Catanza

Demo, RTP 95.19%, paytable, symbols & full capture data

Free demo · not real-money play 1 plays in 30 days · last one 6 days, 5 hours ago
✓ Working · checked 1 week, 4 days ago Verified · 24 Aug 2026
RTP 95.19%
Volatility —
Max win ×300
Grid —
For webmasters & affiliates
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Asset pack

23 screenshots · 7 symbol icons · palette · spec sheet. ZIP — captcha check, no sign-up

Slot API

GET /v1/slots/catanza-b27/

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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. 7 aspects we couldn’t confirm are flagged below, not hidden.

Captured 24 Aug 2026 View capture log

Per-screen breakdown

23 demo screens
23 PNG (ZIP)
Autoplay settings
autoplay Autoplay settings
Base game
base_game Base game
Base game
base_game Base game
Base game
base_game Base game
Base game
base_game Base game
Base game
base_game Base game
Bonus features
bonus Bonus features
Bonus features
bonus Bonus features
Bonus features
bonus Bonus features
Info / About screen
info Info / About screen
Logo
logo Logo
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
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Game settings
settings Game settings
Game settings
settings Game settings
Game settings
settings Game settings
Win screen
win_screen Win screen

What we extracted from Catanza

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

manual demo playthrough → 23 screens captured → paytable verified (OCR) → catalogued & reviewed

Specification

verified parameters
provider Turbo Games
rtp 95.19% · single configuration
max_win_x ×300
bonus_buy No
mechanic Instant Win
release_date 2025

Symbols & paytable

7 symbols
7 icons (ZIP)
Golden ring donut
Golden ring donut
Other

Ring-shaped iced donut with four sprinkles; seen as a matte purple/lavender glaze and a glossier metallic-gold glaze (likely the golden variant).

Amber ice-pop / toffee square
Amber ice-pop / toffee square
Other

Glossy rounded-square amber/orange candy block on a short stick with a diagonal highlight, like a hard toffee or ice-pop; only one amber colourway observed.

Wrapped bonbon (fish-tail wrap)
Wrapped bonbon (fish-tail wrap)
Other

Small candy wrapped in cellophane with a single-ended fish-tail twist; observed in a lime-green colourway with small pastel confetti dots.

Striped candy roll (double-twist wrap)
Striped candy roll (double-twist wrap)
Other

Elongated cylindrical candy twisted at both ends with broad candy-cane stripes; seen in a red/white colourway and a gold/red colourway (likely the golden pair).

Spiral lollipop on a twisted stick
Spiral lollipop on a twisted stick
Other

Flat round lollipop with a spiral swirl on a twisted-paper stick; seen in a blue/white colourway and a warmer red/yellow/gold colourway (likely a regular/golden pair).

Soft-serve ice-cream cone
Soft-serve ice-cream cone
Other

Soft-serve icing swirl on a ridged brown waffle cone; seen with pink/purple/green sprinkles and with gold-toned sprinkle flecks.

BONUS
BONUS
Bonus

Round swirl-pattern candy medallion (red/white/pale-teal) with a purple ribbon reading 'Bonus'; landing it triggers the Wheel of Fortune bonus round.

Bonus modes

2 modes
Base Game Modifier base
Base Game

5-position match-count game with no paylines or reels: pays by counting how many of the 5 revealed candies share the same type, per the on-field paytable (separate regular and golden multiplier columns).

Bonus Mode bonus_wheel
Wheel of Fortune

Triggered when the BONUS candy medallion lands among the 5 positions. Spins an 8-section wheel (two x5, three x7, two x10, one x20 sectors) paying a multiplier of the total bet; no bonus-buy route exists. A naturally-hunted round landed x7, paying $7.00 at a $1 bet.

Colour system

extracted from frames · HEX
Export palette
#EBA19D base dominant 1 base
#F664C6 base dominant 2 base
#F4D0A8 base dominant 3 base
#ED6DAD base dominant 4 base
#F0E6E3 base dominant 5 base
#EC1EAB base dominant 6 base
#AA5B97 bonus dominant 1 bonus
#AA2BA1 bonus dominant 2 bonus
#B38BAD bonus dominant 3 bonus
#E8DAD4 bonus dominant 4 bonus

Accessibility

profile for all groups
Color Blind
  • The on-field paytable encodes meaning by shape (filled or outline circle/square) and fill state, not colour: a filled shape marks a matched position, an outline marks an unmatched one, and square vs circle separates the two candy types in split combinations. Safe by construction.
  • The regular-vs-golden payout columns are colour-coded (dark navy text vs bright gold/amber text), but this is double-coded: the rules booklet spells out 'golden ones ... significantly higher win multiplier', and matching candies are also literally recoloured gold on the field, not colour alone.
  • Individual candies mainly distinguish their regular and golden colourway by hue/gloss on an otherwise identical silhouette (e.g. purple/lavender vs metallic-gold donut); colour-blind players may find this specific distinction less reliable than shape identification of the candy itself.
Screen Reader
  • Stable control layout across every screen: balance top-left; help, sound and settings icons top-right; bet, spin and autospin controls on the right; paytable fixed on the left. The 6-page rules booklet is plain text with clear section headers, suited to linear screen-reader traversal.
Motor Accessibility
  • The single round control is HOLD TO SPIN: it requires a sustained press-and-hold rather than a tap or click, and releasing it reveals the result. This is a materially higher motor-accessibility barrier than tap-to-spin controls, and no alternative tap-to-spin mode exists anywhere in the captured build.
Hearing Accessibility
  • No audio-only information is used anywhere: Sound and Music are independently toggleable sliders in Settings, and all game state (balance, bet, win amount, bonus wheel result, RTP, limits) is conveyed entirely through on-screen text and numerals.
Low Vision
  • Win amounts are shown as large, high-contrast text: gold-on-dark for the base-game win readout in the visor, and plain legible numerals for the bonus-wheel multiplier and cash-amount result plaque.

