Blue Invaders

Demo, RTP 94.29%, paytable, symbols & full capture data

Free demo · not real-money play
✓ Working · checked 2 weeks, 2 days ago Verified · 20 Aug 2026
RTP 94.29%
Volatility Medium
Max win ×5000
Grid 8×6
For webmasters & affiliates
Embed demo

Direct demo link or iframe code for your site. Free · no sign-up

Asset pack

27 screenshots · 20 symbol icons · palette · spec sheet. ZIP — captcha check, no sign-up

Slot API

GET /v1/slots/blue-invaders-b23/

10,000 free requests / month · sign-up required

Ask AI MCP

This slot’s spec, symbols, palette and demo link — queryable from Claude, Cursor or VS Code. Read-only · free · no key, no sign-up.

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Verified capture
iGaming Tools capture pipeline Manual demo playthrough · paytable OCR-verified

Captured by hand from a live demo and verified frame-by-frame — the paytable was OCR-checked against the provider. 5 aspects we couldn’t confirm are flagged below, not hidden.

Captured 20 Aug 2026 View capture log

Per-screen breakdown

27 demo screens
27 PNG (ZIP)
Autoplay settings
autoplay Autoplay settings
Autoplay settings
autoplay Autoplay settings
Autoplay settings
autoplay Autoplay settings
Base game
base_game Base game
Free spins screen
free_spins Free spins screen
Free spins screen
free_spins Free spins screen
Free spins screen
free_spins Free spins screen
Free spins screen
free_spins Free spins screen
Free spins screen
free_spins Free spins screen
Info / About screen
info Info / About screen
Info / About screen
info Info / About screen
Logo
logo Logo
Paytable
paytable Paytable
Paytable
paytable Paytable
Paytable
paytable Paytable
Paytable
paytable Paytable
Paytable
paytable Paytable
Paytable
paytable Paytable
Paytable
paytable Paytable
Paytable
paytable Paytable
Preview / Loading screen
preview Preview / Loading screen
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Game settings
settings Game settings
Win screen
win_screen Win screen

What we extracted from Blue Invaders

Everything pulled from Blue Invaders into machine-readable data — symbols, paytable, palette, modes and assets. A capture result, not a game review.
27 screens captured
20 symbols catalogued · payouts OCR-verified
10 palette colors from frames
6 accessibility groups profiled
5 gameplay modes NOT captured — flagged honestly below

manual demo playthrough → 27 screens captured → paytable verified (OCR) → catalogued & reviewed

Specification

verified parameters
provider PoggiPlay
rtp 94.29% · single configuration
volatility Medium
max_win_x ×5000
layout 8×6
bonus_buy No
mechanic Video Slot
release_date 2021

Symbols & paytable

20 symbols
20 icons (ZIP)
Gun
Gun
Other

Crimson quarter-disc. Empty (plain grey socket) guns don't shoot. Guns adjacent to ammo (4 cardinal directions; also diagonally in Free Spins) become loaded (glowing socket + canisters) and auto-fire the direction they face.

Ammo (1 Shot)
Ammo (1 Shot)
Other

Pale dome with one centred dot. Loads adjacent guns (cardinal only) and provides one shot in the direction the gun faces.

Ammo (2 Shots)
Ammo (2 Shots)
Other

Pale dome with two dots stacked vertically. Provides two shots in the direction the gun faces.

Ammo (3 Shots)
Ammo (3 Shots)
Other

Pale dome with three dots in a vertical row. Provides three shots in the gun's facing direction and near diagonals.

Ammo (4 Shots)
Ammo (4 Shots)
Other

Pale dome with four dots in a diamond/cross. Provides four shots at 90-degree angles to each other, starting with the gun's facing direction.

Ammo (5 Shots)
Ammo (5 Shots)
Other

Pale dome with five dots in a vertical row. Provides five shots in the gun's facing direction.

Ammo (8 Shots)
Ammo (8 Shots)
Other

Pale dome with eight dots in a full ring. Provides eight shots in every possible direction.

Booster (Range +1)
Booster (Range +1)
Other

Pink/magenta badge, one downward arrow. Loads guns in the four cardinal directions like ammo; affected guns shoot the target one cell further.

Booster (Range +2)
Booster (Range +2)
Other

Pink/magenta badge, two dots and a downward arrow. Affected guns shoot the target two cells further.

Booster (One-Shot Kill)
Booster (One-Shot Kill)
Other

Cyan glowing badge with a triangular hazard icon. Affected guns destroy any alien with one shot, regardless of its health.

Proximity Mine
Proximity Mine
Other

Off-white spiky sphere. Health 1, reward 100 FUN. When destroyed it explodes and does 1 damage in the four cardinal directions.

Purple Crystal
Purple Crystal
Other

Angular lavender faceted gem with a glowing core. Cannot be destroyed (no health/reward printed). Splits any shot that hits it into four directions.

Alien (Blue, Round, Single Eye)
Alien (Blue, Round, Single Eye)
Other

Round teal head, one large purple eye, two antenna stalks, frowning mouth. Health 1, reward 100 FUN, no special ability.

Alien (Blue Diamond)
Alien (Blue Diamond)
Other

Teal diamond-shaped head, two horn/antenna shapes, two drooping purple eyes. Health 1, reward 200 FUN, no special ability.

Alien (Blue Horned Triangular)
Alien (Blue Horned Triangular)
Other

Teal triangular head, three stacked purple eyes, two side horns, fang teeth. Health 1, reward 300 FUN, no special ability.

Alien (Gold Starburst)
Alien (Gold Starburst)
Other

Golden sunburst shape with one central eye and a soft yellow halo. Health 1, reward 100 FUN. Gives +1 health (protection) to nearby aliens; if destroyed, kills all its neighbours.

