur after 10-15 Tetriminos are placed. Effects and their properties are listed below.

EFFECTPROPERTY
No NextNext Tetrimino previews are hidden
No HoldHold is disabled
No GhostThe ghost Tetrimino is disabled
Horizontal FlipThe Matrix is flipped along the vertical axis
Horizontal SpinCertain rows in the Matrix are shifted
Bump UpGarbage rows are added to the bottom of the Matrix
Up CloseThe camera zooms in close to the Matrix
Upside DownThe Matrix is displayed upside down with directional controls inverted
GiantTetriminos are four times the normal size spawn
7-in-a-rowThe next seven Tetriminos that spawn are identical
FracturedTetriminos spawn with disjointed configurations
Cross BombA cross-shaped hole is blown out of the Matrix unless the bomb is diffused
Diamond Bomb                   A diamond-shaped hole is blown out of the Matrix unless the bomb is diffused
Reset   Speed Level resets to Level 1
All ClearThe Matrix is cleared and an All Clear points bonus is given
Bonus RallyTetriminos turn golden and all line clears performed are worth double their normal points
ResetNo effects are triggered

9. Multiplayer Modes

 The following multiplayer game modes are available in Tetris Effect: Connected.

Connected: Connected is a three-player mode where you play as one of three “guardians” to fight against an AI “boss.” The goal is to survive the boss’ blitzes and use a combined Zone mechanic to send lines to the boss and win.

Connected VS (CVS): It is similar to Connected, but a fourth player is able to play as the boss. The guardians attempt to top out the boss, while the boss attempts to make all three guardians top out.
During the weekend Full Moon Event, Connected Vs. will appear in the ranked matches menu. The game mode is also available to play at any time via Local or Friend matches!

Zone Battle (ZB): Zone Battle takes the standard Vs. Tetris format and adds the Zone mechanic to it. 

In a Vs. Tetris game, your goal is to make your opponent top out by clearing lines to send them garbage. The general thing to note is that the more lines you clear at once, the more lines of garbage you send to them, with things like T-Spins, All Clears, and Combos giving some bonuses.

However, with the inclusion of the Zone mechanic, you gain the opportunity to take what you’ve learned about using the Zone in Journey Mode into a more competitive setting.

Charging Zone in Zone Battle works similarly to how it does in Journey mode; the more lines you clear, the more Zone you charge. Things like T-Spins and All Clears don’t matter for Zone charge.

Once you activate Zone, any and all incoming garbage won’t enter your Matrix until it’s over.

After your Zone ends, you’ll send garbage dependent on several factors:

  • The amount of lines you cleared in Zone.
  • How much Zone charge you had upon activating it.
  • Bonuses like Tetris Line Clears, T-Spins, Combos etc.

Score Attack (SA): Score Attack is another 1v1 game mode, with the goal being to score the most amount of points in a modern Tetris match.

This mode is essentially the same as Marathon, with a few additions:

  • Level selections: Unlike Marathon, the level to start is restricted depending on your SR. When you begin, you can select anywhere from lvl 0-5, and the starting level shifts up depending on your SR (5-10, 10-15, and 15-20)
  • Goal: The goal isn’t to get the highest score you can, but rather a higher score than your opponent.
  • Timer: Because the goal is to get a higher score, if the person with a higher score ends their run early, the other player has up to 2 minutes to catch up or beat that score. If you can beat that score in 2 minutes or less, you win. If not, the other person wins.

Classic Score Attack (CSA): Classic Score Attack works in a similar way to Score Attack, but with one key difference: the mechanics in this mode work like that of the NES version of Tetris. Your goal is to score more points than your opponent, with the same RNG and mechanics as NES Tetris.

Similar to Score Attack, there is a level restriction that increases the level you can start depending on how high you climb the ladder, as well as a hurry-up timer that gives you two minutes to catch up to your opponent’s score if they top out first.

If you’re familiar with watching the Classic Tetris World Championships (CTWC), this mode follows that formula, with the exception of the aforementioned timer.

GLOSSARY

TERMMEANING
20GThe behavior of the Tetrimino falling through the entire height of the Matrix instantly.
7-BagThe randomizer system used in Tetris Effect. Every sequence of 7 Tetriminos consists of one of every Tetrimino in the game.