Media & assets

7 files · 7 types
23 PNG (ZIP)
Base game
base_game
Base game
base_game
Base game
base_game
Base game
base_game
Base game
base_game
Logo
logo
Preview / Loading screen
preview

Data provenance

what we captured and what we didn't
Base game (idle, mid-hold, resolved loss), win screen, the on-field paytable, info/how-to-play tutorial, preview, settings plus the Limits sub-panel, the autoplay preset control, the full 6-page rules booklet, and the complete Wheel of Fortune bonus sequence (trigger, wheel spin, result) -- 22 desktop frames.
Whether exactly 6 or 7 distinct base candy shapes exist: 6 were confidently distinguished; a 7th distinct paying candy silhouette may exist that simply did not land on any of the ~10 spins captured. Not invented to force a count of seven.
Exact one-to-one regular/golden colourway pairing per candy is unconfirmed: strong visual candidates exist for the donut, striped roll and spiral lollipop, but no frame shows a labelled side-by-side regular/golden comparison.
Whether the amber ice-pop, wrapped bonbon and soft-serve cone symbols also have a distinct golden recolour is unconfirmed: only one colourway of each was captured across all 22 frames.
The exact meaning/trigger of the visor's two idle glyph states (gold dollar signs vs gold chevrons) is unclear: both were seen at rest and mid-hold with no pattern tying either state to a win/loss event.
The asterisked Easter-egg line in the rules booklet ('you can also scratch the cat behind its ear -- he loves that!*') has no footnote or resolving screen on any of the 6 rules pages, and no such interaction was captured.
Whether the decorative candy rows above/below the active centre row inside the visor window ever pay is not stated in the rules and not observable from the captured still frames.
Volatility rating is not stated anywhere in the 22 captured frames or the rules booklet -- treated as an honest omission, not a missing-capture defect.

Ask AI about Catanza

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 does Catanza play? Keep it simple.

5-position match-count game with no paylines or reels: pays by counting how many of the 5 revealed candies share the same type, per the on-field paytable (separate regular and golden multiplier columns).

RTP 95.19%max win ×300demo ✓

From the verified capture of 24 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: Catanza 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 7 aspects we couldn’t confirm, flagged.

Designerget_slot

“Creative brief: theme, 10 palette hexes and all 7 symbol descriptions.”

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

Verified capture: manual playthrough, paytable OCR-checked Honest gaps: 7 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/catanza-b27/

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/catanza-b27/
{
  "game": {
    "name": "Catanza",
    "provider": "Turbo Games",
    "game_kind": "instant_win",
    "wordmark_note": "The in-game wordmark reads 'CATANZA' in bold multicolour bubble letters (each letter S/C/A/T/A/N/Z/A shaded a different candy colour: pink, purple, yellow, red...) with a small red subtitle plaque 'HOLD TO SPIN' underneath. Catalogue name and in-game wordmark match exactly ('Catanza'); no shortened/alternate wordmark was observed (unlike Plinko 1000).",
    "theme": "A candy-obsessed robot/astronaut cat mascot ('Catanza') whose head is a helmet with a dark digital visor for 'eyes' and a round face-plate that doubles as the 5-position candy display. Setting is a bright pastel candy-land: gradient pink-to-orange sky and a foreground of stylised pink crystalline 'grass' spikes.",
    "documentation_purpose": "Exhaustive accessibility documentation (blind/low-vision screen-reader users, deaf/hard-of-hearing, colour-blind of all types, motor-impaired) from 22 desktop screenshots (1280x800) + OCR/DOM text + zoomed crops.",
    "method_notes": "All numeric claims cross-checked against the manifest (which was itself produced by balance-measurement and rules quotations). Zoomed crops used to read the on-field paytable and to identify individual candy symbols pixel-by-pixel. Items that stayed unclear are listed in 'unreadable_or_uncertain' and not invented.",
    "language": "English",
    "art_style": "Flat-shaded 3D-rendered mobile-casual cartoon: glossy, rounded, toy-like candy objects and a chibi robot-cat character with soft cel-style shading, thin specular highlights and soft drop shadows (not a hard-outlined 2D vector style). Bright, even daylight lighting, no dark background or neon — the palette is sugary pastel (pink/orange/purple/gold). Front-on, static camera angle (no perspective/isometric tilt). Overall mood is cheerful, childlike and playful, aimed at a casual mobile-casino audience, with no photorealistic or cinematic elements anywhere in the capture set."
  },

  "engine_kinship": {
    "note": "Same 5-position 'match count, no paylines' engine family as the already-documented Crystal Poker (Turbo Games, wave 212, dossier reference P-T15). Both pay by counting how many of the 5 revealed positions share the same symbol, regardless of adjacency/order.",
    "comparison_with_crystal_poker": {
      "crystal_poker_combos": ["Two Pair", "Three of a Kind", "Full House", "Four of a Kind", "Crystal Flush"],
      "catanza_combos": ["Two Pairs", "Three of a Kind", "Full House (3+2, unnamed on-field)", "Four of a Kind", "Sweet Flush"],
      "difference": "Catanza additionally prints a SECOND ('golden') payout column on the field paytable, doubling the number of tiers actually usable in play; Crystal Poker's on-field panel ('Winning combinations:') only lists one multiplier per combination."
    },
    "engine_vs_series_caveat": "Per project rule (defect D-162 / dossier P-T15/§21): sharing an engine with another Turbo Games title is NOT grounds to attach Catanza to a series. Nothing in the captured frames (wordmark, page text, rules) calls Catanza part of a named lineage, so `series` should stay null; this is a fact about shared mechanics for tech_info only."
  },