Alien (Pink Spiky)
Alien (Pink Spiky)
Other

Hot-pink spiked, sea-urchin-like body with one eye. Health 1, reward 300 FUN. If destroyed, does 1 damage to its horizontal and vertical neighbours.

Alien (Green Headset)
Alien (Green Headset)
Other

Bright-green alien wearing a headset, single purple eye. Health 1, reward 100 FUN. If destroyed, calls in reinforcements on empty cells; all guns reload and fire again (respins the field).

Boss Alien (Round, 5 Free Spins)
Boss Alien (Round, 5 Free Spins)
Bonus

Large rounded teal head with a chrome ribbon reading FREE SPINS across its face. Health 4, reward 400 FUN. Awards 5 Free Spins if destroyed.

Boss Alien (Tile Block, 20 Free Spins)
Boss Alien (Tile Block, 20 Free Spins)
Bonus

Largest alien on the board: multi-block carved-stone stack with a gold chain reading FREE SPINS across its chest. Health 9, reward 900 FUN. Awards 20 Free Spins if destroyed.

Bonus modes

3 modes
Base Game Modifier base
Grid Drop / Chain-Reaction Shooter (Base Game)

Every round drops a fresh random layout of aliens, guns, ammo, boosters and special items onto a static 8x6 grid (48 cells). Guns adjacent to ammo/boosters (cardinal; also diagonal in Free Spins) load and auto-fire; shots kill aliens (most have 1 health, the two Free Spins bosses have 4 and 9). Killed aliens drop coins. Round win = coins gathered this spin x kills this spin x coin value (coin value = total bet / 10, e.g. bet 1000 FUN -> coin value 100 FUN). Verified example: 10 coins x 5 kills x 100 FUN = 5000 FUN, matching a captured win screen exactly.

Other kill_o_meter
Kill-o-Meter Tier Ladder

A gauge beside the board shows coins gathered and kills achieved this spin, plus a tier track labelled X1/X10/X25/X50/X75 that fills upward with kill count. Only the X1 tier was numerically confirmed end-to-end from a captured win screen (where a x1 multiplier is indistinguishable from none); higher tiers were observed lit alongside a kill count but without a matching arithmetic-checkable win figure, so whether they multiply the win on top of coins x kills x coin value is the game's most likely reading, not a confirmed formula.

Free Spins free_spins
Free Spins (Boss Alien Trigger)

No scatter symbol or payline trigger exists. Free Spins are awarded only by destroying one of two boss aliens: the round teal boss (health 4, reward 400 FUN) grants 5 Free Spins; the multi-block tile boss (health 9, reward 900 FUN) grants 20 Free Spins. During Free Spins the Kill-o-Meter does not reset between the individual spins of the round -- kills (and by extension coins) persist and accumulate across the whole Free Spins round rather than resetting each spin as in the base game. No bonus buy exists for this feature.

Colour system

extracted from frames · HEX
Export palette
#0F1528 base dominant 1 base
#2E2B58 base dominant 2 base
#11B5CE base dominant 3 base
#1296AA base dominant 4 base
#473470 base dominant 5 base
#29C7DE base dominant 6 base
#101528 free_spins dominant 1 free_spins
#2F2B56 free_spins dominant 2 free_spins
#EEDEE8 free_spins dominant 3 free_spins
#4E3666 free_spins dominant 4 free_spins

Accessibility

profile for all groups
Color Blind
  • Alien/ammo/booster/special-item identity is conveyed primarily by distinct SHAPES and printed numeric stats (Health/Reward/Shots), not colour alone. The two boss aliens are distinguished by size, shape and the literal text 'FREE SPINS' printed on them, not just their shared teal colouring.
  • Toggle switches (Settings, Autoplay Advanced) use both track colour (yellow=on/grey=off) AND thumb position (right=on/left=off) redundantly.
  • The Kill-o-Meter tier ladder (X1/X10/X25/X50/X75) uses both a printed text label per tier AND a fill-colour/brightness cue, so the reached tier is readable regardless of colour perception.
Motor Accessibility
  • All primary actions (Spin, Autoplay start, Turbo, Bet selector, Menu) are large (~70-90px) circular targets in a single fixed vertical column, reachable without precise aiming. 'Spacebar to spin' (default ON) offers a keyboard alternative to clicking Spin. Autoplay round-count selection is a large button grid (10/25/50/100/250/500/750/1000), not a fine slider.
Hearing Accessibility
  • No spoken narration/voice-over on any captured frame; all game-state information (win amounts, Free Spins award, coin/kill counts, RTP/bet limits) is conveyed as on-screen text, so the game is usable with sound off. Sound and Music are independent toggle rows in Settings.
Low Vision
  • Balance/Win/Bet readouts sit in a fixed full-width footer bar with bold yellow numeric values beside grey capitalised labels, high contrast against the dark background; Health/Reward/RTP/bet-limit figures in the rules booklet are highlighted bold yellow-gold.

Media & assets

8 files · 8 types
27 PNG (ZIP)
Base game
base_game
Free spins screen
free_spins
Free spins screen
free_spins
Free spins screen
free_spins
Free spins screen
free_spins
Free spins screen
free_spins
Logo
logo
Preview / Loading screen
preview

