A FIELD GUIDE TO THE CRAZYGAMES BUILD
How we test, and what we refuse to claim
One rule: a sentence goes on a page when a frame from the client is behind it, and it says so when nothing is.
The instruments
| what we claim | instrument | size |
|---|---|---|
| a screw goes to its colour container | click, then compare the HUD crop | 1 screw, 1 frame |
| containers hold three | the three circles drawn in the HUD | every level so far |
| a container vanishes when full | before and after frames of the same board | 2 clears (yellow, red) |
| containers arrive in waves | HUD crop after the second clear | 1 swap observed |
| the spare holes are a loss condition | the client's own tutorial line | quoted verbatim |
| a level pays 100 coins | the completion screen | 1 frame |
The method
- Play with the browser's remote debugging port open, so every click is a scripted click rather than a memory of a click.
- Capture the whole window, then crop to the game card, so the plate is the game and not the portal.
- Compare crops of the HUD before and after a single action when the change is small.
- Write the page from the frames, then read the page back against the frames.
What stays off the pages
- Anything we have only seen in somebody else's guide.
- Anything the client prints only once and we have not reproduced. The spare-hole failure screen is in this category: we have the warning sentence, not the screen.
- Numbers we did not measure. There is no "about 30 levels" on this site, because we have counted one.
Why the Not tested lists are long
Because they are honest. A guide that says nothing about the second level is more useful than a guide that describes it from a guess. Every page here has a Not tested list, including this one.
Not tested
- How a player would verify any of this without the browser tools we used.
- Whether the client's behaviour differs on a phone.
Last checked against the client: 2026-11-07 · client web build 2026-11-07