  "control_scheme": {
    "control": "HOLD TO SPIN (press-and-hold). The single round button beneath the cat, labelled 'HOLD TO SPIN' in a circular ribbon, must be held down; releasing it reveals the result.",
    "showcase_discrepancy": "The provider's own storefront copy ('Hit \"Spin\"' / 'Tap the Spin button!') is INACCURATE for this build: the in-game onboarding screen (info_howtoplay.png) shows a hand icon pressing and holding the button, and the physical build genuinely requires a hold, not a tap. This is documented, not invented, per the brief.",
    "evidence": "info_howtoplay.png ('Tap the Spin button!' caption paired with a HOLD-TO-SPIN button icon and a static finger-press illustration, not a tap animation) and the live control itself."
  },

  "color_palette": {
    "background": "Vertical gradient from magenta/hot-pink (top) through warm coral to pale peach-orange (bottom), behind a foreground band of saturated hot-pink crystalline 'grass' spikes at the very bottom of every game screen.",
    "mascot": "Cat body: white with broad red/candy-cane-red horizontal stripes on the torso, arms, tail and the outer rim of the ears (orange-red gradient ear interiors). Helmet shell: pale peachy-pink/cream. Visor: near-black glossy dark navy with a diagonal white glare highlight; visor 'eyes' render in warm gold/yellow (dollar-sign or chevron glyphs) or gold win text. Reel window: white background panels behind the candies, separated by thin gold-orange vertical divider lines, framed by a thick glossy red/crimson rim.",
    "paytable_panel": "Dark navy-blue pictograms (filled/outline circles and squares) on the pink background; left numeric column in dark navy text, right ('golden') numeric column in bright gold/amber 3D-embossed text with a brown drop shadow.",
    "ui_controls": "White circular buttons with dark outlines on a translucent pink-white disc ('-'/'+' bet, speed-up lightning icon); the HOLD TO SPIN button is a red/orange/gold pinwheel disc with looping white ribbon text; AUTOSPIN quick-pick pill (100/50/25/10) is pale blue with white text and a blue 'A' circle.",
    "bonus_wheel": "Alternating hot-pink and pale cream wedges; multiplier labels in mixed candy colours per wedge (green, sky-blue, gold/amber, magenta) with bold white/black outline for legibility.",
    "rules_and_settings_overlay": "Full-black background, plain white body text and headers, thin white-outline rounded-rectangle tab buttons on the left; no colour-coding is used in this overlay at all (pure typography/greyscale contrast)."
  },

  "reel_and_field_layout": {
    "positions": "5 vertical positions ('reels') arranged side by side inside the cat's round face-plate/visor window, each showing 1 candy symbol per position at rest (3 rows of candies are stacked/visible per column at any time but only the middle row is the active/paid result; the rows above and below are cropped by the oval face-plate and are decorative motion frames, not separate paylines).",
    "mechanic": "This is NOT a classic reels/paylines game: after a hold-and-release, the 5 positions each land on one candy; the game counts how many of the 5 match by TYPE anywhere among the 5 positions (order/adjacency irrelevant) and pays according to the on-field paytable. No fixed layout of the field is enumerated here, per project convention (random per round).",
    "anomaly_evidence": "One frame captured ~400-500 ms into an active hold (base_game_spin.png, promoted from _hold_mid.png) shows a crisp, non-motion-blurred candy grid rather than a classically blurred/scrolling reel strip. This supports classifying Catanza as an instant-reveal 'match count' game (game_kind=instant_win) rather than a physically spinning video slot, consistent with TL brief and the Crystal Poker/Turbo Plinko precedent, though the exact rendering technique (instant snap vs a very fast unblurred cycle) was not independently confirmed frame-by-frame."
  },

  "paytable": {
    "location": "Printed permanently on the LEFT side of the game field itself (on every base_game/paytable-type frame), NOT inside the rules booklet — the rules booklet (rules_p2.png) only names the five combinations in prose, with no multiplier numbers at all. This is the same pattern already seen at Ball & Ball, Crystal Poker and Mysteco (dossier defect D-147 / P-T15 family).",
    "header": "'PAYTABLE'",
    "columns": "Two numeric columns per row: a plain dark-navy number (regular treats) and a bold gold/amber 3D number (golden treats) to its right. The rules booklet confirms the colour meaning in prose: 'If you're lucky, instead of regular treats, you may get golden ones, which have a significantly higher win multiplier!' (rules_p2.png/rules_p3.png). So the colour dependency is explicit and DOUBLE-CODED: gold TEXT COLOUR marks the higher-paying column, and it is paired with a literal 'golden' (shiny gold-tinted) recolour of the matched candies themselves — not colour alone.",
    "rows_read_from_field": [
      {"pictogram": "5 filled navy circles", "combo_name": "Sweet Flush (5 of a kind)", "regular_multiplier": "x100", "golden_multiplier": "x300", "rules_definition": "All five treats of the same type."},
      {"pictogram": "4 filled navy circles + 1 outline circle", "combo_name": "Four of a Kind", "regular_multiplier": "x10", "golden_multiplier": "x25", "rules_definition": "Four out of five treats of the same type."},
      {"pictogram": "3 filled navy circles + 2 filled navy squares", "combo_name": "Full House (3+2, unnamed on the field icon)", "regular_multiplier": "x5", "golden_multiplier": "x10", "rules_definition": "Three treats of one type and two treats of another type."},
      {"pictogram": "3 filled navy circles + 2 outline circles", "combo_name": "Three of a Kind", "regular_multiplier": "x2", "golden_multiplier": "x4", "rules_definition": "Three out of five treats of the same type."},
      {"pictogram": "2 filled navy circles + 2 filled navy squares + 1 outline circle", "combo_name": "Two Pairs", "regular_multiplier": "x1.3", "golden_multiplier": "x3", "rules_definition": "Two pairs of identical treats."}
    ],
    "pictogram_semantics": "The paytable is schematic, not literal artwork: a FILLED shape (circle or square, always the same dark-navy colour) marks a matched/paid position, an OUTLINE (hollow) shape marks an unmatched/irrelevant position, and SQUARE vs CIRCLE distinguishes the two different candy types inside a split combination (Full House / Two Pairs). Colour is not used to differentiate candy identity on this panel — shape and fill state are the only encodings, which is colour-blind-safe by construction. The only colour dependency on this panel is the navy-vs-gold TEXT of the two multiplier columns, and that is reinforced by the word 'golden' printed in the rules text, not colour alone.",
    "max_multiplier": {"value": 300, "how": "Top row, golden column: 5 golden treats of the same kind, x300. This is the ceiling of the whole game; confirmed against rules_p4.png RTP page context and against the info_howtoplay.png mini-paytable, which repeats the identical 5 rows and values."},
    "payout_basis": "Multiplier x TOTAL BET of the round (not per-candy stake). Verified: win_screen.png shows 'Win $1.30' at $1 bet with the Two Pairs row (x1.3) highlighted in a blue outline box in the paytable panel; 1.3 x 1.00 = 1.30, matching the printed win exactly.",
    "info_screen_duplicate": "info_howtoplay.png repeats a condensed version of the same 5-row paytable ('Match and multiply') using GENERIC placeholder icons (three identical pink/magenta donut glyphs at the header, and gold coin/token glyphs next to the 'Golden treats bring the sweetest multipliers!' caption) rather than the game's actual candy art — this is stock UI chrome reused across Turbo Games titles, not a second, different paytable. One row (Three of a Kind, x4) is highlighted in solid GREEN on this screen purely as a worked example, unrelated to any live win."
  },

