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Block Drop
I drop the pieces. You stack them.
Fill a row to clear it; fill four at once for the big points.
Use the on-screen buttons. Rotate, shift, drop.
Block Drop is the canonical falling-block arcade game. Four-cell pieces fall one at a time into a 10-column by 20-row well. You rotate and shift each piece while it falls; when it lands, it locks. Fill a complete horizontal row and the row clears. Clear several rows at once for the big multipliers.
The game ends when a new piece can't enter the well without overlapping what's already there — so the deeper the stack, the less room you have to react. Drop speed climbs with every ten lines you clear.
The format was introduced by Alexey Pajitnov in 1984. The most-recognized name is a registered trademark of The Tetris Company; this page uses Block Drop for clear trademark distance. The shape — seven four-cell pieces falling into a well, lines clear on completion — is unencumbered and has been independently reimplemented under many names since.
Controls (keyboard). ← → (or A D) shift the piece. ↓ (or S) soft-drops it one row at a time. ↑ (or W, X) rotates clockwise; Z rotates counter-clockwise. Space hard-drops to the floor and locks instantly. C (or Shift) holds the current piece, swapping with the held piece if you have one. P pauses.
Controls (touch). Use the on-screen buttons in the corners. Left and Right shift the piece, Down soft-drops, Rotate spins, Drop hard-drops, Hold stashes the current piece.
Hold. Stash one piece for later. Pressing hold swaps the current piece with whatever is in the hold slot; if the slot is empty, the current piece moves in and a new piece falls. You can hold once per piece — after a piece locks, hold becomes available again.
Scoring. One row at a time pays 100 × level; two at once pays 300 × level; three at once pays 500 × level; four at once — the maximum — pays 800 × level. Soft-dropping a piece earns 1 point per cell; hard-dropping earns 2 points per cell.
Levels. Every ten lines cleared advances the level. The drop speed climbs with the level; by level 10 the pieces are falling faster than you can comfortably read them. Score is kept locally on your device.
Settings. The idle card carries two choices that persist on your device. Speed — Slow / Normal / Fast — sets the starting level (1, 5, or 10); pick Fast and your first piece is already falling faster than you can read it. Landing hint — On / Off — controls the semi-transparent ghost piece that shows where a hard drop will land; switch it off when you want the challenge of judging the drop yourself.
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Note. Score saving is unavailable in this browsing mode (private browsing or storage disabled). Gameplay still works for this session but progress isn't saved across reloads.