Data provenance

what we captured and what we didn't
Preview/splash, idle base board, a full 20-Free-Spins round end-to-end (trigger overlay, mid-round gameplay, a large sub-win, final total-win summary), the round-summary frame of a 5-Free-Spins round, base-game win screen, Settings, Autoplay Settings (both pages), the Bet(FUN) ladder scroll (both ends of the 50-100000 FUN range), and the full 12-page rules/paytable booklet (guns/ammo/boosters/special items/aliens paytable + RTP/bet-limits/max-win summary).
The Kill-o-Meter tier ladder's exact effect on the payout formula (does the lit X10/X25/X50/X75 tier multiply the win, and is it linear with the printed number) could only be confirmed for the X1 (no-op) tier from a full arithmetic win frame; higher tiers were only seen lit next to a kill count without a matching checkable win figure.
coin_value = total_bet / 10 is a single-point measurement (bet 1000 FUN -> coin value 100 FUN); not cross-checked at a second bet size.
Exact interaction order when multiple special-ability aliens chain off each other in the same spin (e.g. protection-aura starburst + splash-damage pink alien + green respin alien triggering together) is described individually in the booklet but no captured frame isolates a multi-chain interaction in progress.
Whether the two boss aliens' printed Reward figures (400 FUN / 900 FUN) feed the Kill-o-Meter coin count the same way as ordinary aliens, or the Free Spins award is a separate additional event, is not isolated frame-by-frame -- the rules text describes both effects occurring on destruction without specifying independence.
The 5-Free-Spins round has only its end summary frame captured; no trigger overlay or mid-round gameplay frame exists for that specific variant (the underlying mechanic is already fully documented via the captured 20-Free-Spins round -- only health/reward/FS-count differ between the two boss tiers).

Ask AI about Blue Invaders

MCP · VERIFIED CAPTURE DATA

AI apps like Claude are chat apps: you ask, they answer. Normally they can’t see this capture — MCP is the plug that connects them to it. Add one link, and your chat answers with this slot’s verified data. No coding.

Server https://mcp.i-gaming.tools/mcp paste into Claude, Cursor, VS Code, Gemini, Codex, Windsurf or Zed · read-only · free · no key Setup guides →
What it looks like

How do the free spins in Blue Invaders work? Keep it simple.

No scatter symbol or payline trigger exists. Free Spins are awarded only by destroying one of two boss aliens: the round teal boss (health 4, reward 400 FUN) grants 5 Free Spins; the multi-block tile boss (health 9, reward 900 FUN) grants 20 Free Spins. During Free Spins the Kill-o-Meter does not reset between the individual spins of the round -- kills (and by extension coins) persist and accumulate across the whole Free Spins round rather than resetting each spin as in the base game. No bonus buy exists for this feature.

RTP 94.29%Medium volatilitymax win ×5000demo ✓

From the verified capture of 20 Aug 2026 — not from the AI’s memory.

Playersearch_slots

“Find slots like this but medium volatility — with free demos.”

→ matches by mechanics and theme; official free demos only.

Affiliateget_slot ×2

“Comparison table: Blue Invaders vs Mines — RTP, max win, bonus buy.”

→ side-by-side table, ready for your review page.

Editorget_slot

“Fact-check my review: RTP, max win, paylines, bonus-buy price, release year.”

→ OCR-verified numbers — including the 5 aspects we couldn’t confirm, flagged.

Designerget_slot

“Creative brief: theme, 10 palette hexes and all 20 symbol descriptions.”

→ same palette and symbol data as the sections above, as one brief.

Verified capture: manual playthrough, paytable OCR-checked Honest gaps: 5 uncaptured aspects flagged, not hidden Read-only · free, no key · per-IP rate limit 18+Free demo data only — no real-money links

Technical info

Free JSON data API — token auth.
GET /api/v1/slots/blue-invaders-b23/

Public data API. Send Authorization: Token <your-token>. Full structured data, media and demo links in one call. See the API docs.

Spec sheet — extracted, unverified. This is the raw OCR dump, not the full API response.
GET /api/v1/slots/blue-invaders-b23/
{
  "game": {
    "name": "Blue Invaders",
    "provider": "PoggiPlay",
    "provider_ref": "invaders",
    "provider_ref_note": "Slug taken from the demo URL path '/static/game/pplay/invaders/', which is also printed as 'Game ID' on the provider's game page. The 'a6b25201...' string shown in the in-game header/footer and the booklet's 'release name' line is a BUILD HASH of the deployed client, not a game code -- do not use it as provider_ref.",
    "release_date": "2021-12-16",
    "release_date_note": "Not visible on any captured frame; supplied by TL from the provider's own catalogue page. The booklet's 'release date : 2026-08-03T14:23:52.764Z' string (rules_p12.png) is the DEMO BUILD DEPLOY TIMESTAMP, not the game's release date -- explicitly excluded.",
    "game_kind": "video_slot (grid drop / chain-reaction shooter -- see mechanic_note; catalogued as a slot but plays nothing like a reel/line/ways/cluster game)",
    "art_style": "Flat-shaded 3D-rendered cartoon (soft-shaded low-poly toy/vinyl-figure look, not photoreal, not 2D vector), thick clean outlines-free rounded shapes, glossy plastic-like highlights on every character, bright saturated cyan/teal/gold/magenta palette against a dark navy-purple deep-space background, big-eyed friendly 'cute monster' character design (no threat or horror despite the 'invasion' theme), whimsical sci-fi comic mood, straight-on 2D top-down/frontal view of a flat grid board (no perspective/isometry on the play field itself, characters rendered with soft volumetric 3D shading)",
    "mechanic_note": "NOVEL MECHANIC -- deliberately not mapped onto lines/ways/megaways/cluster/scatter_pays. There are no paylines, no ways, no matching-symbol clusters and no scatter pays anywhere in this game; bet_mechanic and payline_direction are intentionally left blank/omitted for this title. See 'round_device' below for the actual mechanic in the game's own terms."
  },

