Chicken Curry

Demo, RTP 95.00%, paytable, symbols & full capture data

Free demo · not real-money play
✓ Working · checked 2 weeks, 2 days ago Verified · 20 Aug 2026
RTP 95.00%
Volatility Medium
Max win ×5000
Grid —
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Asset pack

18 screenshots · palette · spec sheet. ZIP — captcha check, no sign-up

Slot API

GET /v1/slots/chicken-curry-b23/

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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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What to ask → 2-min setup
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. 2 aspects we couldn’t confirm are flagged below, not hidden.

Captured 20 Aug 2026 View capture log

Per-screen breakdown

18 demo screens
18 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
Base game
base_game Base game
Logo
logo Logo
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
Win screen
win_screen Win screen
Win screen
win_screen Win screen
Win screen
win_screen Win screen

What we extracted from Chicken Curry

Everything pulled from Chicken Curry into machine-readable data — symbols, paytable, palette, modes and assets. A capture result, not a game review.
18 screens captured
6 palette colors from frames
5 accessibility groups profiled
2 gameplay modes NOT captured — flagged honestly below

manual demo playthrough → 18 screens captured → paytable verified (OCR) → catalogued & reviewed

Specification

verified parameters
provider PoggiPlay
rtp 95.00% · single configuration
volatility Medium
max_win_x ×5000
bonus_buy No
mechanic Crash
release_date 2025

Bonus modes

4 modes
Base Game Modifier easy
Easy

20 pots/columns, starting multiplier 1.1x, cap 250x. Confirmed both idle (1.1x/1.2x/1.3x pots) and live: chicken standing on the 1.1x pot, cash-out button showing 110 on a 100-credit bet, later credited as WIN 130 at 1.3x.

Base Game Modifier medium
Medium

16 pots/columns, starting multiplier 1.2x, cap 1000x. Idle board confirmed (1.2x/1.5x/1.7x pots); no live in-progress round captured for this difficulty.

Base Game Modifier hard
Hard

12 pots/columns, starting multiplier 1.4x, cap 2000x. Idle board confirmed (1.4x/2x/4x pots); no live in-progress round captured for this difficulty.

Base Game Modifier hardcore
Hardcore

10 pots/columns, starting multiplier 1.6x, cap 5000x -- the game-wide max win, reachable only on this difficulty. Confirmed live: chicken on the 1.6x pot with cash-out at 160 on a 100-credit bet, a cashout credited at 2.5x (WIN 250), and a lost round where the chicken was caught (feathers shown, CASH OUT/GO! dimmed, win reset to 0, bet not returned).

Colour system

extracted from frames · HEX
Export palette
#541F0F base dominant 1 base
#220F09 base dominant 2 base
#67666A base dominant 3 base
#9B1E1E base dominant 4 base
#FECD00 base dominant 5 base
#F2ECE7 base dominant 6 base

Accessibility

profile for all groups
Color Blind
  • The active difficulty button and the CASH OUT vs GO!/PLAY buttons are distinguished by fill color (yellow = active/primary, dark red = inactive/secondary) but always also carry distinct text (Easy/Medium/Hard/Hardcore; PLAY/GO!/CASH OUT <amount>), so color is never the only cue.
  • A lost round is signalled by the chicken sprite disappearing and feather particles appearing, not by color alone; the CASH OUT and GO! buttons are additionally dimmed/desaturated.
Motor Accessibility
  • A keyboard alternative exists for the core PLAY action via the 'Spacebar to spin' toggle in Game Settings (default ON), reducing reliance on precise mouse clicks for the primary repeated action.
Hearing Accessibility
  • No gameplay-critical information is conveyed by sound alone. Sound/Music toggles are independent of the Spacebar-to-spin and Welcome-Screen toggles, and every button action has an on-screen text or icon equivalent.
Low Vision
  • Settings toggles (Spacebar to spin, Welcome Screen) use a yellow-filled-track with the knob on the right for ON; knob left/right position is a redundant non-color cue.

Media & assets

8 files · 8 types
18 PNG (ZIP)
Base game
base_game
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
Idle pot boards for all four difficulties (Easy/Medium/Hard/Hardcore), full live rounds on Easy and Hardcore (bet debit, free step advance, cash-out, credited win, and a Hardcore loss), the 4-page rules booklet, Game Settings, Autoplay panel, and win-screen pairs (mid-animation overlay + credited balance) for two payouts.
Live in-progress rounds for Medium and Hard were not captured -- only their idle/standby pot boards; a full live-round proof (bet debit + step + cashout or loss) exists only for Easy and Hardcore.
Exact per-step probability of the chicken being caught at each difficulty/column is not printed anywhere in the booklet or on any captured frame; only the qualitative statement 'as difficulty increases, risk and potential win increase too' is given.

Ask AI about Chicken Curry

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 Chicken Curry play? Keep it simple.

20 pots/columns, starting multiplier 1.1x, cap 250x. Confirmed both idle (1.1x/1.2x/1.3x pots) and live: chicken standing on the 1.1x pot, cash-out button showing 110 on a 100-credit bet, later credited as WIN 130 at 1.3x.

