- 01Read current and next pieces
- 02Choose orientation and landing
- 03Lock and clear
- 04Plan remaining space
Falling pieces and stack planning
Locked falling pieces remain until a line or color condition clears them. Each placement changes future space.
The player's decision
Clear a row now or preserve a well for a better upcoming piece?
Original scenario
Original setup: a short bar flattens the top but seals a lower hole. A taller side placement preserves access below.
Start with this prototype
Build a 6×10 board, three original shapes and a fixed ten-piece queue. Show a landing ghost and next piece. Clear three rows or lose on top-out; include pause and restart with original art.
Change one variable
Tune falling speed before preview count to separate reaction and planning demands.
What to observe in a playtest
Test walls, top-out and multiple-line clears. Does restarting the same queue reproduce positions?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Rotating through walls or moving after lock breaks the discrete stacking rules.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Tetris® Effect: Connected
Zone stops falling pieces and accumulates line clears, separating time pressure from stack planning.
- Puyo Puyo™Tetris®
Modes switch or combine Puyo and Tetris rules, contrasting clearing conditions.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build a 6×10 board, three original shapes and a fixed ten-piece queue. Show a landing ghost and next piece. Clear three rows or lose on top-out; include pause and restart with original art.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.