About Tetromino
Seven shapes fall into a ten-wide shaft under a Korthen keep. Turn them, slide them, drop them, and fill a row across: the course settles, grinds, and goes. The shaft never empties itself, so the game is a conversation between the shape you have, the five you can see, and the one you put aside.
It plays by the published rules, because a player arrives with them already in their hands: the seven-bag, the Super Rotation System with its wall kicks, a hold slot, a ghost, and half a second on the floor to wiggle a stone into place. Nothing here is a variation on the classic — the clones people complain about are the ones that deviated.
Three modes and no more. Marathon runs until the shaft fills, a level every ten courses. Sprint is forty courses as fast as you can cut them. Ultra is two minutes and whatever you can make of them.
There are no boards to set times on, so the game keeps the ten best runs in each mode instead, with the name of whoever set them — and every one of those ten is a replay you can watch. A score is never taken on trust: a finished run is sent as the run itself, and the site re-plays it to work out what it was worth.
How to play
- Fill a row across the shaft and it settles and goes; four at once is a seal, and pays the most.
- Keep a stone back in the hold slot for the gap you are saving, and read the five shapes waiting.
- The run ends when a stone has nowhere left to arrive. Every finished run is offered to the Ten — unless you paused it.
Controls
| Drag on the shaft | Slide the stone under your thumb |
|---|---|
| Tap | Turn it |
| Flick down / swipe up | Drop it / put it in hold |
| Arrow keys | Move and soft drop |
| X / Z / A | Turn, turn back, half turn |
| Space | Hard drop |
| Shift or C | Hold |
| Esc | Pause — which gives up the run's place |
The ten best runs in each mode are kept, and each one keeps its replay. A paused run keeps out of them. Settings are saved in this browser.