RTP 95.00%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: Chicken Curry 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 2 aspects we couldn’t confirm, flagged.

Designerget_slot

“Creative brief: theme, 6 palette hexes and the symbol descriptions.”

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

Verified capture: manual playthrough, paytable OCR-checked Honest gaps: 2 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/chicken-curry-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/chicken-curry-b23/
{
  "game": {
    "name": "Chicken Curry",
    "provider": "PoggiPlay",
    "game_kind": "crash",
    "device_family": "chicken-road style column-crossing path game with escalating multiplier ladder and any-time cashout (same device precedent as PoggiPlay's Chicken Run, Penalty Cup, Indiana Mines, Deadly Diamond, Zeus X Machina)",
    "provider_ref": "chickencurry",
    "art_style": "flat 2D vector cartoon, thick dark (near-black) outlines around every shape, flat cel-shaded fills with minimal gradient shading limited to soft radial glows behind win text, bright warm kitchen lighting (no night/neon), side-on view of the kitchen scene at eye level with the pots, cheerful comedic mobile-casual mood despite the chase-and-cook premise, no photoreal textures or 3D rendering",
    "not_a_reel_slot": "confirmed visually on base_game.png and every gameplay frame: there are no reels, no spinning symbols, and no paytable screen anywhere in the manifest. The board is a horizontal row of cooking pots (one per 'column'), each labelled with its own multiplier; a chicken character walks/hops from pot to pot. Controls are a difficulty selector (Easy/Medium/Hard/Hardcore), a bet stepper, AUTO and PLAY buttons; during an active round PLAY is replaced by a CASH OUT <amount> button and a GO! button. No reels/rows/paylines/bet_mechanic fields apply and are intentionally omitted; symbols[] is intentionally left empty because the pots are ladder steps, not paytable symbols, and there is no in-game paytable screen on any captured frame.",
    "provider_card_discrepancy": "the PoggiPlay catalogue card lists RTP 96% for this title, but every in-game source (rules_p4.png summary table and the DOM booklet.txt, both dated to this same build a32c81f8) prints 95.00%. This is a known, recurring PoggiPlay card-vs-build RTP mismatch (project defect log P-G07); the number recorded here is the in-game figure, 95.00%, not the card's.",
    "provider_ref_note": "taken from the demo URL path /static/game/pplay/chickencurry/, which equals the 'Game ID' printed on the provider's own game page. The string 'a32c81f8' shown in the demo wrapper's title bar and in the booklet build stamp is the BUILD COMMIT HASH, not the game reference."
  },
  "economy": {
    "rtp_percent": {
      "value": 95.0,
      "source": "rules_p4.png (last page of the in-game Rules panel, summary table) and DOM booklet.txt line 'RTP / 95.00 %', both read verbatim, matching each other exactly"
    },
    "min_bet": {
      "value": 50,
      "unit": "credits (demo balance, labelled FUN by the wrapper -- not a currency, see note below)",
      "source": "rules summary table + booklet.txt ('Min Bet / 50 FUN') AND independently confirmed by clicking the MIN bet-stepper button in-game and reading the resulting bet field (_bet_min.png) -- two independent channels agree"
    },
    "max_bet": {
      "value": 100000,
      "unit": "credits",
      "source": "rules summary table + booklet.txt ('Max Bet / 100000 FUN') AND independently confirmed by clicking the MAX bet-stepper button in-game and reading the resulting bet field (_bet_max.png) -- two independent channels agree"
    },
    "max_win_multiplier": {
      "value": 5000,
      "unit": "x total bet",
      "source": "rules summary table + booklet.txt ('Max Win Multiplier / 5000 x'), independently mirrored on the promo splash (preview.png) which shows a hanging sign reading '5000X' next to the exit window; achievable ONLY on Hardcore difficulty (the other three difficulties cap lower, see modes below)"
    },
    "currency_note": "The demo balance is labelled 'FUN' throughout the UI (BALANCE/WIN/BET fields all show 'FUN' as a unit tag). This is the demo-play token label, not the game's real-money currency -- no currency or exchange rate is declared anywhere in this build, so all monetary figures in this document are reported as plain credit amounts, not as a currency.",
    "bet_stepper_controls": "base_game.png shows a minus button, the bet amount field (default 1 000 credits), a plus button, then a 2x2 quick-adjust block: '1/2' (halve bet), '2x' (double bet), 'MIN' (jump to 50), 'MAX' (jump to 100 000)"
  },
  "difficulty_modes": {
    "how_verified": "columns and starting multipliers cross-checked between the rules booklet text (rules_p3.png, rules_p4.png, booklet.txt) and live in-game idle-state frames of the pot row for all four difficulties (base_game.png = Easy, base_game_medium.png = Medium, base_game_hard.png = Hard, bonus_hardcore.png = Hardcore); all four numbers match the booklet exactly",
    "modes": [
      {
        "name": "Easy",
        "columns": 20,
        "starting_multiplier": "1.1x",
        "max_multiplier": "250x",
        "confirmed_pots_onscreen": [
          "1.1X",
          "1.2X",
          "1.3X",
          "(partial 4th pot cropped at right edge)"
        ]
      },
      {