  "combinations_rules_text": {
    "source": "rules_p2.png / rules_p3.png ('Symbols and Combinations:')",
    "quotes": [
      "Two Pairs: Two pairs of identical treats.",
      "Three of a Kind: Three out of five treats of the same type.",
      "Full House: Three treats of one type and two treats of another type.",
      "Four of a Kind: Four out of five treats of the same type.",
      "Sweet Flush: All five treats of the same type.",
      "All sweet treats are winning when in the correct combination. Each win is credited to your game bank.",
      "If you're lucky, instead of regular treats, you may get golden ones, which have a significantly higher win multiplier!",
      "You can also check all possible combinations in the Paytable."
    ],
    "note": "The booklet names the combinations but prints NO multiplier numbers anywhere — numbers exist only on the field paytable (see 'paytable' block above). This is worth stating explicitly because a reader relying only on the rules text would come away with no payout figures at all."
  },

  "symbols": {
    "note": "Identified from base_game.png, base_game_spin.png, base_game_symbols1.png and base_game_symbols2.png via zoomed crops. All candies are equally-ranked for paytable purposes (the paytable pays by COUNT of matching type, not by symbol identity/rank), so no per-symbol payout tiers exist -- 'payouts' is intentionally empty for each and the tiered multipliers live in 'paytable' above, exactly as documented for Ball & Ball and Crystal Poker (dossier P-T15).",
    "golden_variant_mechanic": "Rules text confirms a 'golden' recolour of any treat pays a materially higher multiplier (see paytable golden column). Several candies were observed in more than one colourway across the captured frames (e.g. a matte purple/lavender donut alongside a glossier metallic-gold donut with the same blue sprinkles; a red/white-striped candy roll alongside a gold/red-striped one; a blue/white lollipop alongside a red/gold-toned lollipop of identical shape). These pairings are consistent with the 'golden treat' mechanic but were not independently confirmed by a labelled golden-vs-regular comparison screen, so the exact regular/golden pairing per candy is noted as a probable pattern rather than a certain fact (see unreadable_or_uncertain).",
    "candies": [
      {
        "name": "Golden ring donut",
        "appearance": "A ring-shaped iced donut, four oval jelly-bean-style sprinkles set into the glaze at roughly N/E/S/W positions. Observed in two colourways: a matte purple/lavender glaze, and a glossier, more saturated metallic-gold glaze (both with the same blue sprinkles) -- the gold colourway is the likely 'golden' higher-value version per the rules text.",
        "source_frames": ["base_game_symbols1.png", "base_game_symbols2.png", "win_screen.png"]
      },
      {
        "name": "Amber ice-pop / toffee square",
        "appearance": "A glossy, rounded-square amber/orange candy block on a short pale wooden stick, with a bright diagonal highlight streak suggesting a hard, glassy toffee or fruit ice-pop. Only one colourway (amber/orange) was observed across all frames.",
        "source_frames": ["base_game.png", "base_game_symbols1.png", "base_game_symbols2.png", "win_screen.png"]
      },
      {
        "name": "Wrapped bonbon (fish-tail wrap)",
        "appearance": "A small rounded candy body wrapped in cellophane with a fish-tail/bow twist on one side (single-ended twist, unlike the roll below which is twisted on both ends). Observed in a lime-green colourway with small pastel confetti dots on the body.",
        "source_frames": ["base_game.png", "base_game_symbols1.png"]
      },
      {
        "name": "Striped candy roll (double-twist wrap)",
        "appearance": "An elongated cylindrical candy wrapped in cellophane twisted at BOTH ends (unlike the bonbon above), with broad diagonal candy-cane stripes running around the body. Observed in a red/white colourway and a gold/red colourway (the latter a plausible 'golden' variant of the same shape).",
        "source_frames": ["base_game.png", "base_game_symbols2.png"]
      },
      {
        "name": "Spiral lollipop on a twisted stick",
        "appearance": "A flat, round candy disc with a tight spiral swirl pattern radiating from the centre, mounted on a short twisted-paper stick. Observed in a blue/white colourway and in a warmer red/yellow/gold spiral colourway (same silhouette confirmed by side-by-side zoom crop -- likely a regular/golden pair of the same symbol, not two different symbols).",
        "source_frames": ["base_game.png", "base_game_symbols1.png"]
      },
      {
        "name": "Soft-serve ice-cream cone",
        "appearance": "A swirl of soft-serve-style icing on top of a fluted, ridged waffle-cone base (brown), the swirl studded with small confetti sprinkles. Observed in a cream/white colourway with pink/purple/green sprinkles, and a cream colourway with gold-toned sprinkle flecks.",
        "source_frames": ["base_game_symbols1.png", "base_game_symbols2.png"]
      }
    ],
    "bonus_symbol": {
      "name": "BONUS",
      "appearance": "A round swirl-pattern candy medallion (red/white/pale-teal spiral) with a purple ribbon banner across it reading 'Bonus' in white lettering, plus small sparkle accents around the edge.",
      "rules": "Landing this symbol triggers the Wheel of Fortune bonus round. Quoted from rules_p3.png: 'When a treat with the inscription \"Bonus\" drops, you get a chance to play the bonus game and spin the Wheel of Fortune with 8 sections containing different multipliers.'",
      "source_frames": ["base_game.png", "base_game_spin.png", "bonus_wheel_trigger.png (highlighted, backlit)"]
    },
    "candy_count_caveat": "Six visually distinct candy SHAPES (plus the separate Bonus medallion) were confidently distinguished across the available frames. The brief's expectation of 'seven candies' was not fully falsifiable from these 22 frames alone -- it is plausible a seventh distinct base shape exists that simply did not land on any captured spin; none was invented to fill the count. See unreadable_or_uncertain."
  },

