Play Go Tetris! 1.1

Below is the latest version of Go Tetris! (1.1), created by Martin Grider. This page will be update periodically with new versions. Thanks for playing!

Warning: I think this ancient flash app may have finally become incompatible in some way with the latest version (or maybe just in some browser combinations). YMMV. I am working very slowly on an updated version. When it launches, I’ll post it here. [2018-10-12]

Controls and Instructions:

Rotate Pieces clockwise: Up Arrow or "i"
Rotate Pieces counter-clockwise: "u"
Move Pieces Left: "Left Arrow" or "j"
Move Pieces Right: "Right Arrow" or "l"
Pause game: "P" or "SPACEBAR"
Move Pieces Down (faster): "Down Arrow" or "k"

Scoring:

Gameplay is a lot like Tetris, but instead of lines, the pieces break like Go captures. In Go, a stone is captured by surrounding it by stones of the opposing color (or by the edge of the gameboard). More than one stone may be surrounded in this way, and the more stones you capture at once, the more points you receive.

Groups of stones are also removed from the gameboard when they surround two or more eyes. Stones removed from the board this way are counted as "Territory". See the in-game for more details.

You also get more points at higher levels.

Enjoy!

After you play a game or two, you can see the high scores you've submitted on the High Scores page.

63 thoughts on “Play Go Tetris! 1.1

  1. I noticed scores of zero are not being recorded.

    I had a couple of games recently in which I reached a level above 20, but I was in one color mode, and ended up with a score of zero. (Had zero not been the minimum, it would have been negative.)

  2. this is just so bad….

    you have too many difficult shapes compared to easy shapes (maybe 75% hard shapes and 25% easy shapes). peices moves too fast, the board is as wide as it’s tall, not like in tetris, makes the game hard for beginners.
    there are misstakes that cannot be corrected, which makes the game very flawed, you cannot make any big moves, you’re bound to take small points since 1 misstake can lock away 50% of the board permanently….

    this game is not anything like tetris, remove the name “tetris” from it. I do not support that people takes a good game with a good concept and makes bullshit out of it.

    // disappointed and offended player.

  3. I disagree. This is a great Tetris variant.

    The shape of the falling tiles is random. Whether a tile shape is easy or hard depends on what it is falling over.

    I think the 19×19 go board format is an improvement.

    Just as in other Tetris variants, you might be challenged to avoid getting into problem situations, and, if you do make a mistake, you are challenged to fix it.

    I think the speed of the falling tiles is fine in fast mode.

  4. I saw, again, the bug where a piece is stuck at the top. It won’t fall, but it can be rotated left and right and the score and level keep going up. Something different, I noticed, though. Just before it happened, I was positioning either an “s” or a “z” piece with 2 black and 2 white stones. It touched another stone, some of the stones in the falling piece shifted, so it became a block.

  5. Marathon, you are a beast.

    (But I will catch you one day!)

    Any speculation on scoring calculations for Fast Mode?

    Martin mentioned something about it being (c x c x l x l) where c = captures and l = level for normal mode.

  6. As far as I can tell, the scoring for fast mode and normal mode is the same, but the levels increase faster. By the way, one color mode appears to be a form of fast mode.

  7. I misunderstood. It looks like you are right. The formula in fast mode seems to be C^2 * L^2.

  8. OK, I did a little digging, because I wasn’t sure (it’s been a long time!), and here’s what it looks like:

    For Normal mode, levels advance when total captures (TC) + total living stones removed (TL) is greater than level * level * 10. So:
    if ( TC+TL >= level * level * 10 ) level++;

    The formula for Hard Mode & Single Color Mode is just:
    if ( TC + TL >= level * 10 ) level ++;

    …so it just takes a lot longer for your level to change in normal mode. You’ve probably also noticed that when you remove a particularly large group, you might jump lots of levels. The function that checks whether you’ve advanced a level is recursive, so it keeps calling itself until you are at the level you “should” be at, (hopefully that makes any sense).

    There was some speculation earlier about score calculation. Here are the formulas:

    Normal: level * score * score
    Hard & single color: level * level * score * score

  9. I assume for single color, it keeps track of what the score would have been if the same game had been played in fast mode instead, and adjusts the level according to the “fast mode score.” Would my assumption be correct?

  10. AAAAHHHHHH! I updated my software this morning and the updates included a Flash update. Now Flash doesn’t work on my computer at all! I hope I can go back to the previous version.

    By the way, Adobe says there will be no more Flash versions for Linux.

  11. Updating my Operating System (as a new installation), the repositories had only the latest version of Flash that will not work on my system. Since older versions of Flash have known security issues, I thought I’d try gnash before getting an out-of-date version of Flash.

    The game will run under gnash, but has frequent pauses. The pauses are especially long when there is a removal. Overall, I found playing Go-Tetris under gnash annoying.

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