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Game Introduction
Screw Pop is an unscrew puzzle for mobile and desktop browsers. Colored plates stack on shared pins. Tap a screw that is not covered and it flies into the tray at the top. Same colors gather in two three-slot boxes. Three of a color clear that box. If both boxes are busy with other colors, extras sit on a four-slot buffer. Fill the buffer with a color that has nowhere to go and the tray is full. The job is to empty the board without jamming the tray.
The look is torn paper on a bright workbench. The wordmark reads SCREW POP+ on a wood plaque. Plates are red, orange, yellow, green, blue, purple, pink, grey, and wood shapes: bars, hexes, triangles, and discs. Screw heads are glossy dots. Hard boards with six or more plates show a HARD badge. The home screen is a cartoon hand driving a driver into a toy board. Nothing on screen is a realistic person.
The core pleasure is the swing. A plate held by two screws stays still. Pull one screw and the plate hangs from the last pin and droops under gravity. It can slap a neighbor, uncover a buried head, or cover a head you still need. Pull the last screw and the plate falls away. You cannot unscrew a head that a higher plate is sitting on. Level 1 points a glove at one free screw.
It suits players who like order-of-operations puzzles and short retries. There are 200 fixed boards. The same level number is the same stack every time. Boards with six or more plates are hard. There is no endless generator and no second mode. Coins from a clear buy magnet, hammer, and drill charges, or a video can add one charge. Each tool caps at five. A new profile starts with one of each.
Replay comes from tighter unscrew orders and from spending coins on the right tool. A first clear of a level pays more than a repeat. You can watch a video to double that payout once. Fail and you may retry, clear the oldest three tray screws after a video, or skip to the next board after a video. A skip unlocks the next number and pays no clear coins. That level still counts as uncleared.
Open the paper menu. Play starts the level on the plaque. The coin capsule shows your wallet. Settings mute music and effects and pick a language. There is no heart gate and no map page.
In a level, tap an exposed screw. It leaves the board and flies to a matching box, an empty box, or the buffer. A box of three matching screws empties. The play button beside the boxes watches a video and adds one extra buffer slot for that attempt. Magnet pulls one whole color, including buried screws, straight into the tray. Hammer asks you to tap a plate; that plate drops, and screws that only held it go to the tray. Drill lets the next tap ignore a covering plate. Tools do not refund if you leave.
You win when every screw is off the board and the tray is still legal. The result card pays 24 coins plus 6 per level number, and 40 more on a first clear. Double copies that pile once after a video. Next opens the following board. Home returns to the menu. You fail when the tray cannot take the next screw. Retry restarts the same board. Free 3, once per attempt, removes the oldest three tray screws after a video and lets you keep playing. Skip, on any board but the last, unlocks the next number after a video and starts that board. Dismissing or failing a video grants nothing.
There is one campaign of 200 boards. Hard is a badge, not a separate mode. Buying a tool adds a charge to future attempts. A video tool grant does the same without spending coins: magnet 90, hammer 70, drill 50. Leaving a result, retrying, or going home can show an interstitial, at most once every 25 seconds in-game. With no SDK the game still plays; video buttons fail closed and do not invent a reward.
For a first session, follow the glove on level 1. Free a screw only when a box or the buffer can take its color. Do not pull the last pin on a plate that will swing over a head you still need. Use the extra buffer slot before you spend a magnet. Retry a jammed tray before you skip.
Later boards are about leaving an open box for the color you are about to free, and about using gravity on purpose. Hammer a covering plate when the screws on it match a box that is already started. Magnet a buried trio when the boxes are already locked. Drill only the one blocked screw that opens the rest of the stack. Save skip for a hard badge you already understand, and come back later for the first-clear coins.