PUZZLE · HTML5 · FREE

Neon Blocks.

Stack smart. Clear bright. Chase your next record.

KEYBOARD · MOUSE · TOUCH
SCORE0
LINES3
LEVEL1
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A CLASSIC. NEW ENERGY.

Stack smart. Clear bright. Chase your next record.

Play a neon falling-block puzzle with four modes, hold, ghost pieces, coin blocks, bombs and a 40-line Sprint. Keyboard and touch controls.

Arrows: move, rotate and soft drop. Space: hard drop. C: hold. Z: reverse rotation. B: bomb.

Purchased bombs available: 0. Free charge every 20 cleared lines. Using any bomb or laser marks the run assisted.

FALLING BLOCKS. RISING CHALLENGE.

How to play Neon Blocks

Neon Blocks is an original falling-block puzzle inspired by classic Tetris-style play. Fit seven kinds of four-square pieces into a ten-column, twenty-row board. Complete horizontal rows to clear them and stop the stack from reaching the spawn area. Pieces come from shuffled bags containing each of the seven shapes once. A ghost outlines the landing position, three previews show what comes next, and Hold stores one piece until you need it.

Computer and mobile controls

  • Arrows: move, rotate and soft drop. Space: hard drop. C: hold. Z: reverse rotation. B: bomb.
  • Up or X rotates clockwise; Z rotates the other way. Hold can be used once per placed piece. Small wall kicks help rotation near an edge. This version uses a simple kick system, not a full tournament rotation ruleset.
  • Use the buttons below the board on mobile. They work with individual taps; keyboard arrows also support repeated movement. Tapping the board alone does not drop a piece. Escape or Pause pauses play.

Four modes and a better strategy

  • Classic: survive as long as possible. Every ten lines increases the level and falling speed.
  • Sprint: clear forty lines. Completed runs rank by shortest active time; assisted and unassisted runs are separate.
  • Chaos: every ten lines adds a garbage row with one opening. Turbo gravity alternates every fifteen active seconds.
  • Gallery: clear forty lines to reach level five, reveal the selected original scene and save it to your local gallery. There are three scenes to collect.
  1. Build a flat surface and avoid covering an empty cell. A buried hole is harder to repair than a low, uneven stack.
  2. Keep a clear vertical well for the long piece when aiming for four rows. Read the next previews before spending your Hold.
  3. Use the ghost to check the landing before a hard drop. A short lock delay allows a last correction, but repeated adjustments are limited.
  4. Clearing one, two, three or four rows scores 100, 300, 500 or 800 points multiplied by the current level. Consecutive clearing placements add combo points; soft and hard drops also add points.

Coins, bombs and the laser drop

Every fourth new piece carries one golden coin block. A normal cleared row gives 2 Arcade Coins, plus 3 for each coin block inside the cleared rows. A single clear event awards at most 25 coins; all game bonuses share the portal cap of 150 coins per run. Completing a gallery scene gives an additional 20-coin event within that same cap.

Every twenty cleared lines grants a free bomb charge, up to three stored charges. Press B or Use bomb to remove a 3×3 area around the ghost landing. The main shop sells one extra bomb for 60 coins. If no free charge remains, Use bomb consumes one purchased bomb; it does not buy one automatically.

Laser drop costs 50 existing wallet coins per activation. It removes the bottom row, then hard-drops the active piece. That removed row does not count as a completed line and gives no coin-block reward. Bomb-cleared blocks also give no coins or line count. Both powers mark the run assisted, including free bomb charges.

Saving, records and local gallery

Select a mode and gallery scene before starting. Finished runs save automatically. Sprint rankings only include completed forty-line runs and compare active times within the chosen assistance category. The personal leaderboard uses the last thirty saved portal runs, so it is not a global or permanent all-time ranking. Gallery unlocks, purchased bombs and wallet coins remain in this browser. Closing an unfinished game does not save its board.

The usual final reward requires ten active seconds and ranges from 5 to 50 coins according to score and active time. It is separate from line-clear bonuses. Starting any mode is free; you never need to buy a power or finish another game first.

Does using a power change my Sprint record?

Yes. Bombs and laser drops mark the result assisted. Compare it with other assisted runs by selecting that category in your personal leaderboard.

Your hidden-scene gallery

Original canvas illustrations unlocked by completing Gallery mode. Saved locally, shared by both language versions.

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