Quick help
Cargo claw arcade game
- Move the claw selector through the cargo grid with the arrow keys or direction buttons.
- Press Space to grab the selected crate. Deeper cargo stays blocked until the crate in front is removed.
- Complete the requested sets before your grab supply runs out; efficient orders earn a larger score.
Controls: Arrow keys move · Space grab · Touch pad
Claw Cargo
Move through the bay, then press Space to grab. No crate moves until you act.
How to play
Cargo claw arcade game
Navigate a warehouse claw, uncover blocked cargo, and fill each shipping order.
- Move the claw selector through the cargo grid with the arrow keys or direction buttons.
- Press Space to grab the selected crate. Deeper cargo stays blocked until the crate in front is removed.
- Complete the requested sets before your grab supply runs out; efficient orders earn a larger score.
Controls
Claw Cargo controls
About this game
Ten grabs to fill a six-item order
Claw Cargo is a deterministic sorting puzzle on a twenty-slot bay. An order asks for two batteries, two crystals, and two glow plants, and you have ten grabs to collect them. Finishing early pays a large efficiency bonus, so the game is about route planning rather than claw luck.
Typical session: 2–5 minutes.
This browser stores recent play, favorites, preferences, and supported best scores. An account is optional. No download is required. Read the safety and compatibility facts.
Planning a route through the bay
Twenty slots, five item types, one order
The cargo bay is five columns by four rows — twenty slots — holding five kinds of item. The order always asks for the same six pieces: two pulse batteries, two prism crystals, and two glow plants. The other two item types, standard parcels and fragile capsules, are never requested.
You have ten grabs. Each one retrieves whatever sits in the slot you chose, whether or not the order needs it, and a grab spent on an unwanted item is gone. Six of your ten grabs are therefore already committed before you start; the remaining four are your entire margin for error.
The bay layout is fixed rather than randomised, so the puzzle is the same every time. This is a route-planning problem with a knowable optimal solution, not a game of chance.
The bonus is the game
Item values are close together — the requested items are worth between 170 and 200 apiece — so collecting them is not where the score is decided. The completion bonus is: 800 for finishing the order, plus 200 for every grab you did not use. Four unused grabs are worth 800 on their own, which is more than any two items you could collect.
That reframes the whole game. The goal is not to collect valuable cargo, it is to complete the order in as few grabs as possible. A perfect run is six grabs, taking exactly the six items required and nothing else, which banks the full 800 completion bonus plus 800 for the four grabs left over.
Because the layout is fixed, that perfect run is repeatable once you have found it. Scan the bay before your first grab and identify which slots hold your two batteries, two crystals, and two plants — every slot you touch beyond those six costs you 200 points.
Where the points come from
Each collected item adds its own value: crystals are worth the most of the requested types, then batteries, then plants. Parcels and capsules are worth less and, since they are never ordered, collecting one is a pure loss of 200 bonus points against a small item value.
The completion bonus dwarfs all of it. Finishing the order at all is worth 800, and each unused grab adds a further 200 — so the difference between a six-grab run and a ten-grab run is 800 points, far more than the spread between any items you might pick up along the way.
| Grabs used | Unused | Bonus |
|---|---|---|
| 6 — perfect | 4 | 1,600 |
| 7 | 3 | 1,400 |
| 8 | 2 | 1,200 |
| 10 | 0 | 800 |
Common mistakes
The recurring error is treating this as a collecting game rather than an efficiency one.
- Grabbing high-value items that are not on the order. A crystal you do not need still costs a grab worth 200 bonus points, which is more than the item is worth.
- Starting before scanning the bay. The layout is fixed and fully visible, so the optimal six slots can be identified before spending a single grab.
- Treating leftover grabs as free. Each unused grab is worth 200, so stopping the moment the order is complete is always correct — there is nothing to gain by using the remainder.
- Assuming the claw can fail. It always retrieves the selected slot, so a wasted grab is always a planning error rather than bad luck.
What is different about this version
There is no grip chance and no drop mechanic. Real claw machines are built around an unreliable grab; this one always retrieves what you selected, which converts the game from a gamble into a solvable planning puzzle with a genuine optimal answer.
The bay layout and the order are both fixed rather than generated, so the perfect six-grab route is discoverable and repeatable. Improving your score means improving your plan, and every point of the difference between a good run and a bad one is attributable to a decision you made.
Common questions about Claw Cargo
How many grabs do I get?
Ten. The order needs six items, so four grabs are your entire margin for error — and each one you leave unused is worth 200 bonus points, making them valuable in their own right.
What is a perfect run?
Six grabs: exactly the two batteries, two crystals, and two glow plants the order asks for, with nothing else touched. That banks the 800 completion bonus plus 800 more for the four unused grabs.
Can the claw drop an item?
No. It always retrieves whatever is in the slot you selected. There is no grip chance, so every wasted grab is a planning mistake rather than bad luck — which is what makes the puzzle solvable.
Should I collect valuable items I do not need?
Never. Each grab you spend costs 200 bonus points, which exceeds the value of any single item in the bay. Collecting an unrequested crystal is a net loss even though it is the most valuable piece there.
Written by the Silverweb Games team from this game’s own implementation. Last reviewed July 31, 2026.
Run complete
What next?
You opened a private challenge. No player or recipient identity is attached.