Tetris Guideline
The rulebook that keeps every Tetris game spinning the same way.
The Tetris Guideline is the official specification document maintained by The Tetris Company that defines the standard rules, mechanics, and visual identity for all licensed Tetris games. It prescribes everything from board dimensions and tetromino shapes to the randomizer algorithm, rotation system, scoring table, and speed progression, ensuring that a Tetris game on a handheld, a console, or a mobile phone plays recognizably the same way.
Since its inception in the late 1990s, the Guideline has been revised multiple times to accommodate new hardware, competitive play standards, and modern expectations. It serves as the bridge between the original 1984 game by Alexey Pajitnov and the dozens of licensed titles that followed, acting as the single source of truth for what 'Tetris' means mechanically.
- Maintained by
- The Tetris Company
- First established
- Late 1990s
- Visible board
- 10 columns × 20 rows
- Tetrominoes
- 7 (I, O, T, S, Z, J, L)
- Randomizer
- 7-bag
- Rotation system
- SRS (Super Rotation System)
- Base clear scores
- 40 / 100 / 300 / 1200 (S/D/T/Tetris)
Lore & Background
Before the Guideline, licensed Tetris titles varied wildly: some used pure random piece generation, others had no kick tables, board sizes differed, and scoring was inconsistent. Players who mastered one version found another felt alien. The Guideline was born out of a need to unify the experience under one identity, codifying the 7-bag randomizer, the SRS rotation with wall kicks, the 10-by-20 visible well with hidden rows above, and the canonical color palette for each tetromino.
Over successive revisions, the document absorbed lessons from competitive play. The SRS system, first appearing in Tetris DX on the Game Boy Advance, was eventually written into the Guideline as the standard rotation model. The 7-bag randomizer, introduced in Tetris DS, replaced older random or quasi-random generators and is now the mandated piece sequence. Scoring values—40, 100, 300, and 1200 for single through tetris clears—were standardized so that a 'Tetris' means the same reward everywhere.
Today the Guideline is less a single frozen document than a living specification. The Tetris Company issues updated versions that adjust details like speed curves, hold-piece behavior, and next-piece preview counts, while the core architecture remains intact. Every new Tetris release, from mobile ports to the annual Tetris 99 and Tetris Effect titles, is measured against it.
In Their Own Story
The arcade cabinet hums in a dimly lit corner of a Tokyo game center. A young player drops a T-piece, rotates it twice with a quick flick of the thumbstick, and slots it into a gap three columns wide. The kick table nudges the piece one cell left. The line clears. Four hundred points flash. She exhales, watches the next piece—a long cyan I—slide into the preview box, and begins to plan the well. Around her, strangers nod at the screen as if recognizing a shared language. They are. Every rotation, every kick, every bag of seven pieces follows the same invisible contract, written in a document most of them will never open, but all of them feel in their fingers.
Reader's Guide
The Tetris Guideline codifies the core loop: pieces fall from above into a 10-wide, 20-tall visible well (with hidden rows above), and the player clears full horizontal lines. The seven tetrominoes—cyan I, yellow O, purple T, green S, red Z, blue J, orange L—are dealt in a 7-bag randomizer, meaning every group of seven contains exactly one of each shape before reshuffling. This was first implemented in Tetris DS (2006) and is now the standard.
Rotation follows the Super Rotation System (SRS), introduced in Tetris DX (2001, GBA). Each piece has defined rotation states and wall-kick tables that let it slide around obstacles, enabling tricks like T-spins and wall kicks that were impossible under older rotation rules. Hold and next-piece preview (typically 1–5 pieces) are also specified.
Scoring uses base values of 40, 100, 300, and 1200 for single, double, triple, and tetris clears, multiplied by the current level. Speed increases as level rises. Back-to-back and combo bonuses are optional additions layered on top.
Why it matters: for casual players, the Guideline guarantees that muscle memory transfers between titles. For competitive players, it creates a shared ruleset so that a T-spin triple in Tetris 99 means the same thing as in Puyo Puyo–adjacent Tetris events or the Tetris Effect. Without it, 'Tetris' would be a family of unrelated games rather than one discipline.
Did You Know?
- The 7-bag randomizer guarantees you will never go more than 14 pieces without seeing a specific tetromino, a property that fundamentally changed how players plan well shapes.
- SRS wall-kick tables allow a T-piece to rotate into a slot that is geometrically 'impossible' under simple rotation, enabling the T-spin technique that is central to competitive scoring.
- The Guideline specifies that the O-piece does not rotate, a rule that has remained constant across every version to preserve its role as a pure filler piece.
- Hidden rows above the visible 20-row well are mandated by the Guideline so that pieces can spawn and be manipulated before they become visible, preventing unfair top-outs.
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