The settings screen
Press SETTINGS to open it. It opens over whatever was on the glass — the game list, or a game in progress, which is held still and untouched behind it. Press SETTINGS again to close and go straight back to what you were doing.
Up and down choose a row. The big round button changes whatever the caret is pointing at. That is the whole interface: the settings screen is a list, not a menu of menus.
Only six rows fit the glass at once. The list scrolls when the caret reaches the edge, and a small arrow appears in the left column when there are rows above or below.
SOUND
On or off. It silences everything at once — the blips, the clears, the level notes and the tune that plays when the device wakes up.
VIBRATE
On or off. Short taps on the moments that matter: a piece locking, a line clearing, a level going up, a game ending.
Your phone still has the last word. If you have turned haptics off system-wide, this switch cannot turn them back on — it only decides whether the app asks.
GLASS
Three positions: AUTO, LIGHT, DARK.
- LIGHT is the daylight panel — dark ink on green, the way the plastic units read in a lit room.
- DARK is the backlit panel — glowing dots on near-black.
- AUTO follows your phone. Set it and the device turns itself down at sunset.
The case changes with the glass. A glowing panel set into unchanged daytime plastic reads as a bright screen in a lit room, which is the one thing it is not.
DOT
The shape of a lit cell: BRICK, FINE, SOLID, ROUND or STAR.
This is the single largest change you can make to how the screen looks, and it is worth trying all five — a dot style that reads well on one glass can be muddy on the other.
BRICK is the default and the closest to the hardware.
CASE
The plastic the device is moulded in: AZURE, CLASSIC, GRAPE, GRAPHITE, SCARLET, COSMIC, FOREST, KAWAII and STICKER.
The button changes the case and the device wears it immediately — so you can walk the whole collection and see each one on your own screen before deciding.
GHOST
Off by default. Turned on, a falling piece shows a faint outline of where it would land if you dropped it now.
It appears in the two falling-piece games and nowhere else, because nothing else has a piece to drop. The outline is drawn at half strength so it is never mistaken for blocks that have already settled.
The hardware had no such thing. It is there for people who want the help, and off for people who want the original.
CLIMB
On by default. It decides whether a run gets faster and harder as it goes.
Turned off, the game stays at the speed and level you set on the dials. You still score, you still clear lines and pass cars — it simply stops speeding up underneath you.
Useful for practising a particular setting, or if the climb outruns you before the game gets interesting. Turn it back on for a score you want to compare with anything.
Some things still progress either way: a tank still sends the next wave, a frog still has another crossing to make. CLIMB governs the automatic speed climb, not the game.
PRO, RESTORE and PRIVACY
The last three rows are about the one-off purchase rather than about the device.
- PRO shows the price and opens the purchase. Once it is bought the row fills in and there is nothing left to sell.
- RESTORE asks the store whether you already own it. It works on a new phone and after a reinstall, with no account and no sign-in — the receipt is what proves it.
- PRIVACY opens the privacy policy. Where the law requires a choice about ads, it reopens that choice instead.
What the unlock changes
It removes the ads, and it opens the rest of the cases and dot styles.
Everything else stays exactly as it was. Every game, every dial, every score is in the free version — the purchase changes how the device looks and whether ads appear, and never what the games do.
Locked values still show a small PRO beside them, and the button still walks onto them: the device wears the case you are looking at whether you have paid for it or not. It just will not keep one you have not.