  "round_device": {
    "summary": "Not a spinning-reel slot. Every round drops a fresh random arrangement of aliens, guns and ammo pieces onto a static 8-column x 6-row grid ('the field'). Loaded guns fire automatically and kill aliens; killed aliens drop coins; the round's payout is coins collected multiplied by the number of kills achieved in that same round. There is no concept of a payline, a way, or a cluster of matching symbols -- the win is entirely a function of coin count x kill count x coin value.",
    "grid": {
      "playable_area": "8 columns x 6 rows = 48 active cells, verified by direct pixel count on base_game.png and cross-checked against the capturer's repeated counts across ~6 separate board states (base_game.png, both free-spins boards, win_screen.png, free_spins_bigwin.png, free_spins_total_win.png): active columns run left-to-right at roughly x=232..882 (~87px pitch), active rows top-to-bottom at roughly y=150..660 (~87px pitch).",
      "decorative_dead_space": "The visible dark board extends further than the 8x6 active area (extra empty rounded-square cells above/below and to the left, partly behind the 'BLUE INVADERS' in-field logo/planet artwork on the left). These extra cells were never seen occupied by a game piece in any captured frame, including both free-spins rounds -- treated as decorative padding, not part of play.",
      "note_boss_duplicates": "The two Free-Spins 'boss' alien types can appear more than once on the board simultaneously (both had already been destroyed once during the captured session, and reinforcement/respin effects can bring more of the same type back in)."
    },
    "sequence_per_round": [
      "1. A new random layout of aliens, guns, ammo packs, boosters and special items drops onto the 8x6 grid.",
      "2. Any gun adjacent to an ammo pack (directly up/down/left/right; ALSO diagonally during Free Spins) becomes 'loaded' and fires automatically in the direction it is facing (and/or extra directions, per its ammo type -- see 'ammo' below).",
      "3. Shots travel across the grid and damage any alien (or special item) they hit; most aliens have 1 health and die in a single hit, but the two Free-Spins boss aliens have 4 and 9 health respectively and may need repeat hits/chain effects to be destroyed.",
      "4. Destroyed aliens drop coins equal to their printed 'Reward' value in FUN (though the payout formula below uses a coin COUNT, not the FUN reward text -- see 'payout_formula').",
      "5. Special abilities on certain aliens/items can trigger chain reactions (splash damage, respins, protection auras, shot-splitting) -- see 'field_elements' below.",
      "6. The round settles: total coins gathered this spin and total kills this spin are shown on the 'Kill-o-Meter' (right of the board), and the win is paid out."
    ]
  },

  "payout_formula": {
    "verbal_rule_from_booklet": "'Defeated aliens drop coins. All coins gathered for the spin are multiplied by a number of kills during the same spin.' (rules_p2.png / booklet.txt, section 'Alien types and rewards')",
    "coin_value": {
      "text_on_screen": "'Coin value = 100 FUN' printed under the Kill-o-Meter on base_game.png at a bet of 1000 FUN",
      "derived_ratio": "coin_value = total_bet / 10 (confirmed at the one bet level captured: bet 1000 FUN -> coin value 100 FUN; not independently re-verified at a second bet level, so the /10 ratio is a single-point measurement, not cross-checked against a second bet size)"
    },
    "verified_example": {
      "frame": "win_screen.png",
      "printed_win": 5000,
      "total_bet": 1000,
      "coins_gathered_this_spin": 10,
      "kills_this_spin": 5,
      "kill_o_meter_tier_lit": "X1",
      "arithmetic": "coins(10) x kills(5) x coin_value(100 FUN) = 5000 FUN, matching the printed WIN exactly"
    },
    "kill_o_meter_tier_ladder": {
      "description": "A vertical gauge to the right of the board shows two stacked numbers and a scale. Top capsule: a gold coin icon with a yellow crown emblem, and below it the count of coins gathered this spin. Below that, a second capsule shows a cyan/turquoise 'X' cross icon and, below it, the count of kills this spin; under that sits a tall pill-shaped track labelled (top to bottom) X75, X50, X25, X10, X1, with the portion of the track from the bottom up to the currently-reached tier lit in bright cyan and the rest dark/dim.",
      "thresholds_observed": {
        "X1": "kills 0-9 (seen at kills=0, 5, 9 across base_game.png/win_screen.png/free_spins_trigger.png/free_spins_gameplay.png -- tier stayed at X1 in every case)",
        "X10": "not directly observed lit, inferred boundary from the two datapoints below",
        "X25": "kills 37 and 38 both showed the X25 tier lit (free_spins_bigwin.png, free_spins_total_win.png)",
        "X50_X75": "not observed in captured frames (kill counts never reached 50 in the captured session)"
      },
      "uncertain": "Whether the lit tier acts as an ADDITIONAL multiplier on top of coins x kills x coin_value (i.e. WIN = coins x kills x coin_value x tier_multiplier) could not be confirmed numerically -- the only frame with full win-figure arithmetic (win_screen.png) happens to sit at tier X1, where a x1 multiplier is indistinguishable from no multiplier at all. Booklet/rules text never states the tier ladder's effect explicitly beyond showing kill count. Treat the tier-multiplier interpretation as the most likely reading of the UI, not as a confirmed formula."
    },
    "free_spins_carry_over": "Per rules_p2.png/booklet.txt: 'during free spins the kill-o-Meter doesn't get reset between spins' -- the kills (and, by extension, coins) counters persist and accumulate across the individual spins that make up one Free Spins round, rather than resetting each spin as they do in the base game. Confirmed visually: free_spins_trigger.png and free_spins_gameplay.png both show a kills value of 9 and an unchanged round WIN total of 16000, consistent with a persisting counter between consecutive free spins."
  },

