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Tetris

Pick an entry speed, then stack clean lines under pressure.

Keep the stack flat, use hold deliberately, and convert clean wells into fast line clears.
Controls
move
Z
rotate clockwise / counterclockwise
soft drop
Space
hard drop
C
hold/swap
P
pause
F
fullscreen
Metric Value Copy
{{ row.label }} {{ row.value }}

        
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A falling-block game is mostly decided before the board looks dangerous. Each tetromino is only four squares, but every placement changes the surface that the next piece must land on. A flat stack leaves many safe choices, a one-column well can prepare a four-line clear, and one buried gap can turn an ordinary run into a top-out threat several pieces later.

Tetris is the best-known version of that idea. The player rotates, moves, and drops seven geometric pieces into a rectangular matrix, trying to fill horizontal rows without leaving empty cells. Completed rows clear, the blocks above them settle down, and the game speeds up as the run advances. The rules are easy to see, but strong play depends on reading shape, pressure, and future options at the same time.

Modern falling-block play adds information that early versions did not always expose. A next-piece preview reduces surprise, a ghost landing mark shows the current piece's likely resting place, and a hold slot can save one piece for later. These assists help planning, but they do not remove the main tradeoff: delaying an awkward piece can save the board, or it can leave the same awkward placement for a faster moment.

Falling-block terms used when reading a Tetris run
Term Plain meaning Why it matters
Tetromino A four-square piece, often called a Tetrimino in official Tetris wording. Piece shape determines where the stack can stay flat or must absorb a gap.
Line clear A full horizontal row disappears and the rows above move down. Clearing lines removes pressure and raises the level over time.
Side well A deliberate open column, often prepared for the long I piece. It can turn a crowded board into a four-line clear.
Top out A new or locked piece cannot fit safely because the stack is too high. It ends the run even if the score was still rising.
Falling-block board shape guide Diagram of a Tetris-style board showing a stack, side well, ghost landing preview, and line pressure. Board shape Ghost landing Side well Line pressure Keep options open

Score gives each attempt a target, but it is only one reading of a run. Falling-block scoring can reward drop distance, line clears, combo chains, and higher levels. A lower score with more lines, a cleaner stack, and a longer survival time can be better practice than a rushed score that ends quickly.

How to Use This Tool:

Start with a pace you can control, keep assist settings consistent, and compare the run summary against the setup you chose.

  1. Choose Slow, Medium, Fast, or Sprint on the start overlay. The choice sets the opening gravity interval and lock delay before the first piece appears.
  2. Set Ghost, Hold, Sound, and Volume from the side controls. Keep Ghost and Hold unchanged when you want fair score comparisons.
  3. Move pieces with Left and Right, rotate with Up or Z, soft drop with Down, hard drop with Space, and use C for hold. Touch buttons mirror the same move, rotate, drop, and hold actions.
  4. Watch Score, Lines, Pieces, Level, Combo, Best, and Lock while playing. Lock changes from delay cues to a final lock warning when the piece has little adjustment time left.
  5. Use Pause or P when you need to stop, Fullscreen or F when the board needs more room, and R to restart with the current setup.
  6. If graphics are unavailable, try another browser profile, enable hardware acceleration, or use a different device before changing game settings.
  7. After game over, read Score, Preset best, Lines cleared, Level reached, Pieces placed, Tetris clears, Max combo, Line pace, and Ghost / Hold together. Use CSV, DOCX, or JSON actions only when you want a saved run record.

Interpreting Results:

The saved best score in the header is useful for motivation, but the run summary is better for review. Lines cleared shows how much pressure was 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 one run cleaner than another. If Ghost / Hold or Speed preset changed, treat the attempts as different practice conditions.

How to interpret Tetris run summary fields
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 four-line clear does not prove the later stack stayed safe.
Line pace Average elapsed time per cleared line when at least one line was cleared. A paused or interrupted run 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 is 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. A row clears only when all 10 cells are occupied, and cleared rows are removed before the rows above 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. This limits long droughts compared with unrestricted random selection while still allowing uncertainty across bag boundaries.

Rotation uses SRS-style wall kicks. When a rotation collides with the wall, floor, or existing stack, nearby offsets are tested before the rotation is rejected. Lock delay gives a landed piece a short final window for movement or rotation, but repeated ground adjustments are capped at 15.

Rule Core

  1. A new run starts on an empty 10 by 20 board with score, lines, pieces, combo, drop counters, hold, and the upcoming queue reset.
  2. The speed preset sets the starting gravity interval and lock delay. Level increases by one for every 10 total cleared lines.
  3. The active gravity interval is reduced by 50 ms per level after Level 1, with a 60 ms minimum.
  4. Soft drop moves the active piece down by one row when possible. Hard drop moves it to its landing position and immediately locks it.
  5. Hold can store or swap one piece, but only once for the current active piece. It unlocks after that piece is placed.
  6. 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 when a piece locks. Drop points are added first, then any line-clear points and combo bonus are multiplied by the level active for that lock.

Snew = Sold + Dsoft + 2Dhard + ( C + B ) L

Dsoft is soft-drop rows for the locking piece, Dhard is hard-drop rows, 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.

G = max ( 60 , Gbase - 50 ( L - 1 ) )

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.

Line-clear scoring and combo rules
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 mechanics
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 and Privacy Notes:

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.

  • Overall best scores and preset bests 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.
  • The board needs working hardware graphics. If graphics are unavailable, the game cannot start normally.
  • Game outcomes, saved scores, copied summaries, and exported records 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: