Scoring
Tetromino Arcade rewards clean line clears, controlled drops, T-spins, consecutive clears, difficult-clear chains, and boards cleared completely empty. This page uses the values and calculation order built into the game.
How A Placement Is Counted
Drop points are awarded as the active piece moves down under player control. When that piece locks, the game classifies any line clear or T-spin, applies the current-level multiplier, applies a back-to-back multiplier when eligible, then adds the combo and perfect-clear bonuses. A level gained by that clear takes effect after the clear is scored.
In other words, the lock award is the level-adjusted base value, plus any combo bonus, plus any perfect-clear bonus. Back-to-back changes only the base value of an eligible difficult clear. Drop points are separate from that lock award.
Normal Line Clears
The base values below are multiplied by the current level:
- Single, one line: 100 points multiplied by level.
- Double, two lines: 300 points multiplied by level.
- Triple, three lines: 500 points multiplied by level.
- Four-line clear: 800 points multiplied by level.
For example, a double at level 3 is worth 300 × 3 = 900 points before any combo or perfect-clear bonus. A four-line clear at level 5 starts at 800 × 5 = 4,000 points.
Soft Drop And Hard Drop
- Soft drop: 1 point for every cell the piece descends under soft drop.
- Hard drop: 2 points for every cell between the piece and its landing place.
Drop points are not multiplied by level. Soft-dropping 7 cells adds 7 points at every level. Hard-dropping 7 cells adds 14 points at every level. Natural gravity does not award drop points.
T-Spin Detection And Values
The game considers a locked piece a T-spin only when it is a T piece and its last recorded action before locking was a rotation. At least three corners of the T piece's 3-by-3 box must be blocked. If both corners in front of the T are blocked, it is a full T-spin; otherwise the three-corner result is a mini T-spin.
Full T-spin base values, each multiplied by level, are:
- No line: 400 points.
- Single: 800 points.
- Double: 1,200 points.
- Triple: 1,600 points.
Mini T-spin base values, also multiplied by level, are:
- No line: 100 points.
- Single: 200 points.
- Double: 400 points.
A level 4 T-spin double therefore starts at 1,200 × 4 = 4,800 points. A no-line T-spin scores its listed value, but it is not a line clear for combo purposes and does not begin a new back-to-back chain.
Combos
A combo is a sequence of pieces that each clear at least one line. The first clear starts the sequence but gives no combo bonus. Starting with the second consecutive clear, the bonus is 50 multiplied by the combo count and the current level. A placement that clears no line ends the combo.
- First consecutive clear: combo count 0, so no combo bonus.
- Second consecutive clear: combo count 1, so 50 × 1 × level.
- Third consecutive clear: combo count 2, so 50 × 2 × level.
- Fourth consecutive clear: combo count 3, so 50 × 3 × level.
At level 2, three consecutive singles are worth 200, then 300, then 400 points. The three base singles contribute 600 points, while the second and third clears add combo bonuses of 100 and 200, for 900 points total before drop or perfect-clear points.
Back-To-Back
Four-line clears and T-spin line clears are difficult clears. The first difficult clear activates Back-to-Back but receives its normal base value. A later difficult clear while Back-to-Back is active receives 1.5 times its base value. Combo and perfect-clear bonuses are then added at their normal values.
A normal single, double, or triple line clear breaks the chain. A placement that clears no line leaves the current Back-to-Back status unchanged. Full and mini T-spin singles or doubles qualify as difficult line clears; no-line spins do not receive the multiplier.
Example: with Back-to-Back already active, a level 2 four-line clear has a base award of 800 × 2 × 1.5 = 2,400 points. Any combo or perfect-clear award from that same piece is added afterward.
Perfect Clears
A perfect clear happens when a line-clearing placement leaves every cell of the board empty. The game adds one of these bonuses, multiplied by level:
- One-line perfect clear: 800 points multiplied by level.
- Two-line perfect clear: 1,200 points multiplied by level.
- Three-line perfect clear: 1,800 points multiplied by level.
- Four-line perfect clear: 2,000 points multiplied by level.
The perfect-clear bonus is added to the points for the clear itself. A fresh level 1 four-line perfect clear with no active combo or Back-to-Back bonus is worth 800 + 2,000 = 2,800 points, plus any drop points earned while placing the piece.
Worked Difficult-Clear Chain
- At level 3, make a T-spin double with no active combo or Back-to-Back chain. It awards 1,200 × 3 = 3,600 points and activates Back-to-Back.
- On the next piece, make a four-line clear. Its Back-to-Back base is 800 × 3 × 1.5 = 3,600 points.
- Because this is the second consecutive line-clearing piece, it also earns a combo bonus of 50 × 1 × 3 = 150 points.
- With no perfect clear or drop points in this example, the second placement awards 3,750 points and the two placements award 7,350 points together.
Scoring By Mode
- Beginner: starts at level 1 and uses the same scoring rules with gentler early speed and handling. Its line-clear awards follow the level shown in the game.
- Marathon: allows a starting level from 1 to 20. Its level follows total 10-line milestones without dropping below the chosen starting level, and line-clear, T-spin, combo, and perfect-clear values use the current level.
- Sprint: starts at level 1 and scores normally while the main goal is to clear 40 lines as quickly as possible.
- Ultra: starts at level 1 and gives two minutes to build the highest score.
- Zen: starts at level 1 and keeps scoring while its top-of-board rescue prevents normal top-out.
- Friend battles: online and same-device rounds start as level 1 Marathon games and use this same score calculation for both players.
Reading The HUD
Score is the running point total. Level is the multiplier used for the next lock award. Lines is the total number of cleared rows. Combo shows the current consecutive-clear count, and Back-to-Back shows whether the next difficult clear can receive its 1.5 multiplier. For stacking advice rather than arithmetic, continue to the Strategy page.
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