  "field_elements": {
    "guns": {
      "empty": "A crimson/dark-red rounded quarter-disc ('pac-man'-like) shape with a plain grey circular socket in its centre and no visible ammo canisters attached. Booklet: 'Here's how an empty gun looks like. Empty guns don't shoot.' (rules_p1.png)",
      "loaded": "The same crimson quarter-disc shape, now with a glowing pink/magenta dot lit in its central socket and one to several small white cylindrical barrel/canister shapes attached to its straight edges (the ammo). Booklet: 'Loaded guns do shoot and are intensely disliked by aliens. Guns get loaded by ammo adjacent to them in four cardinal directions. During Free Spins diagonally adjacent guns get loaded too. One ammo pack can load multiple adjacent guns.' (rules_p1.png)",
      "facing_and_fire_direction": "A loaded gun fires in 'the direction the gun is facing' (fixed per gun instance, set by its orientation on the grid); some ammo types add extra simultaneous shot directions (see 'ammo')."
    },
    "ammo": {
      "shared_shape": "All ammo pieces share the same shape: a plain white/pale rounded dome ('gun-socket' shaped, like the gun body without the crimson colouring) with a cluster of small dark maroon/red circular 'shot' dots arranged inside it and three short grey horizontal lines below the dots (a stylised gauge). The pieces differ only by how many dots are shown and their arrangement.",
      "rule": "'All types of ammo can load guns that are located directly near them horizontally or vertically. If the gun is located diagonally relative to ammo -- it will not be loaded.' (rules_p6.png/booklet.txt)",
      "types": [
        {"shots": 1, "dot_pattern": "one dot, centred", "effect": "Provides one shot in the direction the gun is facing."},
        {"shots": 2, "dot_pattern": "two dots stacked vertically", "effect": "Provides two shots in the direction the gun is facing."},
        {"shots": 3, "dot_pattern": "three dots in a vertical row", "effect": "Provides three shots in the direction the gun is facing and near diagonals."},
        {"shots": 4, "dot_pattern": "four dots arranged in a diamond/cross around the centre", "effect": "Provides four shots at 90 degree angles to each other, starting with the direction the gun is facing."},
        {"shots": 5, "dot_pattern": "five dots in a vertical row", "effect": "Provides five shots in the direction the gun is facing."},
        {"shots": 8, "dot_pattern": "eight dots arranged in a full ring", "effect": "Provides eight shots in every possible direction."}
      ]
    },
    "boosters": {
      "shared_shape": "A rounded-triangular 'shield' badge shape with two curved wing-like flares on either side; the base game uses two colour variants of this badge shape.",
      "rule": "'Booster works the same way as ammo -- they only affect the guns that are next to them in four cardinal directions.' (rules_p9-10.png/booklet.txt)",
      "types": [
        {"appearance": "pink/magenta badge with a single downward grey arrow icon in the centre", "effect": "Affected guns shoot the target one cell further."},
        {"appearance": "pink/magenta badge with two small dots and a downward grey arrow icon", "effect": "Affected guns shoot the target two cells further."},
        {"appearance": "cyan/light-blue glowing badge with a white triangular radiation/hazard-style icon in the centre", "effect": "Affected guns destroy any alien with one shot."}
      ]
    },
    "special_items": [
      {
        "name": "spiky white ball (unnamed in booklet, referred to here as 'proximity mine')",
        "appearance": "A round, off-white/pale sphere covered in small blunt conical spikes/studs, similar in silhouette to a mace head or a round mine.",
        "health": 1,
        "reward": "100 FUN",
        "ability": "When destroyed - explodes and does 1 damage in cardinal directions."
      },
      {
        "name": "purple crystal",
        "appearance": "An angular, multi-faceted lavender/light-purple gem with a glowing white triangular core and small sparkle highlights, rendered in a jewel-like faceted style.",
        "health": null,
        "reward": null,
        "ability": "Splits the shot that hits it in four directions. Cannot be destroyed.",
        "note": "Quoted verbatim from rules_p11.png/booklet.txt. This item has no Health/Reward figures printed (unlike every alien and the spiky-ball item) -- consistent with it being explicitly indestructible."
      }
    ],
    "aliens": [
      {
        "id": "blue_horned_triangular",
        "appearance": "Teal/turquoise triangular-headed alien with three purple eyes stacked (one large centred above two smaller ones), two pale horn-like protrusions on the sides of the head, small white fang teeth, dark blue speckle markings on the skin.",
        "health": 1,
        "reward": "300 FUN",
        "ability": null
      },
      {
        "id": "blue_diamond",
        "appearance": "Teal/turquoise diamond/kite-shaped head, two pale angular horn/antenna shapes at the top corners, two large worried-looking purple eyes with drooping lids, small fang teeth, dark speckle markings.",
        "health": 1,
        "reward": "200 FUN",
        "ability": null
      },
      {
        "id": "blue_round_single_eye",
        "appearance": "Round teal/turquoise head, a single large purple eye, two thin antenna stalks with small ball tips on top, a wide sad/frowning open mouth showing small teeth.",
        "health": 1,
        "reward": "100 FUN",
        "ability": null
      },
      {
        "id": "boss_tile_block_free_spins_20",
        "appearance": "A large, multi-block 'stack' alien made of several glowing teal tiles patterned with swirl/scroll engravings (like carved stone blocks), with a single grumpy tile-face (angry eyebrows, narrow purple eyes, frowning toothy mouth) at its centre, and a gold chain necklace across its chest reading 'FREE SPINS' in metallic silver lettering. Visually the largest single alien on the board, spanning multiple grid cells.",
        "health": 9,
        "reward": "900 FUN",
        "ability": "Provides the player with 20 Free Spins if destroyed."
      },
      {
        "id": "boss_round_free_spins_5",
        "appearance": "A large rounded teal/turquoise head alien with two pale horns, a wide down-turned frowning mouth with small teeth, and a chrome/silver ribbon-style banner across its lower face/chest reading 'FREE SPINS'. Also spans multiple grid cells, smaller than the 20-FS boss.",
        "health": 4,
        "reward": "400 FUN",
        "ability": "Provides the player with 5 Free Spins if destroyed."
      },
      {
        "id": "gold_starburst",
        "appearance": "A golden/yellow multi-pointed starburst shape (sun-ray silhouette) with a single round eye at its centre, glowing with a soft yellow halo.",
        "health": 1,
        "reward": "100 FUN",
        "ability": "Gives protection field (+1 to health) to all nearby aliens. If destroyed - kills all neighbours."
      },
      {
        "id": "pink_spiky",
        "appearance": "A round, hot-pink/magenta alien covered in soft triangular spikes all around its silhouette (sea-urchin/burr-like), with a single eye at the centre.",
        "health": 1,
        "reward": "300 FUN",
        "ability": "If destroyed does 1 damage to his horizontal and vertical neighbours."
      },
      {
        "id": "green_headset",
        "appearance": "A round, bright-green alien wearing a black over-ear headset with a small microphone boom, two small pale horns poking up between the headset band, single large purple eye, small frowning mouth.",
        "health": 1,
        "reward": "100 FUN",
        "ability": "If destroyed calls in reinforcements on empty places, all guns reload and fire again. Essentially respins the field."
      }
    ]
  },

