Full guide: the goal, seven falling pieces and their rotation, tight stacking, clearing lines, points and levels, controls on muta.pro and tips for beginners.
Tetromino is a solo puzzle about order amid falling chaos. From the top into a narrow well 10×20 fall pieces of four blocks one after another. Your task is to stack them as tightly as possible, without empty gaps, and completely fill horizontal lines: such a line burns away and earns points. The longer you keep an even stack and the more lines you clear at once, the higher the score. The game goes on while there's somewhere to fall; the goal is to last as long as possible and set a record.
The well is empty at the start. The game hands out pieces on the principle of the «seven-bag»: every seven pieces contain all seven types in random order, so the part you need won't keep you waiting long. On the right you can always see the next piece — it's worth taking into account in advance. Press «Start game» (or «New game»), and the first piece will appear at the top centre.
The game has seven pieces made of four blocks: the long straight one (I), the square (O), the T «corner», two mirrored «snakes» S and Z, plus the angled J and L. Each has its own colour.
A piece appears at the top and descends on its own at a steady speed. While it is in the air, you can move and rotate it.
A piece can be rotated 90° clockwise. If there isn't enough room by a wall, the game automatically nudges the piece sideways so the rotation still goes through.
Before it lands, you move the piece left and right, choosing the column where it will sit most evenly.
A semi-transparent outline is highlighted under the piece — it's its future landing spot. The shadow helps you aim without waiting for the drop.
On touching the floor or the blocks below, a piece freezes in place and becomes part of the stack. The next one appears immediately.
As soon as a horizontal row is completely filled with blocks, without a single gap, it flashes and disappears, and everything that lay above drops down. You can set up and clear several lines at once — that's the most rewarding. The most valuable move is to fill at once four lines (the long straight piece is usually saved up for this). Extra blocks don't go anywhere: if you stack crookedly, the pile grows towards the ceiling.
Points are awarded for cleared lines: 1 line — 100, 2 — 300, 3 — 500, 4 — 800, and all of this is multiplied by the current level. So several lines at once are worth far more than the same rows one by one. Manual drops also give a few points: a soft drop earns one per cell, a hard drop two. Every ten cleared lines raise the level: pieces start falling faster, and the points multiplier grows. The best result is saved as your personal record.
The well is 10 cells wide, and each piece has its own colour. Below are the seven pieces and typical situations: preparing a «well» for the straight piece and clearing four lines at once.
The game ends when a new piece has nowhere to appear: the stack has grown to the very top of the well and the spot for the next part is already taken. The screen shows the result — score, number of lines and level. There's no losing «on points» here: you have a single opponent — the rising tower of blocks and the mounting speed. After the game ends, you can start a new game right away.
The flatter the top of the stack, the easier it is to fit any piece. Don't leave narrow deep wells.
Leave an empty one-cell-wide column at the edge and build up three lines so you can clear four at once with the long piece.
The preview on the right tells you what's coming next. Plan the placement of the current piece with the next one in mind.
The hard drop is fast but irreversible. At high levels it's better to guide the piece into place and only then drop it.
A high score in Tetromino is not about reaction speed but about stacking discipline. As long as the stack stays flat and free of gaps, you control the game; the moment holes appear, you start playing against yourself, and sooner or later every game chokes. A record grows from two things: long games and fat clears of several lines at once.
An experienced player thinks not about the current piece but about what the terrain will look like after it lands. Place each piece where it creates no new ledge and locks away no empty cell — then the stack stays manageable on its own for dozens of moves in a row.
Keep the top of the stack almost flat: the height difference between neighbouring columns should be no more than one or two cells. Any of the seven pieces sits comfortably on a level surface, which means no piece will catch you off guard or force you to bury an empty space.
Leave a single empty column at the edge and fill the other nine. Build up three or four rows like this — and one straight piece will clear them all at once. The key is not to turn a useful well into a deep gap you have nothing left to close.
Clearing rows one by one is wasteful: four lines at once score 800 points against 400 for four single clears. And with the rising multiplier the gap grows even wider — save your lines up for a fat volley.
Always watch the "next" piece and place the current one so the next has a convenient spot. Pairs like S+Z or L+J are often worth placing together, each closing the other's ledge.
The level row is filled across five cells, and the far right one (gold) is that very well for a straight piece: fill three more rows like this, and a single tetris clears all four.
Once the basics are mastered, three techniques prolong a game: the T-spin, a safety margin before a drop, and skilful use of the landing shadow. All three are about the same thing — how to repair uneven terrain without raising the stack higher or burying gaps beneath it.
It is also worth training your feel for the pieces: L and J close single ledges, S and Z lie on steps running in opposite directions, and the O square needs a flat two-cell platform. When you know in advance which piece belongs where, rotating and shifting stop being a lottery.
A T-shaped notch: the T piece is screwed into the recess by a rotation, a spot you cannot fill from above with an ordinary shift.
A T piece cannot be pushed sideways into a T-shaped notch — it is twisted in with a last-moment rotation, while the wall kick helps spin the piece into place. This is how you close holes under overhanging blocks and rescue terrain that seemed ruined.
The translucent outline at the bottom of the well shows the exact landing spot. Line the piece up with the target column using the shadow — and only then drop it; that way you won't miss even at high speed.
At high levels, press down (a soft drop) rather than the space bar: right at the bottom you'll have a split second to shift or rotate the piece if you got the column wrong.
Tetromino on muta.pro is the classic endless single-player mode: the game lasts as long as there is somewhere to fall. There are no separate difficulty levels before you start — the pace ramps up on its own as you play, and that is the whole thrill. The further you get, the faster the pieces fall and the more each cleared line is worth.
Clear ten rows and the level goes up: pieces fall noticeably faster and the score multiplier grows. So the very same row is worth several times more near the end of a game than at the start.
The higher the level, the more valuable the lines — but the less time you have to think. Keep the stack low so that at speed you retain some headroom and a second or two to manoeuvre.
Pieces come in "bags": every seven contain all types once each, with no repeats and no gaps. The piece you need is guaranteed to arrive within the next seven moves — you can build a plan around that.
Bored of waiting at a low level? Bring pieces down manually: it fills lines faster and earns a point per cell.
Raising the level for the multiplier is dangerous: if the stack is already high, the extra speed will finish you off. Level out the field first, then pick up the pace.
Your best score is kept in the browser and survives a game restart. Compete above all with your own previous result.
Almost every early defeat comes down to buried holes and too tall a stack. Take a typical slip: a piece was placed badly and sealed an empty cell beneath it that you can no longer reach. One such hole costs a whole line, and several in a row are guaranteed to drive the stack to the ceiling.
The gold cell is a buried hole: the row above it won't clear until you dismantle everything on top, so such a cell costs more than a whole lost line.