''Tetris'' (russian: link=no, Тетрис) is a
puzzle video game
Puzzle video games make up a broad genre of video games that emphasize puzzle solving. The types of puzzles can test problem-solving skills, including logic, pattern recognition, sequence solving, spatial recognition, and word completion.
...
created by
Soviet
The Soviet Union,. officially the Union of Soviet Socialist Republics. (USSR),. was a transcontinental country that spanned much of Eurasia from 1922 to 1991. A flagship communist state, it was nominally a federal union of fifteen national ...
software engineer
Alexey Pajitnov
Alexey Leonidovich Pajitnov. (born 16 April 1955) is a Russian-born American computer engineer and video game designer. He is best-known for designing and developing ''Tetris'' in 1984 while working at the Dorodnitsyn Computing Centre under the ...
in 1984. It has been published by several companies for multiple platforms, most prominently during a dispute over the appropriation of the rights in the late 1980s. After a significant period of publication by
Nintendo, the rights reverted to Pajitnov in 1996, who co-founded
the Tetris Company
The Tetris Company, Inc. (TTC) is based in Nevada and is owned by Henk Rogers, Alexey Pajitnov and Blue Planet Software. The company is the exclusive licensee of Tetris Holding LLC, the company that owns Tetris rights worldwide. It licenses ...
with
Henk Rogers to manage licensing.
In ''Tetris'', players complete lines by moving differently shaped pieces (
tetrominoes), which descend onto the playing field. The completed lines disappear and grant the player points, and the player can proceed to fill the vacated spaces. The game ends when the uncleared lines reach the top of the playing field. The longer the player can delay this outcome, the higher their score will be. In multiplayer games, players must last longer than their opponents; in certain versions, players can inflict penalties on opponents by completing a significant number of lines. Some versions add variations on the rules, such as three-dimensional displays or a system for reserving pieces.
Built on simple rules, ''Tetris'' established itself as
one of the great early video games. By December 2011, ''Tetris'' had sold 202million copies – approximately 70million physical units and 132million paid
mobile game
A mobile game, or smartphone game, is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone (feature phone or smartphone), tablet, PDA t ...
downloads – making it one of the
best-selling video game franchises of all time. The
Game Boy version is
one of the best-selling games of all time, with more than 35 million copies sold. ''Tetris'' is available on
over 65 platforms, setting a
''Guinness'' world record for the most ported video game. ''Tetris'' is rooted within popular culture and its popularity extends beyond the sphere of video games; imagery from the game has influenced architecture, music and
cosplay
Cosplay, a portmanteau of "costume play", is an activity and performance art in which participants called cosplayers wear costumes and fashion accessories to represent a specific character. Cosplayers often interact to create a subcultur ...
. The game has also been the subject of various research studies that have analyzed its theoretical complexity and have shown its effect on the human brain following a session, in particular the
Tetris effect
The ''Tetris'' effect (also known as ''Tetris'' syndrome) occurs when people devote so much time and attention to an activity that it begins to pattern their thoughts, mental images, and dreams. It takes its name from the video game '' Tetris''. ...
.
Gameplay
''Tetris'' is primarily composed of a field of play in which pieces of different geometric forms, called "
tetrominoes", descend from the top of the field.
During this descent, the player can move the pieces laterally and rotate them until they touch the bottom of the field or land on a piece that had been placed before it.
The player can neither slow down the falling pieces nor stop them, but can accelerate them in most versions.
The objective of the game is to use the pieces to create as many horizontal lines of blocks as possible. When a line is completed, it disappears, and the blocks placed above fall one rank.
Completing lines grants points, and accumulating a certain number of points or lines cleared moves the player up a level, which increases the number of points granted per completed line.
In most versions, the speed of the falling pieces increases with each level, leaving the player with less time to think about the placement.
The player can clear multiple lines at once, which can earn bonus points in some versions.