  "bonus_feature": {
    "name": "Wheel of Fortune (Bonus Game)",
    "trigger": "The BONUS candy symbol landing among the 5 positions.",
    "trigger_screen": "bonus_wheel_trigger.png -- 'Bonus Game' title banner in yellow bubble letters over a pink background, the BONUS medallion glowing/back-lit at the centre of the field with light rays, replacing the normal reveal.",
    "wheel_screen": "bonus_wheel_spin.png -- a circular wheel with 8 alternating hot-pink/cream wedges appears beneath a 'Bonus Game' title. Each wedge is labelled with a bold, colour-varied multiplier: reading clockwise from 12 o'clock as captured -- x7 (green text, pink wedge), x5 (blue text, cream wedge), x10 (gold text, pink wedge), x7 (green text, cream wedge), x10 (gold text, pink wedge), x5 (blue text, cream wedge), x7 (green text, pink wedge), x20 (magenta text, cream wedge).",
    "sector_set_confirmed_by_rules": "rules_p3.png prints the same 8 values grouped by pay level: 'x5, x5 / x7, x7, x7 / x10, x10 / x20' -- two x5, three x7, two x10 and one x20, matching the wheel exactly (numbers and count).",
    "result_screen": "bonus_wheel_win.png -- a vertical plaque reading '... TO WIN' (partially cropped at the very top of frame) over a green multiplier badge 'x7' and a green pill button showing the cash amount '$7.00'.",
    "outcome_this_capture": "The captured round landed on the x7 wedge, paying $7.00 at the standing $1 bet. This was found naturally on spin 33 of an automated hunt; there is no bonus-buy option in this game (features_present.bonus_buy = false, confirmed absent from every screen captured).",
    "payout_basis": "x7 multiplier x $1 bet = $7.00, consistent with the same total-bet multiplier basis used in the base game."
  },

  "rules_booklet": {
    "navigation": "Full-screen black overlay titled 'Rules', with a LEFT sidebar of 6 rounded-rectangle tab buttons: 'How to Play?', 'Game Details', 'Autoplay', 'Settings', 'Disconnection Policy', 'Version'. All six were opened and captured (rules_p1.png .. rules_p6.png); the panel appears to be a single continuously scrolling document rather than a per-tab accordion (headings run on from one section straight into the next inside the same scroll, confirmed by overlapping heading text visible faded-out at the top/bottom edges of consecutive page captures).",
    "sections": {
      "how_to_play": "Bullet list: enter bet, click the big round hard candy (the HOLD TO SPIN button), 5 treats appear, better combination = bigger win. A light-grey aside notes a hidden Easter egg: 'you can also scratch the cat behind its ear -- he loves that!*' (asterisk, no footnote resolved on the captured pages).",
      "game_details_place_bet": "Bet is adjusted with '+'/'-' buttons; click the big round hard candy to play.",
      "game_details_symbols_and_combinations": "The five combination definitions quoted verbatim above (see 'combinations_rules_text'), plus the 'golden treats' higher-multiplier note and a pointer to the field Paytable.",
      "hold_to_spin": "\"For your convenience, we've added the Hold To Spin feature. Forget about constantly tapping the Spin button -- just hold it down and enjoy uninterrupted gameplay!\"",
      "bonus_game": "Quoted verbatim above (see 'bonus_feature').",
      "autoplay": "\"You can enable the autoplay mode (autospin) and set the number of rounds from 10 to 100. You can stop auto spin by clicking the hard candy again.\"",
      "rtp": "\"The game is based on a coefficient called 'RTP' (Return to Player), which is the statistical average of payouts over billions of rounds. Catanza has an RTP of 95.19%.\"",
      "settings": "\"To access the settings, click on the three small sliders in the upper right corner of the screen.\" Lists: change nickname; check min/max bet limits; view max win limits; toggle sounds; review betting history.",
      "disconnection_policy": "Two bullets: a bet placed after a disconnection is never sent to the server (no funds deducted, round does not proceed); a disconnection during an active round leaves the server-side game state unchanged and resumable on reconnect.",
      "version": "\"Game version: \"1.0.0\"\" and \"RNG version: \"2.0.0\"\" -- confirmed to match the in-game settings overlay exactly (settings.png shows the same two values in the top-right corner), so there is NO version discrepancy of the kind seen on Crash X Football Edition (dossier P-T23)."
    }
  },

