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Many implementations of Tetris made with Unity don't use a tilemap. They instead create prefabs for each of the pieces and move them using the object's transform. This is a perfectly fine way to implement Tetris, but it requires manually creating a grid system to align the pieces and ensure they don't overlap with each other.
A tilemap already has a built-in grid system which simplifies some of the logic of the game, but it of course makes other aspects more difficult. There's no right or wrong implementation, just different pros and cons to each. Using a tilemap allowed me to focus on the game logic in a more intuitive way. It also helped me more easily implement some of the complex, data-driven features like wall-kicks.
The version of Tetris created in the tutorial is based on the "Super Rotation System" which has become the standard today. You can read more about it here: https://tetris.fandom.com/wiki/SRS. The wall-kick tables I used are pulled directly from that website.
My version of Tetris is not an exact replica of the game, nor are any of my tutorials intended to be. Although it is close, there are some edge cases that are not accounted for, such as certain "twists" any other advanced mechanics of Tetris.