It is possible to complete up to four lines simultaneously with the use of the I-shaped tetromino; this move is called a "Tetris", and is the basis of the game's title.
If the player cannot make the blocks disappear quickly enough, the field will start to fill, and when the pieces reach the top of the field and prevent the arrival of additional pieces, the game ends.
At the end of each game, the player receives a score based on the number of lines that have been completed.
The game never ends with the player's victory; the player can only complete as many lines as possible before an inevitable loss.
Since 1996, the Tetris Company has internally defined specifications and guidelines that publishers must adhere to in order to be granted a license to ''Tetris''. The contents of these guidelines establish such elements as the correspondence of buttons and actions, the size of the field of play, the system of rotation, and others.
Game pieces

The pieces on which the game of ''Tetris'' is based around are called "tetrominoes". Pajitnov's original version for the
Electronika 60 computer used green brackets to represent the blocks that make up tetrominoes.
Versions of ''Tetris'' on the original Game Boy/Game Boy Color and on most dedicated handheld games use black-and-white or
grayscale
In digital photography, computer-generated imagery, and colorimetry, a grayscale image is one in which the value of each pixel is a single sample representing only an ''amount'' of light; that is, it carries only intensity information. Graysc ...
graphics, but most popular versions use a separate color for each distinct shape. Prior to the Tetris Company's standardization in the early 2000s, those colors varied widely from implementation to implementation.
Scoring
The scoring formula for the majority of ''Tetris'' products is built on the idea that more difficult line clears should be awarded more points. For example, a single line clear in ''Tetris Zone'' is worth 100 points, clearing four lines at once (known as a ''Tetris'') is worth 800, while each subsequent back-to-back ''Tetris'' is worth 1,200. In conjunction, players can be awarded combos that exist in certain games which reward multiple line clears in quick succession. The exact conditions for triggering combos, and the amount of importance assigned to them, vary from game to game.
Nearly all ''Tetris'' games allow the player to press a button to increase the speed of the current piece's descent or cause the piece to drop and lock into place immediately, known as a "soft drop" and a "hard drop", respectively. While performing a soft drop, the player can also stop the piece's increased speed by releasing the button before the piece settles into place. Some games only allow either soft drop or hard drop; others have separate buttons for both. Many games award a number of points based on the height that the piece fell before locking, so using the hard drop generally awards more points.
Infinite game question
The question ''Would it be possible to play forever?'' was first considered in a thesis by John Brzustowski in 1992. The conclusion reached was that the game is statistically doomed to end. If a player receives a sufficiently large sequence of alternating S and Z Tetrominoes, the naïve gravity used by the standard game eventually forces the player to leave holes on the board. The holes will necessarily stack to the top and, ultimately, end the game. If the pieces are distributed randomly, this sequence will eventually occur. Thus, if a game with, for example, an ideal, uniform, uncorrelated
random number generator
Random number generation is a process by which, often by means of a random number generator (RNG), a sequence of numbers or symbols that cannot be reasonably predicted better than by random chance is generated. This means that the particular outc ...
is played long enough, any player will
almost surely
In probability theory, an event is said to happen almost surely (sometimes abbreviated as a.s.) if it happens with probability 1 (or Lebesgue measure 1). In other words, the set of possible exceptions may be non-empty, but it has probability 0 ...
top out.
Modern versions of ''Tetris'' released after 2001 use a bag-style randomizer that guarantees players will never receive more than four S or Z pieces in a row by shuffling tetrominoes of all types for each 7 pieces. This is one of the "Indispensable Rules" enforced by the ''Tetris Guideline'' that all officially licensed ''Tetris'' games must follow.
Easy spin dispute
"Easy spin", or "infinite spin",
is a feature in some Tetris games where a tetromino stops falling for a moment after left or right movement or rotation, effectively allowing the player to suspend the piece while deciding where to place it. The mechanic was introduced in 1999's ''
The Next Tetris'', and drew criticism in reviews of 2001's ''
Tetris Worlds''.