  "free_spins": {
    "trigger_summary": "Free Spins are awarded by destroying either of the two 'boss' aliens described above (there is no scatter symbol or line trigger). Two independent trigger tiers exist, both quoted verbatim from the booklet:",
    "triggers": [
      {"boss": "boss_round_free_spins_5", "health": 4, "reward_if_destroyed": "400 FUN", "quote": "Provides the player with 5 Free Spins if destroyed."},
      {"boss": "boss_tile_block_free_spins_20", "health": 9, "reward_if_destroyed": "900 FUN", "quote": "Provides the player with 20 Free Spins if destroyed."}
    ],
    "bonus_buy": "None. Confirmed both from the provider's own catalogue data ('Buy Bonus: No') and visually -- no BUY/purchase badge appears anywhere in the UI across the whole capture session. Free Spins can only be won by natural in-round trigger.",
    "captured_20_fs_round": {
      "status": "Fully captured end-to-end: trigger -> mid-round gameplay -> a large sub-win -> final summary.",
      "trigger_frame": "free_spins_trigger.png -- overlay text 'AWESOME! YOU HAVE WON 20 FREE SPINS', 'CLICK ANYWHERE TO CONTINUE'; Kill-o-Meter at that moment: coins 22, kills 9, tier X1; round WIN so far 16000 FUN; balance 795800 FUN.",
      "gameplay_frame": "free_spins_gameplay.png -- board mid free-spins round, Kill-o-Meter: coins 0 (freshly reset for the new spin), kills 9 (persisted from before, per the no-reset-during-FS rule), round WIN still shown as 16000 FUN; a small yellow star badge appears on the spin button (in place of the usual circular-arrows icon) as a Free Spins visual indicator; balance unchanged at 795800 FUN.",
      "bigwin_subevent_frame": "free_spins_bigwin.png -- a single high-value spin within the round: WIN counter reads 110100 FUN, Kill-o-Meter: coins 0, kills 37, tier X25 lit; balance still 795800 FUN (mid-round, not yet cashed to balance).",
      "summary_frame": "free_spins_total_win.png -- 'TOTAL WIN 113800 IN 20 FREE SPINS', 'CLICK ANYWHERE TO HIDE'; round WIN 113800 FUN; balance already updated to 909600 FUN; Kill-o-Meter at round end: coins 0, kills 38, tier X25 lit.",
      "note_number_verification": "The TOTAL WIN figure was read directly off a 4x zoom crop of free_spins_total_win.png as 113800 -- this differs from a figure quoted in the assignment brief (113041); the brief's number was NOT used, the number actually printed on the frame was used instead, per instructions to verify numbers personally."
    },
    "captured_5_fs_round": {
      "status": "PARTIALLY captured -- only the round-end summary frame exists; no trigger overlay or mid-round gameplay frame was captured for this specific variant. The round auto-resolved within the capture session before an intermediate frame could be taken.",
      "summary_frame": "free_spins_summary.png -- 'TOTAL WIN 3513 IN 5 FREE SPINS', 'CLICK ANYWHERE TO HIDE'; round WIN 1300 FUN shown in the footer WIN field (a sub-event value, not the round total); balance 939000 FUN; Kill-o-Meter: coins 7, kills 7, tier X1.",
      "note_number_verification": "Read directly off a 4x zoom crop as 3513 (TOTAL WIN) -- differs from the figure quoted in the assignment brief (1239). The mechanic itself (same boss alien type, same trigger rule) is already fully documented via the 20-FS round above; this variant was not re-hunted for a full trigger+gameplay sequence given that the underlying mechanic does not differ between the two boss tiers, only health/reward/FS-count."
    }
  },

