All the informations and details about Worldwide Combos games modes and rankings.

The matchmaking depends on players' multiplayer ratings, Arena filters current waiting times, matchmaking speed, and whether they enabled the bot or not. Players may edit their filters by clicking on the "Filters" button, while the bot and the matchmaking speed can be configured by clicking on the "Preferences" button.

When playing Custom games, the room creator decides the maximal length of a round (possibly infinite), the KO limit (possibly infinite), and the handicap type (note that time and KO limits can't be both infinite at the same time). However, in an Arena or Tournament round, such rules are already decided in advance. For Tournament rounds, refer to the corresponding Tournament page to check them. For official rulesets, check the corresponding Wiki page.

The goal is to knock out your opponent as much as possible. Your opponent is knocked out when there isn't enough space for the next block to spawn at the top of the grid. Then, handicap lines on the opponent's side disappear and the round continues. If one of the players reaches the KO limit (assuming there is one), then the round ends. If the time limit is reached (assuming there is one), then the round ends (no hurry-up or tie-break). If a player tops out despite having no handicap lines to cope with, then the round ends and this player loses.

The winner of a round is the player who got the biggest number of KOs. The round ends earlier if the KO difference
if big enough: let `k`

be the KO difference and `t`

the number of seconds remaining, the round
ends if the leading player places a block while the following condition is satisfied: `k > Math.ceil(t/10)`

.
If the players are tied in KOs at the end of time limit (if there is one), then the round goes into extra time: let
`t`

the initial duration of the round (in seconds), then 4 solid, unclearable lines will spawn right at the end
of that time limit, then every `t/4`

seconds, with a maximum of 16 solid lines. The round ends when one of
the players take the lead.

Note that, in order for a game to end the leading player should place a block (unless the opponent tops out, or the non-zero KO limit is reached). This is to avoid player stall and provide more interesting game endings.

First of all, only Arena and Tournament rounds do have an influence on the multiplayer ratings. Note that, Tournament rounds do not make the ratings update automatically: for now, at the end of every Tournament the ratings are recalculated to take this Tournament matches into account.

Games played in the "No Limit" and "Tuning Limit" arenas also count towards the featured ruleset that was played. The opposite is not true.

Only users with a validated Worldwide Combos account may appear in the rankings. People with a rating that equals 0 (which is the initial rating for every new player) do not appear no matter what (but still get ratings). For every arena or featured/custom ruleset there is a different rating.

Ratings as of now are computed based on the GLICKO system. However, the rounds' result, `RES`

are
not necessarily 0 or 1 and are computed as follows.

Let's assume that player 1 wins
with `KO1`

KOs, while player 2 had `KO2`

KOs:

- if the round lasts less than 125% of the base duration, then
`RES = 0.7 + 0.3 * min(log(1+KO1-KO2)/log(8), 1)`

; - else if the round lasts less than 150% of the base duration, then
`RES = 0.5 + 0.2 * (KO1-KO2)`

; - else if the round lasts less than 175% of the base duration, then
`RES = 0.5 + 0.12 * (KO1-KO2)`

; - else
`RES = 0.5 + 0.04 * (KO1-KO2)`

;

`RES`

with `1-RES`

.
In official rulesets, one or several rating decays occur every week and is unavoidable. In Tournament open phases, rating decay does not occur at the moment.

Survivor is a singleplayer mode that consists in avoiding to top out as long as possible. Handicap lines spawn from the bottom, and the time interval between two consecutive handicap lines decreases with time. When a new player signs up, only Normal Survivor is available, and Elite Survivor (see below) is unlocked after reaching 4 minutes in that Normal Survivor.

In Normal Survivor, there is one handicap line that spawns at the very beginning of a game. Now let's
say that `n`

lines already spawned. The waiting time before the next handicap line is
approximately `Math.log(40) / Math.log(4 + .4*Math.pow(n, 0.6))`

seconds.

There are two types of Normal Survivor: one uses handicap with holes while the other one uses handicap with bombs.

Advanced Survivor is unlocked when reaching 4 minutes in Normal Survivor mode. This mode is very similar to the previous one; yet, the pace is much faster, and it was meant to be for fast players, for whom the Normal Survivor's speed might be a little bit boring in the beginning.

In Advanced Survivor, there are two handicap lines that spawn at the very beginning of a game. Now let's
say that `n`

lines already spawned. The waiting time before the next handicap line is
approximately `(Math.log(40) / Math.log(4 + .4*Math.pow(n-1, 0.6))) * 0.75;`

seconds.

There are two types of Advanced Survivor: one uses handicap with holes while the other one uses handicap with bombs. Each of these two are unlocked separately when you reach 4 minutes in the corresponding Normal Survivor mode.

Elite Survivor is unlocked when reaching 4 minutes in Advanced Survivor mode. This mode is very similar to the previous one; yet, the pace is much faster, and it was meant to be for fast players, for whom the Advanced Survivor's speed might be a little bit boring in the beginning.

In Elite Survivor, there are three handicap lines that spawn at the very beginning of a game. Now let's
say that `n`

lines already spawned. The waiting time before the next handicap line is
approximately `(Math.log(40) / Math.log(4 + .4*Math.pow(n-2, 0.6))) * 0.6;`

seconds.

There are two types of Elite Survivor: one uses handicap with holes while the other one uses handicap with bombs. Each of these two are unlocked separately when you reach 4 minutes in the corresponding Advanced Survivor mode.

Sprint is a singleplayer mode that consists in clear some amount of lines as fast as possible. The challenge is completed when the lines count target is reached, and the elapsed time is the number of milliseconds between the start of the game and the moment when the last block was placed. If the player tops out, then the challenge is failed, and the game's replay is not saved.

In this particular mode, some of the bags cannot appear in the first bag: while the first block is either an S-block or a Z-block, or the first block is an O-block and the second one is either an S-block or a Z-block, the upcoming blocks are generated once again.

Gravity is a singleplayer mode that consists in clearing as many lines as possible. The challenge is completed when the player tops out.

In this particular mode, the gravity setting does not match the usually expected setting: its value
in milliseconds is `4000/(1 + .4*Math.floor(score/10)*Math.floor(score/10))`

where
`score`

is the current number of lines cleared.

Warm-up mode is a singleplayer mode with no particular goal: there is no time limit, no KO limit, and there are no handicap lines. There is no countdown before the game starts. If the player tops out, then the field is completely cleared, and the player can start playing again from scratch. There are no saved replays in this mode.

Worldwide Combos 6.6.2

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