

Click on the piece you would like to use.
Drag it on to the grid.
Click on the green arrows or the circle
to rotate or flip the pieces.
The objective is to tile the rectangular grid
with the pentominoes, i.e.. to cover it without
overlap and without gaps.
There are millions of ways to complete
the puzzle.
Now try putting together a pentomino picture puzzle.
Choose a picture snapshot from
the drop-down menu.
Click on the picture to cover the pentominoes
with fragments of the picture.
Now try to tile the rectangular grid
to recreate picture.
Of course, there is only one solution
to do that.
Click on the picture snapshot above to start.
Drag the mini-smiley icon on to a square on
the playing field (39 round pegs)
to choose a starting position.
To move, take a bug icon and jump
it over adjacent pegs.
You may jump vertically or horizontally.
The jumps are like captures in checkers.
Pegs that have been jumped over are
removed from the board.
The goal of the game is to remove all the pegs but one.
Ideally, you will make your last jump into
the same location the play started from
(marked by the mini-smiley icon).
You can take back any move up to the
first move by clicking on the green circle
above the grid.
(The green arrows around the circle don't do
anything in this game.)
Browser Support:
This part of the site has been tested in
Firefox 4+, Opera, Chrome, Safari 5+, IE9
Click on the green button above left to see if
your browser visualizes the images properly.
The pictures on left and on the grid above
should appear identical.
If the picture on the grid appears bigger
you still can to play by choosing pictures
from the drop-down menu above.
Click on the green button to hide the pictures.
Pseudorandom sequence of tetrominoes
shapes fall down the playing field.
Use keyboard buttons 4, 6, 8, 2, Space
or arrow buttons to manipulate these tetrominoes,
by moving each one sideways and rotating it
with the aim of creating a horizontal line of
blocks without gaps.
When such a line is created, it disappears,
and the blocks above fall. As the game
progresses, the tetrominoes fall faster,
and the game ends when the player "tops out",
that is, when the stack of tetrominoes reaches
the top of the playing field and no new
tetrominoes are able to enter.
If you want to play with fixed speed then
click checkbox and choose game level from
the drop down menu.
Don't press another keyboard buttons during
game session to prevent the screen from moving.
Scoring.
In this game 1 fallen tetromino contribute
4 points multiplied by level. For example,
at level 1 it is 4 points and at level 10
it is 40 points.
Every time when horizontal line of blocks
disappears it contribute 10 points
multiplied by level. If you manage to
remove more then 1 line at once then
you rewarded more points. For example at
level 5 removing 4 lines at once give you
10 x 4 x 5 x 4 = 800 points or removing 2
lines it is 10 x 2 x 5 x 2 = 200 points.
Final score is sum of all points rewarded.
P.S.
If playing field appears small at your
monitor's resolution you can temporary
make it larger/smaller pushing Ctrl + "+/-"
keyboard buttons together or choosing
View/Zoom option of your browser.