  "ui_panels": {
    "header_bar": "Thin black strip across the very top of the screen. Left: an in-game clock (HH:MM, demo/session time, not real-world time), then 'Blue Invaders | <build-hash>' in small light-grey text. Right: 'PoggiPlay' in small light-grey text (provider wordmark, not clickable).",
    "footer_bar": "Dark strip across the bottom of the game area, three fields left-to-right: a speaker/mute icon followed by 'BALANCE' label and 'FUN' currency tag above the numeric balance in yellow bold text; centre 'WIN' label and 'FUN' tag above the current win amount in yellow bold text (0 when no win); right 'BET' label and 'FUN' tag above the current total bet in yellow bold text.",
    "right_side_toolbar_base_game": [
      "Turbo Spin toggle -- purple circular button with a jagged 'burst' outline and a lightning-bolt icon.",
      "Autoplay start -- purple circular button with two curved arrows forming a loop around a small yellow play-triangle.",
      "Spin -- large yellow circular button with a circular refresh/loop-arrows icon; the main action button, centred and larger than the others.",
      "Bet selector -- purple circular button showing two stacked coin/disc shapes with a small yellow plus sign; opens the 'Bet (FUN)' ladder panel.",
      "Menu -- purple circular button with three horizontal lines (hamburger icon, the middle line highlighted yellow); opens the side menu (Rules/paytable, Settings, Autoplay settings, History/help)."
    ],
    "rules_panel_side_icons": "On the Rules screen the same vertical icon column instead shows: a burst/lightning icon (turbo), a gear-with-dot icon (game settings), a circular counter-clockwise arrow icon (history/rebet), and a white circle with a '?' (help) -- all purple circular buttons except the white '?' one; a yellow circular 'X' close button sits above them, top-right of the panel.",
    "rules_panel": {
      "page_count": 12,
      "structure": "One continuous scrollable document (no left-edge section-switcher icons observed -- single '?' rules panel), thinned/paged into 12 capture frames covering: intro & guns (pages 1-3, rules_p1-p3.png, incl. an illustrative full-board grayscale diagram of the field mechanic), Aliens paytable (pages 4-6, rules_p4-p6.png), Ammo paytable (pages 6-9), Boosters paytable (pages 9-10), Special Items paytable (pages 10-11), Maximum Win statement + RTP/Min Bet/Max Bet/Max Win Multiplier summary table + build/version footer text (page 12, rules_p12.png). In the manifest, pages showing purely paytable icon+number content (rules_p4 through rules_p11) are separately labelled type=paytable pages 1-8, while the introductory and closing pages (rules_p1-p3, rules_p12) are labelled type=rules pages 1-4.",
      "colors": "Dark indigo/navy-purple background throughout, white heading text ('Rules', section titles in bold white), body copy in light lavender-grey, numeric values (Health/Reward/Shots/RTP/Min Bet/Max Bet/Max Win Multiplier) highlighted in bold yellow-gold."
    },
    "settings_panel": {
      "frame": "settings.png",
      "title": "Game Settings",
      "rows": [
        {"icon": "expand-arrows icon (yellow)", "label": "Fullscreen", "control": "row, no visible toggle captured (tap-to-activate row)"},
        {"icon": "speaker icon", "label": "Sound", "control": "row"},
        {"icon": "musical-note icon (yellow)", "label": "Music", "control": "row"},
        {"icon": "house icon", "label": "Home", "control": "row, navigates out of the game"},
        {"icon": "none", "label": "Spacebar to spin", "control": "yellow toggle switch, ON (thumb right, track yellow)"},
        {"icon": "none", "label": "Welcome Screen", "control": "yellow toggle switch, ON (thumb right, track yellow)"}
      ]
    },
    "autoplay_panel": {
      "main_frame": "autoplay.png -- title 'Autoplay Settings', subtitle 'Choose number of rounds', a 3x3 grid (last row has 2) of purple round-rect buttons: 10, 25, 50, 100, 250, 500, 750, 1000; below the grid a collapsed 'Advanced Settings' section with a downward chevron.",
      "advanced_frame_1": "autoplay_advanced.png -- expanded Advanced Settings, top to bottom: 'Stop on any win' (toggle OFF, white thumb on left/grey track), 'Stop if free spins is won' (toggle OFF), 'If single win exceeds' (numeric field placeholder 'FUN' with grey minus/plus circular buttons either side, empty/unset), 'If cash increases by' (same layout, empty/unset), a partially visible 'If cash decreases by' row at the very bottom edge.",
      "advanced_frame_2_scrolled": "autoplay_scroll_p2.png -- continuation after scrolling: 'If cash increases by' (repeated, empty/unset), 'If cash decreases by' (empty/unset), and a 'Reset' button (solid purple rounded-rect, white bold text) at the bottom of the panel; a scrollbar track on the right edge is at the bottom, confirming this is the end of the Advanced Settings section.",
      "colorblind_note": "The two boolean toggles use position + track-fill colour (yellow=ON/left-white-thumb-grey-track=OFF) redundantly with a shift in thumb position, so state is distinguishable without colour."
    },
    "bet_selector_panel": {
      "title": "Bet (FUN)",
      "subtitle": "Choose bet",
      "layout": "3-column grid of purple round-rect buttons, one per bet amount; the currently active bet is highlighted solid yellow with dark bold text (1000 FUN in bet_scroll_p1.png) or, for a value the pointer/keyboard focus is on but not necessarily selected, shown in solid white (25000 FUN in bet_scroll_p2.png).",
      "full_ladder_confirmed_by_scroll": [50, 100, 150, 200, 250, 300, 350, 400, 450, 500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000, 10000, 15000, 20000, 25000, 30000, 35000, 40000, 45000, 50000, 60000, 75000, 100000],
      "confirm_button": "Yellow circular button with a dark checkmark icon, fixed to the right of the panel outside the scroll area."
    },
    "preview_splash": {
      "frame": "preview.png",
      "layout": "Full-bleed dark purple deep-space background with scattered dark asteroid silhouettes and planet shapes (large moon-like sphere bottom-left, striped planet top-right). Large bold white wordmark 'Blue Invaders' stacked on two lines, top-left. A thick yellow glowing swoosh/beam line arcs across the scene, connecting a small robotic red-and-white turret/gun (bottom-left) to a gold starburst alien (top-centre), passing behind an astronaut-suited blue alien figure in the centre (white/blue spacesuit, blue round-headed alien face with one large eye and small horns/antenna visible through the helmet, one gloved hand aiming a small blaster). To the right: a green alien wearing a headset, the multi-block teal 'FREE SPINS' boss alien, the round teal 'FREE SPINS' boss alien, and several floating gold star-shaped coins. Centre-bottom tagline in white text: 'Collect ammo, start chain reactions. Unlimited respins and win multipliers!'. Bottom-left an unchecked checkbox labelled 'Don't show next time'. Bottom-right a yellow pill-shaped 'Play' button with dark bold text."
    }
  },