  "technical_summary": {
    "rtp_percent": 95.19,
    "rtp_source": "rules_p4.png, dead-verbatim: 'Catanza has an RTP of 95.19%.' This is a single flat number, no range/condition language anywhere in the booklet.",
    "rtp_vs_storefront": "Matches the provider's curated storefront widget value (95.19%) exactly -- a rare case of full agreement for this provider (contrast with sibling-wave PumpedX, where the two disagreed; dossier P-T02).",
    "volatility": "Not stated anywhere in the 22 captured frames (no volatility indicator/flame-scale UI element and no volatility sentence in the rules booklet). Treated as a HONEST OMIT consistent with this provider's pattern (dossier: volatility is rarely declared in-game).",
    "bet_min": "$0.10",
    "bet_max": "$100.00",
    "max_profit": "$10,000.00 (operator ABSOLUTE cash cap per round, NOT a multiplier and NOT the game's own ceiling; distinct from the x300 max_multiplier)",
    "bet_source": "settings_limits.png ('Limits' overlay): 'Min bet: $0.1' / 'Max bet: $100' / 'Max Profit: $10000'.",
    "demo_default_bet": "$1.00",
    "demo_credit_start": "$1000 (observed on the earliest-timestamped frame, base_game_spin.png)",
    "reels_field": "5 positions, single row each (no multi-row/way-count structure; see 'reel_and_field_layout').",
    "payout_basis": "Printed multiplier x TOTAL BET of the round; verified arithmetically on win_screen.png (x1.3 tier x $1.00 bet = $1.30 printed win) per project convention.",
    "max_win_multiplier": "x300 (5 golden treats of the same kind); printed directly on the field paytable and repeated on the info_howtoplay.png condensed paytable.",
    "bonus_buy": "None observed on any captured screen (no BUY / BUY BONUS control anywhere in the UI); the only route into the Wheel of Fortune bonus is the natural BONUS symbol trigger.",
    "autoplay": "Quick-pick pill offering 100/50/25/10 preset spin counts plus a manual 'A' toggle (visible as the 'autoplay' typed screen, autoplay.png); rules booklet states the settable range is 10-100 rounds and that clicking the candy button again stops it.",
    "game_version": "1.0.0",
    "rng_version": "2.0.0",
    "version_agreement": "Confirmed in TWO independent internal places (settings overlay top-right corner AND the rules booklet 'Version' page) with no discrepancy, per dossier P-T23 caution."
  },

