Online Tetris Game
Play a Tetris-style browser game with speed presets, ghost and hold assists, next-piece previews, touch controls, and run summaries.| Metric | Value | Copy |
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A strong falling-block run is mostly decided by board shape. The pieces arrive one at a time, but every placement changes the next few choices: a flat surface can accept many shapes, a narrow well can set up a four-line clear, and one covered gap can turn a calm board into a top-out threat. Tetris looks simple because the rules are visible, yet the game rewards planning under time pressure more than fast reactions alone.
The basic vocabulary helps before any score comparison. A tetromino, called a Tetrimino in official Tetris wording, is a four-square shape. A line clear happens when a horizontal row is completely filled, then the row disappears and the blocks above it settle downward. A Tetris clear is the special case where one piece clears four rows at once, usually by dropping the long I piece into a prepared side well.
Modern falling-block play also depends on information. Upcoming-piece previews reduce surprise, hold storage lets one shape wait for a better moment, and a ghost landing mark shows where the active piece will rest if dropped immediately. These helpers do not remove the main tradeoff. Saving a piece for later can rescue a board, but it can also delay the awkward placement that needs to be solved now.
Score matters because it gives each run a target, but it is not the whole story. Falling-block games score different skills in different ways: speed, drop distance, line clears, combos, and level pressure may all count. A run with a slightly lower score but more lines, a cleaner stack, and a higher level can be better practice than a rushed score that ends early.
The main limit is comparability. A result earned with previews, ghost placement, hold storage, and a slow start should not be judged the same way as a faster, stricter run. Meaningful improvement comes from repeating the same setup, then watching survival time, lines cleared, and top-out mistakes change over several attempts.
How to Use This Tool:
Start with a pace you can control, then compare the run summary against the setup you chose.
- Choose
Slow,Medium,Fast, orSprinton the start overlay. The choice sets the opening fall speed and lock timing before the first piece appears. - Set
Ghost,Hold,Sound, andVolumefrom the side controls. KeepGhostandHoldconsistent if you plan to compare scores across runs. - Move pieces with
LeftandRight, rotate withUporZ, soft drop withDown, hard drop withSpace, and useCfor hold. Touch buttons provide the same move, rotate, drop, and hold actions on smaller screens. - Watch the top counters while playing.
Score,Lines,Pieces,Level,Combo,Best, andLockupdate during the run. - When
Lockshows a short countdown orLock, finish the placement. Repeated ground moves can run out, so one more adjustment may not be available. - Use
PauseorPwhen you need to stop,FullscreenorFwhen the board needs more room, andRto restart from the current setup. - If the page says graphics are unavailable, try a browser or device with hardware graphics support. The game cannot start normally until the board renderer is available.
- After game over, read the summary table. Use
Score,Lines cleared,Level reached,Pieces placed,Tetris clears,Max combo,Line pace, andGhost / Holdtogether rather than judging the final score alone.
Interpreting Results:
The best score in the header is useful for motivation, but the run summary is better for review. Lines cleared shows how much pressure you removed, Level reached shows how far speed increased, and Pieces placed plus Run duration show how long the board stayed playable.
A high score can still come from rushed hard drops that leave holes. Check Tetris clears, Max combo, and Line pace before calling a run cleaner than the last one. If Ghost / Hold or Speed preset changed, compare the runs as different practice conditions.
| Field | Useful reading | Check before comparing |
|---|---|---|
Score |
Total points from drop distance, line clears, combos, and level scaling. | Look for lines and survival, not just a bigger number. |
Preset best |
The best saved score for the selected speed preset in this browser profile. | It is separate from the overall Best score. |
Lines cleared |
How much filled-row pressure was removed from the board. | One early Tetris clear does not prove the later stack was safe. |
Level reached |
The highest level reached from total cleared lines. | Higher levels fall faster, so equal scores can reflect different pressure. |
Line pace |
Average elapsed time per cleared line when at least one line was cleared. | A pause can make pace less useful for judging active speed. |
Ghost / Hold |
The assist setup used for the run. | Keep these settings fixed for fair practice comparisons. |
Technical Details:
The playfield uses a 10-column by 20-row visible matrix. Each active piece is one of the seven standard tetrominoes: I, J, L, O, S, T, or Z. Rows clear only when all 10 cells in that row are occupied, and cleared rows are removed before the rows above them settle downward.
Piece order uses a seven-piece bag. Each bag contains exactly one of every tetromino, then the bag is shuffled and consumed into the upcoming queue. That keeps droughts shorter than unrestricted random selection, while still leaving real uncertainty across bag boundaries.
Rotation is grid based with SRS-style wall kicks. When a rotation would collide with the wall, floor, or existing stack, nearby offsets are tested before the rotation is rejected. Lock delay gives a resting piece a short final window for movement or rotation, but repeated ground adjustments are capped.
Rule Core
- A new run starts on an empty 10 by 20 board with score, lines, pieces, combo, drop counters, hold, and the upcoming queue reset.