This feature has been implemented into
the Tetris Company
The Tetris Company, Inc. (TTC) is based in Nevada and is owned by Henk Rogers, Alexey Pajitnov and Blue Planet Software. The company is the exclusive licensee of Tetris Holding LLC, the company that owns Tetris rights worldwide. It licenses ...
's official guideline.
This type of play differs from traditional ''Tetris'' because it takes away the pressure of higher level speed. Some reviewers
went so far as to say that this mechanism broke the game. The goal in ''Tetris Worlds'', however, is to complete a certain number of lines as fast as possible, so the ability to hold off a piece's placement will not make achieving that goal any faster. Later, GameSpot received "easy spin" more openly, saying that "the infinite spin issue honestly really affects only a few of the single-player gameplay modes in ''Tetris DS'', because any competitive mode requires you to lay down pieces as quickly as humanly possible."
Henk Rogers stated in an interview that infinite spin was an intentional part of the game design, allowing novice players to expend some of their available scoring time to decide on the best placement of a piece. Rogers observed that "gratuitous spinning" does not occur in competitive play, as expert players do not require much time to think about where a piece should be placed. A limitation has been placed on infinite lock delay in later games of the franchise, where after a certain amount of rotations and movements, the piece will instantly lock itself. This is defaulted to 15 such actions.
History
Conception
In 1979,
Alexey Pajitnov
Alexey Leonidovich Pajitnov. (born 16 April 1955) is a Russian-born American computer engineer and video game designer. He is best-known for designing and developing ''Tetris'' in 1984 while working at the Dorodnitsyn Computing Centre under the ...
joined the Computer Center of the
Soviet Academy of Sciences
The Academy of Sciences of the Soviet Union was the highest scientific institution of the Soviet Union from 1925 to 1991, uniting the country's leading scientists, subordinated directly to the Council of Ministers of the Soviet Union (until 1946 ...
as a
speech recognition
Speech recognition is an interdisciplinary subfield of computer science and computational linguistics that develops methodologies and technologies that enable the recognition and translation of spoken language into text by computers with the ma ...
researcher. While he was tasked with testing the capabilities of new hardware, his ambition was to use computers to make people happy.
Pajitnov developed several puzzle games on the institute's computer, an
Electronika 60, a scarce resource at the time.
For Pajitnov, "games allow people to get to know each other better and act as revealers of things you might not normally notice, such as their way of thinking".
In 1984, while trying to recreate a favorite puzzle game from his childhood featuring
pentomino
Derived from the Greek word for ' 5', and "domino", a pentomino (or 5-omino) is a polyomino of order 5, that is, a polygon in the plane made of 5 equal-sized squares connected edge-to-edge. When rotations and reflections are not considered t ...
es,
Pajitnov imagined a game consisting of a descent of random pieces that the player would turn to fill rows.
Pajitnov felt that the game would be needlessly complicated with twelve different shape variations, so he scaled the concept down to
tetrominoes, of which there are seven variants.
Pajitnov titled the game ''Tetris'', a word created from a combination of "tetra" (meaning "four") and his favorite sport, "
tennis
Tennis is a racket sport that is played either individually against a single opponent ( singles) or between two teams of two players each ( doubles). Each player uses a tennis racket that is strung with cord to strike a hollow rubber ball c ...
". Because the Electronika 60 had no
graphical interface, Pajitnov modelled the field and pieces using spaces and brackets.
Realizing that completed lines filled the screen quickly, Pajitnov decided to delete them, creating a key part of ''Tetris'' gameplay.
This early version of ''Tetris'' had no scoring system and no levels, but its addictive quality distinguished it from the other puzzle games Pajitnov had created.
Pajitnov had completed the first playable version of ''Tetris'' by June 6, 1984. Pajitnov presented ''Tetris'' to his colleagues, who quickly became addicted to it.
It permeated the offices within the Academy of Sciences, and within a few weeks it reached every Moscow in