Classic Score Attack is an exception to this, where an (almost) pure randomizer is used.

All ClearThe state of clearing all Tetriminos on the Matrix after beginning play. The term Perfect Clear is also used.
APMAttacks Per Minute: the number of lines sent to your opponent, averaged over a 60-second period. 
ARRAuto Repeat Rate: The frequency with which a Tetrimino repeats a held left or right input.

In Tetris Effect, this number is defaulted to 30Hz (meaning it repeats 30 times per second). Some modes have exceptions.

B2BBack-to-back: The act of clearing only consecutive T-Spins and Tetris Line Clears. Not to be confused with Combos.
CascadeThe act of minos collapsing down in Connected and Connected VS. 
CheeseA term for a stack of garbage rows where the one missing hole in each does not create a neat, tidy well. Taken from Swiss cheese, which is typically full of non-continuous holes.
ComboThe act of clearing lines with consecutive Tetrimino placements  without interruption.
DASDelayed Auto Shift: the amount of time before an input is repeated/ARR is engaged.

In Tetris Effect, this number is defaulted to 166ms (or 10 frames, under the assumption of normal 60Hz monitors). Some modes have exceptions.

DownstackingRefers to clearing lines to lower the stack in the Matrix.
DPMDrops per Minute: the number of Tetriminos you place, averaged over a 60-second period.
DependencyA section of the stack that requires a certain Tetrimino or Tetriminos to make flat.
Entry delayThe delay between locking a Tetrimino and the next Tetrimino spawning. 
FinesseThe ability to place Tetriminos using as few key presses as possible.
Flat stackingA strategy for placing Tetriminos that increases the chances the player will be able to accommodate the next Tetriminos. The stack should be flat but with a few small bumps to accommodate all upcoming Tetriminos.
FreestylePerforming moves with no specific pattern in mind.
Four-wide (4w)                                          A strategy that leaves 4 consecutive open columns with 3 minos of residue inside, used for combo chaining. Typically done in the center (c4w) or to the side (s4w) of the Matrix.
GarbageThe lines you send to your opponent as a result of clearing multiple rows from your Matrix with only one Tetrimino. These appear at the bottom of their Matrix with one column missing. Your opponent can similarly add garbage to your Matrix in the same manner.
GravityThe rate at which Tetriminos fall to the bottom of the Matrix. The higher the gravity, the faster the active Tetrimino moves to the bottom of the Matrix.
IHSInitial Hold System: The ability to hold a Tetrimino before the next Tetrimino spawns. Often used by advanced players.
IRSInitial Rotation System: The ability to rotate a Tetrimino before it spawns. Often used by advanced players.
MatrixThe 20 row by 10 column board in which the Tetriminos are placed.
MetaAn informal term that means an effective strategy or way to achieve the goal of the game, whether it’s to beat other players or beat the game itself.
Magic MinoThe purple-colored Tetriminos that appear in Connected and Connected VS while in Zone. When placed, they cascade all minos below them. Generally used for fixing stacks with holes.
NRSNintendo Rotation System – the name for the rules of rotations in NES and Game Boy Tetris. Only Classic Score Attack uses this rotation system.
PCOPerfect Clear Opener.
SDRSoft Drop Rate: the speed at which a Tetrimino falls toward the bottom of the Matrix when the soft drop key is held.
SRSSuper Rotation System – the name for the set of rules that define how rotations, kicks, and spins operate in all official modern versions of Tetris.
Stack The formation of previously placed Tetriminos within a Matrix.
T-spinThe action of rotating a T-Tetrimino into a T-shaped hole, with some criteria satisfied.
TetriminoOne of the seven different shapes made from 4 Tetriminos that are used in Tetris.
Tetris/Tetris ClearThe act of clearing four lines at once, typically using the I-Tetrimino (The long bar).
Two-wide (2w)The two-wide is a well with two columns open. Players use Left, Right, and Center to describe the location of the Two-wide in your Matrix. 
UpstackingThe act of placing Tetriminos to raise the height of the stack.

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