  "screens": {
    "preview": {
      "type": "preview",
      "content": "This build has NO separate promo/splash screen with logo/volatility/max-win callouts. The demo loads straight into the 'How to Play?' onboarding screen (info_howtoplay.png), and preview.png is pixel-identical to it. This is documented as an intentional property of this build, not a capture error.",
      "purpose": "Entry point / first-run tutorial."
    },
    "info_howtoplay": {
      "type": "info",
      "content": "Three-column tutorial layout on a warm peach-gradient background. LEFT: 'Tap the Spin button!' caption over the HOLD TO SPIN button icon with a static hand/finger-press illustration (mismatched wording vs the actual hold requirement, see 'control_scheme'). CENTRE: 'Spin the reel' caption over an illustration of the 5-position field showing 5 lollipop-style candies plus a glowing BONUS medallion breaking out of the frame, and a large pink 'GO!' pill button below. RIGHT: 'Match and multiply' header over 3 generic pink/magenta donut placeholder icons, the same condensed 5-row paytable seen on the live field (with the Three-of-a-Kind row highlighted solid green as a worked example), and 'Golden treats bring the sweetest multipliers!' with 3 small gold coin/token glyphs.",
      "note": "Deliberately captured a second time under type=info per TL brief, distinct from the loading-screen role of preview.png, because it is itself a self-contained instructional document (paytable + control scheme + BONUS symbol), not merely a splash."
    },
    "base_game": {
      "type": "base_game",
      "overall_layout": "Centred cat-robot mascot on a pastel gradient background with pink crystal-grass foreground. Wordmark 'CATANZA / HOLD TO SPIN' top-left; field paytable directly beneath it; bet/spin/autospin controls stacked on the right; 'DEMO MODE' vertical ribbon along the far right edge; 'Turbo_Games · Catanza' footer bottom-left and a live date/time stamp bottom-right.",
      "field": "5-position candy display inside the cat's oval visor/mouth window, white cell backgrounds separated by thin gold divider lines, thick glossy red rim.",
      "visor_eyes": "The cat's upper 'eyes' display (the dark oval visor above the candy window) cycles through decorative glyphs: a pair of gold dollar signs ('$  $') and a pair of gold chevrons ('>  <') were both observed at rest and mid-hold in different captures, suggesting an ambient idle/blink animation loop rather than a state tied to win/loss (a dedicated 'Win $X.XX' text state exists separately, see win_screen). Exact trigger/cadence of the $ vs > < states not established from the still frames (see unreadable_or_uncertain).",
      "top_bar": "'Balance: $ N' top-left in white text; 'Turbo Universe' logo, a '?' help button, a speaker/sound icon and a hamburger-slider settings icon top-right (all white glyphs on transparent).",
      "bottom_bar": {
        "bet_controls": "'BET AMOUNT (i)' label with the current stake beneath it in yellow ('$1'); round white '-' and '+' buttons either side to adjust it.",
        "speed_up": "A round 'SPEED UP' lightning-bolt button beneath the bet controls.",
        "spin_control": "The large red/orange/gold HOLD TO SPIN pinwheel disc with looping ribbon text, centred lower-right.",
        "autospin": "An 'A' icon button labelled AUTOSPIN beneath the spin control; expands into a pale-blue pill with four numeric presets (100/50/25/10) plus the 'A' toggle once autoplay mode is opened (captured as autoplay.png)."
      },
      "color_blind_notes": "Controls differentiated by icon glyph and shape (speaker, lightning bolt, slider lines, +/- signs), not colour alone. Bet amount and BONUS text both use high-contrast text on light/dark backgrounds respectively."
    },
    "base_game_spin": {
      "type": "base_game",
      "content": "Captured ~400-500ms into an active HOLD (promoted from _hold_mid.png). Shows a crisp, non-motion-blurred 5-candy grid (balance still $1000, unchanged from idle, consistent with the stake not being deducted until the round resolves). See 'reel_and_field_layout.anomaly_evidence' for the mechanical implication.",
      "visor_eyes": "Gold dollar-sign pair ('$  $'), matching the idle base_game.png frame."
    },
    "base_game_loss": {
      "type": "base_game",
      "content": "A resolved, non-winning round (promoted from _after_round.png). Balance $999 (down from the $1 stake), no win banner, visor eyes showing the gold chevron pair ('>  <'), and the AUTOSPIN control shown mid-autoplay as a red play/pause icon (rather than the idle 'A' icon), indicating this frame was captured during an autoplay run rather than a manual spin.",
      "color_blind_notes": "Absence of a win is signalled purely by the ABSENCE of the win banner/text and an unchanged/decreased balance number -- there is no red 'loss' colour cue on screen."
    },
    "win_screen": {
      "type": "win_screen",
      "content": "The visor 'eyes' area itself becomes the win readout: gold 3D text reading 'Win' then '$1.30' where the dollar-sign/chevron glyphs normally sit. Balance shown as $1000.3 (up from $999, i.e. +$1.30 net of the $1 stake already returned into balance). The paytable panel on the left highlights the matching row (2 filled circles + 2 filled squares + 1 outline circle = Two Pairs, x1.3/x3) inside a solid BLUE rounded-rectangle outline box, and the 5-position field shows the actual winning layout: green wrapped bonbon, amber ice-pop, purple donut, green wrapped bonbon, purple donut -- i.e. two purple donuts + two green bonbons in non-adjacent positions, confirming that ordering/adjacency does not matter for this game's payouts.",
      "color_blind_notes": "The winning combination is marked with BOTH a blue outline box AND is inherently legible from the printed multiplier text next to it -- not colour-only. Win amount is large, high-contrast gold-on-dark text."
    },
    "paytable": {
      "type": "paytable",
      "content": "Identical base_game layout, included separately as the canonical field-paytable reference frame. See 'paytable' block above for the full transcription.",
      "color_blind_notes": "See 'paytable.pictogram_semantics' above -- shape (circle/square) and fill state (solid/outline) carry the meaning, not colour."
    },
    "settings": {
      "type": "settings",
      "title": "No explicit header; identified by content -- a play-time counter top-left ('Play time: 00:16:52'), RNG/Game version readout top-right, and a black full-screen overlay with a nickname field ('Yearling Turkey' in the captured frame -- a randomly generated demo nickname, not a fixed game asset per dossier P-T06/platform pattern), Sound and Music sliders (each with a mute icon on the left and a full-volume speaker icon on the right of a red horizontal track), and a right-hand menu list: 'TURBO UNIVERSE' (platform branding, red/white gift-tag icon), 'FREE BETS', 'My bets', 'Limits', 'Rules', 'Exit game'.",
      "color_blind_notes": "Menu rows differentiated by icon glyph (gift box, list, clock/refresh, document, house) plus text label, not colour."
    },
    "settings_limits": {
      "type": "settings (Limits sub-panel, dedicated frame)",
      "content": "Black overlay titled 'Limits' with a '< Back' link top-left and 'X' close top-right. Three stacked cards: 'Min bet: $0.1' (compass/target icon), 'Max bet: $100' (banknote icon), 'Max Profit: $10000' (upward arrow icon).",
      "note": "This panel was also captured a second time and re-typed to 'settings' (see manifest note on info.png) by a previous capturer to avoid a (type,page,order) key clash with info_howtoplay.png; content is identical to settings_limits.png. Per project convention this documentation treats settings_limits.png as the canonical Limits frame."
    },
    "autoplay": {
      "type": "autoplay",
      "content": "Not a full dedicated overlay in this build -- captured as the expanded on-field AUTOSPIN control: a pale-blue horizontal pill containing four numeric spin-count presets ('100', '50', '25', '10') and a circular blue 'A' toggle button, all sitting directly beneath the HOLD TO SPIN button on top of the normal base-game background.",
      "color_blind_notes": "Preset values are printed as plain white numerals on the blue pill -- legible without colour discrimination."
    },
    "rules": {
      "type": "rules, 6 pages, black full-screen overlay with a persistent left-hand tab sidebar",
      "pages": "rules_p1.png .. rules_p6.png, covering How to Play?, Game Details (Place Bet, Symbols and Combinations, Spin, Hold To Spin, Bonus Game), Autoplay, RTP, Settings, Disconnection Policy, Version -- transcribed in full under 'rules_booklet' above.",
      "color_blind_notes": "Pure black-and-white typography; bold weight (not colour) distinguishes headings from body text. No colour-only information anywhere in this overlay."
    },
    "bonus_wheel_trigger": {
      "type": "bonus",
      "content": "'Bonus Game' title banner over the cat's visor; the BONUS candy medallion glows white-hot with radiating light rays at the centre of the field, replacing the normal 5-candy reveal.",
      "color_blind_notes": "Trigger is signalled by both a bright light-burst effect and the explicit 'Bonus Game' text banner -- not colour alone."
    },
    "bonus_wheel_spin": {
      "type": "bonus",
      "content": "8-wedge alternating hot-pink/cream wheel with a downward-pointing gold marker at 12 o'clock; each wedge carries a bold multiplier label in a distinct accent colour (green x7 (x3 wedges), blue x5 (x2 wedges), gold x10 (x2 wedges), magenta x20 (x1 wedge)). See 'bonus_feature' for the full transcription.",
      "color_blind_notes": "Every wedge value is printed as legible bold text directly on the wedge -- readable independent of wedge or text colour."
    },
    "bonus_wheel_win": {
      "type": "bonus",
      "content": "Result plaque: green 'x7' multiplier badge over a green pill button reading '$7.00', with a partially cropped '...TO WIN' banner visible at the very top edge of the frame.",
      "color_blind_notes": "Both the multiplier and the cash amount are printed as plain legible numerals -- not colour-coded."
    }
  },

