TETERI
Technique and strategy
Speed or Accuracy: Which to Work On First
They fail differently, and the symptoms tell you which one is actually limiting you.
Players who plateau usually try to fix it by going faster. Often the problem is the opposite.
The two failure modes
Accuracy failure. You had time. You chose badly. The stack developed holes and spikes and eventually could not accept a piece. If you paused the game before each placement you would still have made the same mistakes.
Speed failure. You knew exactly where the piece should go and could not get it there in time. The stack is clean and you died to gravity.
These have opposite fixes, and working on the wrong one wastes months.
Diagnosing it
Look at the board at the moment you lost.
Full of holes, uneven, tall in places? Accuracy. You are making bad decisions, and speed will only let you make them faster.
Clean, flat, no holes, just too high? Speed. Your decisions are fine and you ran out of time to execute them.
Most players who think they have a speed problem have an accuracy problem. The board at the end tells you honestly.
Fixing accuracy
Play slowly and deliberately. Use the flatness drill. Check under every piece for holes before committing. Learn to read the queue so awkward pieces are handled by sequences rather than improvisation.
None of this involves going faster and all of it raises the level you can reach.
Fixing speed
Work on finesse, meaning minimum inputs per placement, and on deciding during the previous piece. Both attack the actual bottleneck, which is almost never how fast your fingers move.
Practising "going faster" directly, by rushing, mostly produces accuracy failures at higher speed.
The order
Accuracy first, always. A clean stack survives high gravity for a surprisingly long time because every decision is easy. A messy stack requires hard decisions at exactly the moment you have no time to make them.
Speed compounds accuracy. It does not substitute for it.
Read next
- The Nine-Column Stack and the Open WellFill nine columns flat, leave one open, and wait for the long piece. The standard shape for a high score.
- Six-Three Stacking and Why Some Players Prefer ItSplitting the board into two flat regions instead of one gives you somewhere to put the awkward pieces.
- Read the Queue, Not the Falling PieceIf you are deciding where the current piece goes while it falls, you are already too slow for level ten.
- Use Hold on Purpose, Not as an Undo ButtonThree good reasons to hold, and one very common bad one.
- The Four Game ModesMarathon, versus CPU, split-screen and online duels, and what each is actually for.
- Building a Game With No Dependencies At AllNo engine, no framework, no library, no build step for the game itself. What that costs and what it buys.