Seven shapes, one well
Falling Blocks uses the seven shapes you can make from four squares joined edge to edge: the long I, the square O, and the T, S, Z, J and L. The well is 10 squares wide and 20 tall. Every piece you lock either fits the stack cleanly or leaves a gap, and gaps are what end games.
This version deals the pieces in shuffled sets of seven. Each set holds every shape exactly once before the next set starts. That has a useful effect: you never wait long for any piece. The longest possible wait for an I piece is twelve other pieces, and usually it's far shorter. Knowing an I is coming soon makes it much safer to plan around one.
Build flat, leave a well
The core method is simple to describe and takes practice to do well.
- Keep the stack flat. A bumpy surface only accepts certain shapes. A flat one accepts almost all of them.
- Leave one column empty on the side. Stack the other nine columns and leave the far left or far right column open. That column is your well.
- Drop an I into the well. When the stack beside the well is four rows deep, one I clears all four rows at once.
Four rows at once is worth far more than the same rows cleared one at a time. A single scores 100 times your level, while four at once scores 800 times your level. At level 3, four singles earn 1,200 points; one four-row clear earns 2,400. The bonus grows as your level does.
Here's how a well plays out. Say you're on level 3 with the right-hand column open and the other nine columns filled four rows high. An I comes next in the preview. Turn it upright, line its outline over the well, and press Space. It falls straight down, fills all four gaps, and four rows clear for 2,400 points, plus 2 points for every row the hard drop fell.
Handling the awkward pieces
- S and Z fit only surfaces with a one-square step. If your stack has no step, lay them flat on top rather than leaving a gap underneath.
- O needs a flat area two squares wide. Save those spots for it.
- T, J and L are your fixers. They fill steps, corners and single notches.
- Hold stores the current piece and brings back whatever was saved. You can hold once per piece. A common habit is to keep an I in hold, so it's there when the well is ready.
Pieces can also slide under overhangs. A piece that lands waits half a second before locking, and each slide or turn restarts that wait, up to 15 times. That's enough to tuck a piece into a gap beside the stack, or spin a T into a slot it couldn't fall into directly. The turns use wall kicks, so a piece pressed against the stack can often still rotate into a tight spot.
Mistakes worth unlearning
- Covering holes. A hole under the stack can only be fixed by clearing every row above it. Leaving a gap to cover later rarely works.
- Building up the middle. New pieces enter at the top centre. The game ends when a new piece has no room, so a tall middle is far more dangerous than a tall edge.
- Waiting for the perfect piece. The speed keeps rising with your level, and it also creeps up every 20 seconds of play. A long wait for an I costs more than a clean triple.
- Ignoring the preview. Look at the next pieces before you place the current one. A good spot for this piece might be the only spot for the next.
Practice that pays off
The game starts slow, with a piece falling one row per second, and gets faster as your level rises. Use those early levels to practise building the well without holes, rather than racing. Once that feels natural, start hard-dropping pieces instead of letting them fall. It's faster, it's worth 2 points per row, and it trains you to decide quickly. Then aim to make every clear a four-row one for as long as the stack allows, and switch to safe singles when the stack gets high or the top of the well glows red.