  "accessibility_observations": {
    "screen_reader": "Stable control layout: balance top-left, help/sound/settings icons top-right, bet +/- and spin/autospin clustered on the right of the field, paytable fixed on the left. The 6-page rules booklet is plain-text with clear H2-style section headers, well suited to linear screen-reader traversal.",
    "motor": "Two controls require SUSTAINED pressure rather than a single tap or click: the main HOLD TO SPIN button (press-and-hold to spin, release to reveal) and, by inference from the rules text ('scratch the cat behind its ear'), a possible secondary Easter-egg interaction not otherwise documented on these frames. A sustained-hold-only primary control is a meaningfully HIGHER motor-accessibility barrier than a single tap/click and should be flagged for players who cannot maintain a continuous press; no alternative tap-to-spin mode was found anywhere in the captured UI, directly contradicting the provider's own marketing copy ('Tap the Spin button!').",
    "color_blind": "The core paytable encodes meaning via SHAPE (circle vs square) and FILL STATE (solid vs outline), not colour -- safe by construction. The one colour-carrying distinction (regular vs 'golden' payout column) is reinforced by explicit prose in the rules booklet ('golden ones ... significantly higher win multiplier') and by a literal shiny-gold recolour of the candy art itself, so it is not colour-only information. Winning rows are marked with a blue outline box in addition to the multiplier text. Residual risk: none of the game's OWN 5-position field cells carry colour-only meaning at the moment of reveal -- the candies themselves are the payout-relevant objects and their shape/type (not just their colour) differs.",
    "deaf_hard_of_hearing": "No audio-only information observed; Sound and Music are independently toggleable sliders in Settings. Game state (balance, bet, win amount, bonus wheel result, RTP, limits) is conveyed entirely through on-screen text/numerals."
  },

  "anomalies": [
    "Provider storefront/marketing copy describes tap-to-spin control ('Hit \"Spin\"' / 'Tap the Spin button!'), while the actual build requires a sustained HOLD of the button to spin and RELEASE to reveal the result -- confirmed by the in-game onboarding illustration and by live control behaviour. Documented per TL brief as a known provider inaccuracy (dossier pattern, not a capture defect).",
    "preview.png is pixel-identical to info_howtoplay.png: this build has no separate promo/splash screen and loads straight into the tutorial. Intentional property of the build, not a missing/duplicate-capture defect.",
    "info.png in the manifest was retyped from 'info' to 'settings' by a previous capturer to avoid a (type,page,order) key collision with info_howtoplay.png; its content duplicates settings_limits.png. Documentation here treats settings_limits.png as canonical and notes info.png only for completeness.",
    "Pop-up win/result overlays (e.g. the bonus 'x7 / $7.00' plaque) are rendered on the game CANVAS, not in document.body.innerText -- any DOM/text-only automated check of this build would report them as absent. Property of this build's rendering (PIXI/canvas), not evidence that such a screen does not exist.",
    "The floating nickname visible in the Settings overlay ('Yearling Turkey') and any bet-ticker/leaderboard content are shared, provider-wide platform chrome (TURBO UNIVERSE), not per-game Catanza content, and will differ on every capture session.",
    "The visor-eyes decorative glyph (dollar signs vs chevrons) toggles between at least two states unrelated to any win/loss event captured, most likely an idle blink-style ambient animation loop; the precise trigger/timing was not established from still frames.",
    "A mid-hold frame (base_game_spin.png) shows a crisp, non-blurred 5-candy grid rather than a classic blurred/scrolling reel motion, supporting the instant-reveal ('instant_win') classification of this game over a physically-spinning-reel model; not independently re-verified beyond this single frame pair."
  ],

  "unreadable_or_uncertain": [
    "Whether exactly 6 or 7 distinct base candy shapes exist in the full symbol set: 6 were confidently distinguished (donut, ice-pop/toffee, wrapped bonbon, striped roll, spiral lollipop, soft-serve cone) plus the separate BONUS medallion; a 7th distinct paying candy silhouette may exist that simply did not land on any of the ~10 spins captured across base_game/base_game_spin/base_game_symbols1-2/win_screen. Not invented to force a count of seven.",
    "The exact one-to-one mapping of 'regular' colourway to 'golden' colourway per candy type: strong visual candidates were found for the donut (purple/lavender vs metallic gold) and the striped roll (red/white vs gold/red), and for the spiral lollipop (blue/white vs red/gold-toned) -- but no single frame showed a labelled side-by-side regular/golden comparison, so these pairings are inferred from colour/gloss similarity of an otherwise-identical silhouette, not confirmed by the game itself.",
    "Whether the amber ice-pop, green wrapped bonbon and soft-serve cone symbols also have a distinct 'golden' recolour: only one colourway of each was captured across all 22 frames, so their golden counterparts (if any) are unconfirmed.",
    "The exact meaning/trigger of the visor's two idle glyph states ('$  $' vs '>  <') -- both were seen at rest and mid-hold in different captures with no clear pattern tying either state to game logic; treated as decorative ambient animation.",
    "The asterisked Easter-egg line in the rules booklet ('you can also scratch the cat behind its ear -- he loves that!*') -- no footnote or resolving screen was found on any of the 6 rules pages, and no such interaction was captured on any base-game frame.",
    "Whether the 3-row visual grid inside the visor window (with only the middle row apparently active/paid) ever pays on rows other than the centre one -- not stated in the rules and not observable from the still frames captured; documented as a purely decorative motion-frame per project convention on random per-round layouts, but not independently proven false either way.",
    "Volatility rating: not stated anywhere on the 22 captured frames (no scale UI element, no rules-text sentence) -- treated as an honest omission, not a missing-capture defect."
  ]
}

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