TETERI
Rules and mechanics
The Ghost Piece and Why It Is Not Cheating
The outline showing where a piece will land removes arithmetic, not difficulty.
The ghost piece is the translucent outline at the bottom of the well showing exactly where the current piece will land if you drop it now. It updates as you move and rotate.
The objection, and the answer
Some players consider it a crutch. Older versions did not have it, so surely it makes the game easier?
It makes it easier in one specific and uninteresting way: you no longer have to count columns. Without a ghost, a meaningful share of misplacements are off-by-one errors. You knew where the piece should go; you were reading the column wrong.
That is not a skill worth testing. The game's actual difficulty is deciding where the piece should go given the stack and the queue. The ghost does not touch that. It removes the clerical work and leaves the decision intact.
What it is genuinely useful for
Beyond confirming the column, the ghost is the fastest way to read the surface. Move a piece across the well and watch the outline rise and fall: that shows you the shape of the stack far faster than examining it row by row.
It also makes overhangs obvious. If the ghost sits high while there is clearly space beneath, something is covering that space, and you have a hole to plan around.
Turning it off
TETERI lets you disable it in settings, and there is a real argument for doing so once you are comfortable. Without a ghost you are forced to build an internal model of the stack rather than reading it off the screen, and that model is what you rely on when the pieces are falling too fast to check.
Think of it as a training constraint, not a purity contest.
At high speed
Above about level twelve the ghost stops being a planning aid and becomes a confirmation glance. There is no time to move a piece around and study outlines. You decide from the stack and the queue, then use the ghost as a half-second sanity check on the way down.
Read next
- The Super Rotation System, ExplainedFour defined states per piece and a table of fallback offsets, which is what lets a piece spin into a gap it should not fit.
- Wall Kicks: Why Your Piece Moved When You Rotated ItA blocked rotation tries a list of nudges before giving up. Knowing that list turns a quirk into a tool.
- Lock Delay: The Half-Second That Saves Your RunA landed piece does not lock immediately, and nudging it restarts the clock, up to a limit.
- How the Hold Slot WorksPark one piece for later, but only once per piece, which is what makes it a decision rather than an undo button.
- Why It Ended Up on Absolutely EverythingTiny state, no assets, and rules you can implement in an afternoon — the most portable game design ever written.
- Your First T-Spin: The Double SetupOne shape, three columns wide, worth more than a four-row clear. Learn this before anything else advanced.