How to play

If you are new to this website, this is a good place to start.

Basic actions

The basic principle of Worldwide Combos is that you need to fill the lines of the grid with blocks. Once a line is filled, is disappears, preventing you from topping out.

When you play, you use one block at a time. You can do the following moves with it.

  • Move the block left or right.
  • Move the block down quicker or instantly.
  • Rotate the block clockwise, counterclockwise, or 180°.
  • Put a block aside, or "hold" it (with the Caps key). If you already used this since the begining of the game, then your current block is replaced that the one you were "holding", otherwise you get the next piece.

There is a key for every action that is defined above. These key binds can be viewed and edited in the Settings.

The playing field

When you play, your side looks like this.

A nice picture should appear here.

  1. your country flag, your username and your rating (1000 if there is no rating in the mode you're currently playing);
  2. your field
  3. your current block, which is falling down every second;
  4. your current block's ghost, in order to help you see where it's going;
  5. the block you are currently holding (assuming you are holding one);
  6. the number of times your opponent was knocked out;
  7. the number of lines you sent;
  8. informations about what you did (see "Sending lines above")
  9. your upcoming blocks (your next block is the one at the top, and so on);
  10. the remaining time.

Speed tunings

When you try to move left, right or down, and hold the key, your block first moves by one line or one column, then after some amount of time the block starts moving at a higher rate. Theses rate are defined by the Delay and Repeat values. As for the key binds, you may customise them in the Settings. Values have to be filled in milliseconds.

Note that, putting lower delay and repeat rates may help you play faster, but putting too low values may result in losing control and misdropping your blocks (this is usually annoying).

Handicap types

Handicap types are made to make your survival harder. In Multiplayer and Ghostbuster modes, handicap lines are sent when your opponent makes specific line clears. In Survivor and Elite Survivor modes, handicap lines appear at regular time intervals.

There are three handicap types, but according to what you are playing you might or might not change the current handicap type. In Survivor and Elite Survivor modes, the handicap type is always handicap with holes. In Ghostbuster mode, the handicap type is either solid handicap or handicap with bombs. In Quickplay mode, the handicap type is always handicap with holes. In Custom rooms, the handicap type can be anything, and it is determined by the room creator.

In games modes else than Survivor and Elite Survivor, incoming lines are visible on the bar which is located on the grid's right. Handicap lines only appear after the next block has been placed. If you clear lines while you had incoming lines, the handicap lines do not appear, and according to the number of lines you should have sent to the opponent, part of them are removed. The remaining ones might still appear after you place the next block, if you don't clear any line at that time.

When you top out for any reason, all the handicap lines on your side are removed.

Solid handicap

Solid handicap basically consist of filled lines. Since it is not possible to clear them in the normal way, in order to get rid of them one has to clear lines on their side. Then, while that player was handicap lines at the bottom of the grid, lines that should be sent to the opponent are not sent and are replaced by handicap line removals.

Handicap with holes

Handicap with holes are lines with 9 slots out of 10 that are occupied. Such lines are cleared in the same was as usual lines are. The hole's positions are determined randomly. However, when several lines are sent by placing one block, all these lines have their hole at the same position.

Handicap with bombs

Handicap with holes are filled lines, but one of the 10 slots contains a bomb. Such lines are cleared by placing a block right above the bomb's position. The hole's positions are determined randomly. However, when several lines are sent by placing one block, all these lines have their hole at a different position.

Sending lines

The number of lines that are sent is computed as follows. Note that scores below are cumulative.

Basic line clears

NameLines sent

Please note, that clearing a single line does not send lines to the opponent.


NameLines sent
T-Spin Mini1
T-Spin Single2
T-Spin Double4
T-Spin Triple6

When you place a T-like block in a way such that three of the block's "corners" are already occupied by another block that was already there before, then you make a T-Spin. A T-Spin Mini is a T-Spin that doesn't clear any line.


Combo countLines sent

A k-combo is made, when you clear lines with k+1 consecutive blocks. A 1-combo doesn't send any extra line.


NameLines sent
B2B T-Spin Mini1
B2B T-Spin Single1
B2B T-Spin Double2
B2B T-Spin Triple3
B2B Quadruple2

A Back-to-back is made, when two consecutive line clears are made in one of the five ways that are listed above. Please note, that it is not necessary to make those two line clears with two consecutive blocks.

Anti-stalling system

The anti-stalling system is made to avoid people not play in order to not being KO'ed.

Worldwide Combos 0.10.37 - Noël Nadal - logo by Legitimate Ted
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