The mechanics were lifted nearly wholesale from Tetris Grand Master 2 (you may know it from watching invisible Tetris on youtube [1]), since I like how that series plays a ton more than any other Tetris. There's also a really basic AI and additional gameplay modes that may or may not be accessible. To go fast and get a high score, lock your pieces with the soft drop.
I did consider about making my tetris game more beautiful, but my girl friend said it doesn't mean anything. I gave it another thought and indeed, it won't sharpen my skill any further.
Anyway, I like yours, its beautiful and enjoyable.
In 2011, I did the "tetris with a shop" that I'd always wanted as a kid-- one where you buy the blocks to use. It's a flash game and I've thought about how easy it would be to port to JavaScript, but the gameplay mechanics need some work and I've been so bogged down generating enough freelance business leads to stay afloat since moving to SF that I gave up on it.
Terrible pieces are free, good ones cost gold. Did you find a way through buying and selling to actually get less than 4 and not have money? I'm pretty sure I disallowed the player from selling below 4.
Edit: Even though it's been a while, I did spend about a month making that (it was before I'd ever had a programming job) and I'm interested in feedback. My thought on it now is that the game concept is broken. It's what I always wanted as a kid, but the problem is this:
If you start with the good pieces, why ever buy bad pieces? But if you start with the bad pieces, most players will get crushed and that 5% who can do well enough buy good pieces then do even better and then crush the game. It's inherently unstable, kind of like those old 4X games with stupid AIs that cheat on harder difficulty settings. They'll destroy you if they catch you early, but once you gain parity, you'll steamroll them with little challenge.
Very cool! Only thing I wish is that pressing down just speeds up the blocks fall instead of immediately dumping it to the bottom (which would probably be handy if I wasn't such a spaz).
Several months ago, i came up with an idea of combining Tetris and Poker. I made an iOS app for this. During the initial review, the app was rejected by review team due to copyright violation of Tetris. They simply do not allow any game on IOS that resembles Tetris.
The Tetris Company has an aggressive stance towards protecting their trademark. You don't dare publish anything that remotely sounds like Tetris (anything ending in -tris, in fact [1]).
Games that bear the name Tetris must adhere to stringent gameplay guidelines too [2].
Opened link in a tab in the background and started reading another article. Suddenly "Game Over!" popped up and disturbed me. Nice work, random HTML5-game I didn't yet try.
When i started Kaya.gs and even during it, i always wondered if games will arrive to the html environment at any time.
Tetris is the most basic game and yet even in this (perfectly fine) example, its far for complete. It lacks sound and many other things, which lead me to believe that if there is an HTML game era, its far away yet.
A standard tetris on classic Java/C# languages take a day to do at most and are an exercise as simple as doing a CRUD for web development.
Well, html5 can do music and better graphics. It's just me being a noob and not intending to do so.
BTW, it took me about one hour and I was/am new to js.
It is already the HTML era. Just the very start of it.
For a more advanced version of Tetris in HTML5, I suggest you take a look at Francesco Cottone's rendition of it at http://www.kesiev.com/akihabara/ (it's called T-Spin).
It makes a pretty darn good at emulating the game mechanics of the best versions of Tetris (namely the arcade version "Tetris the Grand Master", but also the Gameboy, NES and DS version).
The mechanics were lifted nearly wholesale from Tetris Grand Master 2 (you may know it from watching invisible Tetris on youtube [1]), since I like how that series plays a ton more than any other Tetris. There's also a really basic AI and additional gameplay modes that may or may not be accessible. To go fast and get a high score, lock your pieces with the soft drop.
[1] http://www.youtube.com/watch?v=KfDPUAluwpo
e: source is at https://github.com/pharrington/Bodies/tree/master/demos/74 for the curious