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Wprowadzenie do gry
Tetris is a portrait-first falling-block puzzle built for quick sessions and longer score runs. Pieces drop into a 10 by 20 well, and any horizontal line that fills completely is removed. The presentation is a clean casual board: a bright sky-blue field, a light well, and glossy rounded blocks in mint, blue, orange, gold, teal, purple, and coral. The score, level, line count, best score, and the next piece stay visible without covering the stack.
The play is about placing seven familiar shapes before the stack reaches the top. A ghost outline marks the landing spot, and one upcoming piece is previewed, so the landing column can be chosen before the piece locks. There is no campaign, no character, and no finish line. A run lasts until a new piece can no longer enter the well. The reason to start again is a higher score, a longer line count, and survival after the fall speed increases.
It fits players who want a readable stack-and-clear game on a phone or in a browser. Moving, rotating clockwise, and dropping are enough to begin. The skill is in keeping the surface flat, opening a gap for the straight piece, and clearing lines on consecutive pieces before the drop interval gets short. A run can be saved and resumed, the best score is kept on the device, and the first time the well fills, one revive can clear space and continue the same score. The interface is available in English, French, Spanish, German, Portuguese, and Italian. Sound can be muted, and comfort options can lower screen shake, flashes, and extra motion.
On the home screen, New Game empties the well, resets the score, and discards any saved run. If you leave during play, the board, score, level, combo, and current piece are stored. Continue returns to that run. The Home button during play saves and returns to the title. From the results screen, Again starts a fresh run and Home returns to the title. On the web build, leaving the results screen can show a short commercial break.
Phone buttons are Left, Right, Rotate, Soft, and Hard. Holding Left, Right, or Soft repeats that action. Touching the well also works: slide sideways to move one cell at a time, swipe down to soft-drop once, swipe up to hard-drop, and tap to rotate. On a keyboard, Left and Right move the piece, Down soft-drops, Up or Z rotates, and Space hard-drops. A gamepad uses the D-pad for movement and soft drop, D-pad Up or the bottom face button to rotate, and the left face button to hard-drop.
Each piece is one of seven shapes: the straight bar, the square, and the T, L, J, S, and Z. They come from a shuffled bag of seven, so every shape appears once before the next bag starts. Rotation is clockwise only. If the turned piece would overlap the stack or leave the well, the game tries a short kick left, right, or upward, including the two upward diagonals, and cancels the rotation if none of those fits. When a piece can no longer fall, it locks after 0.3 seconds. A successful move or rotation while it is resting resets that timer, up to eight times. A hard drop skips the wait and locks immediately. The ghost shows the lock position, and the Next box shows the single piece that will spawn afterward.
A filled horizontal line is deleted and everything above it drops down. One line scores 100, two lines score 300, three lines score 500, and four lines score 800. Clearing lines with back-to-back pieces builds a combo. The first clear in a streak scores only the line value. Each following clear, before a piece locks with no line removed, adds a bonus of 50 points multiplied by one less than the combo count: 50 on the second clear, 100 on the third, 150 on the fourth, and so on. A lock that clears nothing resets the combo. Soft drop adds 1 point for every row you move the piece down. Hard drop adds 2 points for every row it travels, then locks. Gravity itself does not add points. Every 10 lines raises the level by 1. At level 1 a piece falls one row per second. Each level shortens that interval by 70 milliseconds, down to a fastest pace of 80 milliseconds per row.
There is one endless mode. New Game and Continue are the same rules; Continue only restores the saved board. There is no hold queue, no second rotation direction, no stage select, and no inventory of items or power-ups. The only recovery is a single revive. The first time a new piece cannot spawn, the game pauses and offers a rewarded ad. Completing the ad removes the four highest rows that still contain blocks and resumes the same score and level. Ending the offer, or failing to finish the ad, finishes the run. If the well blocks again after that revive has been used, the run ends immediately. The results screen shows the score just played and the best score stored so far.
For a first run, follow the ghost, check Next, and hard-drop only after the column is correct. Keep the top of the stack even, and leave one vertical opening for the straight piece when a four-line clear is available. After that, the useful targets are a combo across several locks, a clean 800-point clear, and a best score that still climbs after the fall speed has tightened. Level 2 begins at 10 lines, and the 80-millisecond floor arrives once the level reaches 15, at 140 lines.