| Metric | Value | Copy |
|---|---|---|
| {{ row.label }} | {{ row.value }} |
Tetrominoes are geometric puzzle pieces that fall into a grid and lock into filled rows. The aim is to place shapes cleanly so complete lines disappear before the board fills. Many players use this classic falling blocks game strategy to build stacks that set up satisfying clears.
You choose a starting speed then guide each piece with the arrow keys, rotate with the up key, and lock instantly with space. A ghost outline shows the landing spot and a hold slot lets you save a useful shape for later so planning gets easier with practice.
Points rise when lines clear and when you drop pieces quickly. Levels increase every 10 lines so gravity accelerates and decision time shortens. A patient start helps and a quick move to a faster pace keeps the rhythm engaging.
Keep an eye on the best score shown above the board. If a total seems high or low, remember that soft drops and hard drops add extra points even when no line clears happen.
The playfield is a 10 × 20 grid. Falling pieces are the seven standard tetrominoes, each with four rotation states. Gravity advances on a fixed interval that depends on the chosen speed and current level, while player inputs adjust position, rotation, and locking.
Score is the sum of line‑clear points and drop points. Clearing n lines at once yields a level‑scaled award, and each cell descended by the player adds a small bonus. Levels increase after every 10 cleared lines, reducing the gravity interval down to a floor.
Distribution uses a seven‑piece bag: all tetromino types are shuffled, consumed without replacement, then a new bag is formed and shuffled again. This improves variety compared with pure randomness and reduces droughts.
Rotation uses simple kicks that try small horizontal and vertical offsets when a turn collides. A ghost outline previews the landing row, and a one‑piece hold allows swapping once per spawn. The best score is remembered on the device.
| Symbol | Meaning | Unit/Datatype | Source |
|---|---|---|---|
| Total score | points | derived | |
| Current level | integer ≥ 1 | derived | |
| Lines cleared in one lock | 0–4 | derived | |
| Cells descended via soft drop | integer ≥ 0 | derived | |
| Cells descended via hard drop | integer ≥ 0 | derived | |
| Base gravity interval | ms | difficulty |
At level 3, you hard drop 5 cells and soft drop 3 cells, then clear 2 lines.
Interpretation: drop bonuses are modest; most points come from multi‑line clears scaled by level.
| Threshold band | Lower bound (lines) | Upper bound (lines) | Interpretation | Action cue |
|---|---|---|---|---|
| Level 1 | 0 | 9 | Entry speed | Warm up stacking |
| Level 2 | 10 | 19 | Faster gravity | Favor hard drops |
| Level 3 | 20 | 29 | Brisk pace | Use hold wisely |
| Level 4 | 30 | 39 | Challenging speed | Prioritize safety |
| Level 5 | 40 | 49 | High pressure | Secure quick clears |
Difficulty sets the base gravity: Slow = 900 ms, Medium = 700 ms, Fast = 500 ms. The tick interval per level is .
| Field | Type | Min | Max | Step/Pattern | Error text | Placeholder |
|---|---|---|---|---|---|---|
| Volume | range | 0 | 100 | integer | — | — |
| Ghost | toggle | 0 | 1 | boolean | — | — |
| Hold | toggle | 0 | 1 | boolean | — | — |
| Sound | toggle | 0 | 1 | boolean | — | — |
| Difficulty | choice | — | — | easy | normal | hard | — | — |
Randomness & reproducibility: pieces are sampled without replacement within each bag, then reshuffled. There is no user‑visible seed and sequences are not intended to be replayed.
Networking & storage: a single rendering library is requested from a public CDN; the best score is stored under a local key on the device. No telemetry or remote API calls are performed by the game code.
Performance: per‑tick updates and draws operate in O(rows × cols) time; preview canvases are redrawn on state changes and resize events.
Security considerations: inputs are keyboard events only; no untrusted text is rendered; fullscreen requests and audio contexts follow browser permissions. There are no secrets or keys handled by the client.
No data is transmitted or stored server‑side. Outcomes are purely random and have no monetary value.
Falling tetrominoes are placed to clear lines and build score.
Example: Stack flat on the left, save the I‑piece in hold, then hard drop it for a four‑line clear.
Finish by aiming for a new best score.
Only the best score is saved to device storage; no server storage or accounts are used.
Clear site storage to reset the best score.Line clears award 100, 300, 500, or 800 times your level for 1–4 lines. Soft drops add 1 per cell; hard drops add 2 per cell.
Move ← →, rotate ↑, soft drop ↓, hard drop Space, hold C, pause P, fullscreen F, mute M. Toggles for ghost, hold, and sound are provided.
After the rendering script is cached, it can run without a connection; the first load may require network access.
Every 10 cleared lines increases the level and reduces the gravity interval; timing changes immediately after the line tally updates.
No payment or account flow is implemented. Licensing terms are not specified in the package.
Use the ghost toggle. It can be changed any time; the preview updates on the next draw.
Hard drop is rewarded at 2 per cell to encourage quick commits and faster play, while soft drop grants 1 per cell.