  "rtp_and_limits": {
    "rtp_percent": 94.29,
    "rtp_source": "In-game summary table, rules_p11.png/rules_p12.png (screen text: 'RTP 94.29 %'), and identically in the raw DOM dump booklet.txt.",
    "rtp_provider_card_discrepancy": "The PoggiPlay provider/catalogue card for this title states RTP 96.09%, which does NOT match the 94.29% printed inside the game itself. Per house rule, the in-game number (94.29%) is used as the documented value; the card figure is noted here only as a known discrepancy (pattern P-G07 for this provider). This title is from a late-2021 release cohort, and this provider's cohort of that vintage has twice before been found to carry template/placeholder card RTP values rather than per-game ones -- flagged for awareness, not resolved here.",
    "min_bet": {"value": 50, "currency": "FUN", "source": "in-game summary table AND first rung of the Bet(FUN) ladder panel (bet_scroll_p1.png) -- two independent channels agree"},
    "max_bet": {"value": 100000, "currency": "FUN", "source": "in-game summary table AND last rung of the Bet(FUN) ladder panel (bet_scroll_p2.png) -- two independent channels agree"},
    "max_win_multiplier": {"value": "5000x", "source": "in-game 'Maximum Win' section text ('Max win for the game is 5000x.') AND the summary table's 'Max Win Multiplier: 5000 x' field -- two independent in-game mentions agree; also matches the provider card's Max Win Multiplier figure exactly."},
    "coin_value_ratio": "coin_value = total_bet / 10 (single data point at bet 1000 FUN -> coin value 100 FUN; not cross-checked at a second bet size -- see payout_formula.coin_value)"
  },

  "accessibility_notes": {
    "color_usage": "The game's core distinguishing information is generally NOT colour-only: alien/ammo/booster/special-item identity is conveyed primarily through distinct SHAPES and printed numeric stats (Health/Reward/Shots), not colour alone -- e.g. the two boss aliens are distinguished by size, shape and the literal text 'FREE SPINS' printed on them, not just their shared teal colouring. Toggle switches (Settings, Autoplay Advanced) use both track colour (yellow=on / grey=off) AND thumb position (right=on / left=off) redundantly. The Kill-o-Meter tier ladder (X1/X10/X25/X50/X75) uses both a printed text label per tier AND a fill-colour/brightness cue -- text is readable regardless of colour perception.",
    "color_words": {
      "background": "dark navy/indigo-purple deep space with darker asteroid and planet silhouettes",
      "aliens": "predominantly teal/turquoise blue (most common alien family), one gold/yellow starburst alien, one hot-pink/magenta spiky alien, one bright-green headset alien",
      "guns": "crimson/dark red body",
      "ammo": "off-white/pale dome body with dark maroon/red shot dots",
      "boosters": "two are pink/magenta, one is cyan/light-blue",
      "special_items": "one off-white/pale spiky ball, one lavender/light-purple faceted crystal",
      "primary_action_button": "solid yellow (Spin button)",
      "secondary_buttons": "solid purple/indigo circles with white or yellow line-art icons",
      "win_text": "bold dark indigo/purple lettering on a bright pink-to-white radial glow burst",
      "free_spins_award_text": "bold dark indigo/purple lettering, same radial glow burst style"
    },
    "layout_positions": "Play field occupies the centre-left ~70% of the screen width; Kill-o-Meter gauge sits directly to the right of the field; five circular action buttons run down the far right edge; balance/win/bet readouts sit in a fixed footer bar across the full width at the bottom; the in-field 'BLUE INVADERS' logo art sits fixed in the top-left corner of the play field, overlapping the (unused) leftmost grid columns.",
    "motor_considerations": "All primary actions (Spin, Autoplay start, Turbo, Bet selector, Menu) are large (~70-90px) circular touch/click targets in a single fixed vertical column, reachable without precise aiming; 'Spacebar to spin' setting (default ON) offers a keyboard alternative to clicking the Spin button. Autoplay round-count selection is via large button grid (10/25/50/100/250/500/750/1000) rather than a fine-grained slider.",
    "audio_deaf_hoh_note": "No spoken narration/voice-over observed on any captured frame; all game-state information (win amounts, Free Spins award, coin/kill counts, RTP/bet limits) is conveyed as on-screen text, so the game appears fully usable with sound off. Sound and Music have independent toggle rows in Settings."
  },

  "unreadable_or_uncertain": [
    "Kill-o-Meter tier ladder's exact effect on the payout formula (does the lit X10/X25/X50/X75 tier multiply the win, and is the multiplication linear with the printed number) -- only the X1 tier could be numerically verified end-to-end from a captured win frame; higher tiers were only observed via their lit position on the ladder next to a kill count, without a matching, arithmetic-checkable win figure.",
    "Whether coin_value = total_bet / 10 holds at bet levels other than 1000 FUN -- only one bet level was captured with the coin-value label visible.",
    "Exact behaviour/interaction order when multiple special-ability aliens chain off each other in the same spin (e.g. protection-aura starburst + splash-damage pink alien + green respin alien triggering together) -- described individually per the booklet, but no captured frame isolates a multi-chain interaction in progress.",
    "Whether Free Spins reward figures (400 FUN / 900 FUN 'Reward' text on the two boss aliens) contribute coins to the Kill-o-Meter the same way as their non-boss counterparts, or trigger the Free Spins award as a separate, additional event -- rules text describes the two effects (coin reward + FS award) as both occurring on destruction, but this was not isolated frame-by-frame.",
    "5-Free-Spins round: no mid-round gameplay frame exists (only trigger-less, gameplay-less end summary) -- see free_spins.captured_5_fs_round for what was and wasn't captured, and why."
  ]
}

API documentation for this slot

Ready-to-run request examples in curl, Python, JavaScript & PHP — plus the full structured-data field reference for this exact slot, on GitHub.