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.

Short version: line-clear, combo, T-spin, and perfect-clear values use the current level. Soft- and hard-drop points do not. Several bonuses can be earned by the same placement and are added together.
Desktop Tetromino Arcade game with score, level, lines, hold, next queue, combo, and back-to-back panels around the playfield.
The desktop play view keeps Score, Level, Lines, Combo, and Back-to-Back status visible around the board while a run is active.

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:

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

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:

Mini T-spin base values, also multiplied by level, are:

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.

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:

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

  1. 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.
  2. On the next piece, make a four-line clear. Its Back-to-Back base is 800 × 3 × 1.5 = 3,600 points.
  3. Because this is the second consecutive line-clearing piece, it also earns a combo bonus of 50 × 1 × 3 = 150 points.
  4. 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

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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