- The speed preset sets the starting gravity interval and lock delay. Level increases by one for every 10 total cleared lines.
- The active gravity interval is reduced by 50 ms per level after Level 1, with a 60 ms minimum.
- Soft drop moves the active piece down by one row when possible. Hard drop moves it to its landing position and immediately locks it.
- Hold can store or swap one piece, but only once for the current active piece. It unlocks after that piece is placed.
- A run ends when a piece cannot spawn safely or when a locked piece sits above the visible top of the board.
Formula Core
Scoring is applied each time a piece locks. Drop points are added first, then any line-clear points and combo bonus are multiplied by the level that was active for that lock.
Here D is soft-drop rows for the locking piece, H is hard-drop rows for that piece, C is the line-clear base value, B is the combo bonus, and L is the current level. If no line clears, both C and B are zero and the combo resets.
A piece that hard drops 6 rows and clears a double at Level 3 after one previous clearing piece adds 0 + 2 x 6 + (300 + 50) x 3, or 1,062 points. If the same piece clears no rows, it adds only the 12 hard-drop points and breaks the combo.
| Clear event | Base value | Boundary rule |
|---|---|---|
| No line clear | 0 | Combo resets to zero. |
| Single line | 100 | Multiplied by current level. |
| Double line | 300 | Multiplied by current level. |
| Triple line | 500 | Multiplied by current level. |
| Four-line clear | 800 | Counts as a Tetris clear in the summary. |
| Combo bonus | 50 x (combo - 1) | Applies from the second consecutive clearing piece onward, then multiplies by level. |
| Speed preset | Starting gravity | Lock delay | Interpretation note |
|---|---|---|---|
Slow |
900 ms | 560 ms | Best for learning stack shape and hold timing. |
Medium |
700 ms | 500 ms | Balanced practice pace for ordinary runs. |
Fast |
500 ms | 440 ms | Places more pressure on preview reading. |
Sprint |
330 ms | 380 ms | Rewards fast, low-hesitation placement. |
Limitations:
The run summary is a local practice record, not an official ranking or contest result. Use it to compare your own attempts under the same setup.
- Best scores are stored in the current browser profile, so clearing site data or switching devices can reset them.
- Scoring is specific to these rules and should not be compared directly with official games or other versions.
- Game outcomes and saved scores have no monetary value, prize value, or wagering meaning.
Worked Examples:
Controlled practice run. Choose Medium with Ghost and Hold on. A summary showing Lines cleared at 32, Level reached at 4, Pieces placed at 108, and Max combo at x3 points to a stable run that survived several speed increases. Repeat the same setup and try to raise Lines cleared before chasing score.
Fast score with poor recovery. A Sprint run might beat your old Score with many Hard drops, but show only 8 Lines cleared and a short Run duration. Treat that as a speed-control issue. The score rose because drop distance paid points, not because the stack stayed healthy.
Four-line setup check. Leaving a one-column side well and waiting for the I piece can turn a full lower board into one Tetris clear. If the summary shows Tetris clears at 2 and Line pace improving, the run probably used cleaner wells than one made only of singles and doubles.
Hold timing mistake. If pressing C stops swapping pieces, the hold slot has not failed. Hold is limited to once per active piece. Place the current piece, then use the saved shape on the next piece if it still fits the board.
FAQ:
Why did my level go up?
Level is based on total cleared lines. Level 2 begins at 10 lines, Level 3 begins at 20 lines, and each higher level shortens the gravity interval until the minimum speed is reached.
Why does the hold key stop working during a piece?
Hold can be used once for the active piece. It unlocks only after that piece locks into the stack, so place the current piece before trying to swap again.
Can score increase without clearing lines?
Yes. Soft drops and hard drops add row-based points. Use Lines cleared, Level reached, and Run duration to check whether the board actually improved.
What is the fairest way to compare two runs?
Use the same Speed preset, Ghost, and Hold settings. Then compare Score, Lines cleared, Level reached, Pieces placed, and Run duration together.
Where is the best score kept?
The overall best score and preset best scores are saved in the current browser profile. They are practice markers, not account-wide records or public leaderboard entries.
Why does the page say graphics are unavailable?
The board needs hardware graphics support. Try another browser profile, enable graphics acceleration, or use a different device before changing game settings.
Glossary:
- Tetromino
- A four-square falling shape; official Tetris wording often uses Tetrimino.
- Matrix
- The rectangular playfield where falling pieces land and rows clear.
- Line clear
- A full horizontal row disappearing from the board.
- Tetris clear
- A four-line clear made by one locked piece.
- Side well
- A narrow open column left for a long piece or other planned placement.
- Ghost
- A preview of where the active piece will land if dropped immediately.
- Hold
- A one-piece storage slot that can save or swap the active piece once per lock cycle.
- Lock delay
- The short window before a landed piece becomes fixed in the stack.
References:
- About Tetris, The Tetris Company.
- Line clear, TetrisWiki.
- Random Generator, TetrisWiki.
- Super Rotation System, TetrisWiki.
- Scoring, TetrisWiki.