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Game Help & Rules
Scoring System
Score is calculated when a piece lands:
- Base Formula: (Neighbors - Empty Spaces) × (Lines Cleared + 1)
- Neighbors: Counts adjacent filled cells (top, bottom, left, right) around each block of the placed piece. More neighbors = better fit = higher score.
- Empty Spaces: Counts empty cells directly below each block of the placed piece. Fewer gaps = better placement = higher score.
- Line Clearing Bonus: When you clear lines, your score is multiplied by (Lines Cleared + 1). Clearing multiple lines at once gives exponential bonuses!
- Examples:
- Piece with 8 neighbors, 2 empty spaces, clears 1 line: (8-2) × 2 = 12 points
- Piece with 12 neighbors, 0 empty spaces, clears 2 lines: (12-0) × 3 = 36 points
- Shape Change Cost: Press ↑ to change to next piece, but it costs 50 points (or 100 points if "Show next" is enabled). Use wisely!
- Level Progression: Every 100 points increases your level by 1, making pieces fall faster. Level = floor(Score ÷ 100)
AI Algorithm (Computer Plays)
The AI uses a sophisticated evaluation system to find optimal piece placement:
- Position Evaluation: For each piece, the AI tests all 4 possible rotations and all horizontal positions (0 to board width). For each combination, it:
- Simulates dropping the piece to the bottom
- Calculates a score based on: Y-position × 2 + neighbors - empty spaces × 2
- Applies penalties for distance from current position and rotation changes
- If "Show next" is enabled, also simulates placing the next piece and adds bonuses for line clearing potential
- Scoring Factors:
- Lower placement: Pieces placed lower score better (Y-position × 2)
- More neighbors: Better fit with existing pieces (+1 per neighbor)
- Fewer gaps: Empty spaces below are penalized (-2 per gap)
- Line clearing: Potential to clear lines adds +20 per line cleared
- Penalties:
- Distance penalty: Moving horizontally costs 0.3 × distance
- Rotation penalty: Rotating costs 2 × rotation difference
- Low rotation penalty: Rotating when piece is <5 rows from landing costs 10× penalty, <10 rows costs 5× penalty
- Smart Movement:
- AI prioritizes rotation first (if piece has room to fall)
- Then moves horizontally toward optimal position
- Finally drops the piece when aligned
- Avoids risky rotations when piece is too close to landing (<3 rows)
- Timing: AI has human-like delays: 180ms for rotation, 120ms for horizontal movement, 90ms for dropping, 200ms for re-evaluation
- Next Piece Lookahead: When "Show next" is enabled, AI considers both current and next piece, simulating line clears and evaluating future board state
Game Mechanics
- Board Size: 20 rows × 10 columns
- Line Clearing: When a row is completely filled, it's removed and all rows above drop down. Multiple lines can be cleared simultaneously.
- Game Over: Occurs when a new piece cannot be placed at the top of the board
- Wall Kicks: When rotating near walls, the game tries to shift the piece slightly to make rotation possible
- Random Rotation: New pieces start with a random rotation (0-3 rotations)
Game Types
- Tritix: Simplest mode with 3 basic shapes. Each shape consists of 3 blocks arranged in simple patterns (straight line, L-shapes). Good for beginners.
- Tetris: Classic mode with 7 standard Tetris pieces. Includes I-piece (4 blocks in a line), O-piece (2×2 square), and various L-shaped pieces. The most balanced gameplay.
- Pentix: Advanced mode with 14 complex pieces. Each piece consists of 5 blocks arranged in various patterns including straight lines, L-shapes, T-shapes, S/Z-shapes, plus shapes, and more complex arrangements. More challenging and strategic.
Options & Settings
- Speed (0-9): Initial falling speed. Higher values = faster falling. Speed also increases automatically with level.
- Level (0-9): Starting difficulty. Higher levels start with more randomly filled rows at the bottom (up to ~80% of board height).
- Show Next: Displays the next piece in the preview area. Enables better planning but increases shape change cost from 50 to 100 points.
- Computer Plays: Enables AI to play automatically. Can be toggled during gameplay.
- Figures Style:
- Colour: Each piece type has a unique color (red, orange, yellow, green, aqua, blue, purple, gray, brown, etc.)
- Simple: All pieces appear as filled gray blocks. Easier to distinguish shapes but less visually appealing.