Tetris
Stack, clear lines and chase your best score — the board auto-saves to this browser.
Clear lines before the stack reaches the top.
Arrows / WASD to move and rotate, Space for hard drop, C holds, P pauses. The board saves after every piece — close the tab and resume later.
About this game
Tetris is the puzzle that conquered every platform ever made: tetrominoes — four-square shapes in seven varieties — fall into a 10-column well, and your only power is to move and rotate them. Fill a horizontal row completely and it vanishes; fill four rows with a single long piece and you score the legendary Tetris. The stack rises, the speed climbs, and the game ends only when the well overflows.
This build plays with the modern guideline toolkit: a ghost outline previews the landing spot, Hold stashes one piece for later, the next queue shows three pieces ahead, and hard drop slams pieces to the floor for double points per cell. Rotation uses a forgiving kick table — pieces near walls nudge sideways into a legal turn instead of refusing. Start levels 1, 3 or 5 set the initial pace, and gravity tightens every ten lines.
It respects your time and attention in both directions. Hiding the tab pauses the game instantly and the fixed-timestep loop clamps every frame, so no piece ever falls while you are away; the board, hold piece and next queue are written to your browser's local storage after every locked piece, so a closed tab resumes exactly where it stopped. Best score, settings and play count stay on the device — no account, no server.
The engine is pure and deterministic: shapes, rotation states, wall kicks, the 7-bag randomizer (injected RNG), line clearing and the scoring table are plain tested functions. The interface is a thin layer over them — which is why the auto-saved board you return to is always exactly the board you left.
How to use
Steer the piece
Arrow keys or A/D move, ArrowUp/X rotates clockwise, Z counter-clockwise — on touch, swipe left/right, tap to rotate.
Drop with intent
Arrow down soft-drops for one point per cell; Space hard-drops instantly for two points per cell.
Use Hold and the queue
C (or swipe up) stashes the current piece once per drop; the Next queue shows the next three pieces for planning.
Clear and climb
Complete rows to score — 100/300/500/800 times your level. Every ten lines raise the level and the speed; P pauses any time.
Use cases
The five-minute classic
One more run fits any break, and the auto-saved board means a run never has to end just because you do.
Spatial reasoning practice
Rotation, translation and packing under time pressure — Tetris remains the gold standard mental-rotation exercise.
Flow-state training
Rising difficulty with instant feedback is the textbook flow recipe; levels 3 and 5 start you near your edge.
Fair competitive runs
Deterministic 7-bag dealing, clamped timing and local scoring make personal bests comparable across sessions.
Common mistakes
Mistake:Building a flat stack with no well
Fix:Reserve one column for the I piece; a deep shaft plus Hold is how four-line clears happen.
Mistake:Rotating at the wall and giving up
Fix:The kick table nudges pieces sideways during rotation — rotate first, the piece often finds a legal spot.
Mistake:Soft-dropping everything
Fix:Hard drop scores double per cell and saves time; soft drop is for the final adjustment, not the journey.
Frequently asked questions
References & standards
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