TOY CRANE / Views and aiming
Views and Precise Aiming — Front and Side Views, Shadows and the Red Prong
The most common miss is "left and right were right, but the depth was wrong". The screen is flat and the machine is not. Use the views well and that mistake almost disappears.

1. Why depth keeps going wrong
Stand in front of a real claw machine and the claw can look exactly above a plush while actually sitting a hand's width in front of or behind it. Your eyes judge left and right well, but from the front, depth is nearly invisible — which is why experienced players lean round the side of the cabinet to check.
A phone screen is even flatter. That is why TOY CRANE puts a 0°/90° button above DROP: each press switches exactly between the front (0°) and side (90°) views. No other habit improves accuracy as much.
2. What each view is for
| View | Shows accurately | Hides |
|---|---|---|
| Front (0°) | Left / right | Depth |
| Side (90°) | Forward / back | Left / right |
- In the front view, move the joystick only left and right to line up.
- Press 0°/90° to switch to the side view.
- Move only forward and back to set the depth.
- Optionally flip back to confirm, then press DROP.
The rule is one direction per view. Nudging depth in the front view undoes your side-view work. Joystick directions look different on screen in the side view, so test with small nudges for your first few plays.
3. Free camera rotation
Dragging the screen (or the mouse on PC) lets you look around freely. If 0°/90° is for aiming, free rotation is for observing.
- Survey before a play — prizes hidden at the back, or one sitting on the chute lip, only show from other angles.
- Check poses — sitting, lying or head-down is clearest from a diagonal (see centre of mass).
- Check gaps — a slightly overhead angle shows whether a prong will fit between prizes.
Joystick directions are confusing while freely rotated, so return to a fixed view with 0°/90° before you aim.
4. Two markers: the shadow and the red prong
The claw's shadow
The claw casts a shadow on the pile roughly where it will land. For prizes that need dead-centre aim, such as round plushies, put the shadow in the middle of the prize's top. Light angle can offset it slightly, so confirm with the front and side views.
The red back prong
The tip of the back prong is red, so you always know which way the claw faces after rotating the camera. With three prongs, orientation changes how a prize is wrapped — for a long whale you can plan one prong on one side of the body and two on the other. More in grabbing by shape.
5. Using the 20-second TIME
Each play gives 20 seconds; at zero the claw drops wherever it is. Two or three view switches eat that quickly.
- Decide the target before the clock runs — while READY→GO counts in or the claw returns from the last play. Spend TIME on how to aim, not what to aim at.
- Big moves fast, fine moves slow — hold the joystick to travel, then tap in short bursts.
- Don't let time run out mid-move — if the clock is nearly gone, press DROP yourself rather than letting it fall while the claw is still sliding.
With several credits loaded, the next play starts right away, so pick a back-up target during the current play. Learn how long the claw takes to cross the machine, and let go of the joystick before switching views so the claw does not drift while the camera turns.
6. Aim for the gaps, not the prize
Precise aiming really means placing three prongs, so you are aiming at the gaps around the prize.
- If a neighbour is pressed against your target, that prong lands on the neighbour. Shift slightly toward the open side so the crowded prong lands right on the boundary.
- A prize against the wall leaves no room for the wall-side prong; if the balance is not favourable, take something else first.
- If the pile has no gaps at all, Shake can open some up.
The side view is great for gaps: two prizes touching from the front are often well apart in depth.
7. Build an aiming routine
- Observe between plays and pick one target — near the chute, good pose, open gaps.
- Front view: left/right only.
- Side view: forward/back only.
- Check the shadow and the red prong.
- DROP without hesitating.
- Review: was a miss left/right, depth, or the grab point itself?
It feels slow at first, but after about ten plays it fits easily into 20 seconds and holds up in fast modes like the Infinite Challenge. New to the controls? Read how to play and reading positions.