        "name": "Medium",
        "columns": 16,
        "starting_multiplier": "1.2x",
        "max_multiplier": "1000x",
        "confirmed_pots_onscreen": [
          "1.2X",
          "1.5X",
          "1.7X",
          "(partial 4th pot cropped at right edge)"
        ]
      },
      {
        "name": "Hard",
        "columns": 12,
        "starting_multiplier": "1.4x",
        "max_multiplier": "2000x",
        "confirmed_pots_onscreen": [
          "1.4X",
          "2X",
          "4X",
          "(partial 8X cropped at right edge)"
        ]
      },
      {
        "name": "Hardcore",
        "columns": 10,
        "starting_multiplier": "1.6x",
        "max_multiplier": "5000x",
        "confirmed_pots_onscreen": [
          "1.6X",
          "2.5X",
          "5X",
          "(partial 4th pot cropped at right edge)"
        ]
      }
    ],
    "difficulty_selector_ui": "A 2x2 block of buttons at the bottom-left of the game screen: Easy top-left, Medium top-right, Hard bottom-left, Hardcore bottom-right. The active difficulty is filled solid yellow with black text; the inactive ones are dark red with light pink/white text. During a live round the whole block is dimmed to show it is locked until the round ends (visible in base_game_round.png and bonus_hardcore.png)."
  },
  "round_mechanics": {
    "summary": "Turn-based, not a spin-based reel game. Player picks a difficulty and a bet, then presses PLAY!. The bet is debited exactly once at that moment. The chicken character immediately walks onto the first pot (column 1), and the interface swaps the single PLAY button for two buttons: a red CASH OUT <running total> button (collect the current win and end the round safely) and a yellow/white GO! button (advance to the next pot, risking the round). Each successful step raises the CASH OUT amount to bet x (that column's printed multiplier). If the chicken is caught (illustrated by flying feathers where the chicken sprite was) the round ends with a loss and the win resets to 0; the bet already taken is not returned. Cash Out is available at any point once at least the first column is reached.",
    "bet_debit_evidence": "One debit per round, taken at PLAY!, and the GO! steps are free. Two independent frame pairs prove it. (a) Round start: base_game.png (idle, balance 1 000 000) vs base_game_round.png (live Easy round at bet 100, balance 999 900) -- exactly one bet deducted when the round begins. (b) Steps within a round: bonus_hardcore.png (Hardcore round in progress, chicken standing on the first pot 1.6X, CASH OUT 160, balance 999 930) vs bonus_hardcore_loss.png (the same round after the chicken advanced and was caught, balance STILL 999 930). The chicken changed position between the two frames while the balance did not move, so advancing costs nothing; only the initial PLAY! is charged.",
    "cashout_is_proven_by_balance_change_not_label": "win_screen_overlay.png shows the 'YOU WIN! 1.3X' overlay with an animated counter reading 64 while balance is still 999 900 (pre-credit) -- 64 is a mid-animation counting value, NOT the final payout. The next frame, win_screen_credited.png, shows balance risen to 1 000 030 (999 900 + 130) with the WIN meter reading 130, matching 1.3x of the 100-credit bet exactly. The same two-frame proof exists for a Hardcore cashout at column 2 (2.5x): win_screen_hardcore_overlay.png shows the overlay mid-count at 158 with balance still 999 830, and win_screen_hardcore_credited.png shows balance 1 000 080 (999 830 + 250) with WIN meter 250, matching 2.5x of the 100-credit bet.",
    "loss_evidence": "bonus_hardcore_loss.png shows a Hardcore round after the chicken has been caught: the chicken sprite is gone from the pots, two small white feathers float mid-air above the second/third pot, the CASH OUT button still displays the stale value from the last safe step (160, i.e. 1.6x) but is now visually dimmed/inactive, and the GO! button is likewise dimmed -- the round is over and the WIN meter has reset to 0 with no balance credit."
  },
  "difficulty_and_risk_note": "Per the rules text (rules_p2.png): 'As difficulty increases, risk and potential win increase too.' Fewer columns at harder difficulties (Hardcore has only 10 vs Easy's 20) combined with steeper starting/ending multipliers implies each individual step carries a higher chance of ending the round on harder settings, though the exact per-step probability is not printed anywhere in the booklet or on any captured frame -- left uncertain, not assumed.",
  "panels": {
    "settings": {
      "frame": "settings.png",
      "title": "Game Settings (white text, top-center)",
      "background": "dark maroon/burgundy solid panel over the game, thin horizontal divider lines separating rows",
      "rows_top_to_bottom": [
        "Fullscreen -- icon-only button (yellow expand-arrows icon in a dark red circle), no visible on/off state",
        "Sound -- icon-only button (yellow speaker icon in a dark red circle)",
        "Music -- icon-only button (yellow musical-note icon in a dark red circle)",
        "Home -- icon-only button (yellow house icon in a dark red circle)",
        "Spacebar to spin -- yellow toggle switch, currently ON (knob at right, track filled yellow)",
        "Welcome Screen -- yellow toggle switch, currently ON (knob at right, track filled yellow)"
      ],
      "right_edge_icons": "a second column of round buttons runs down the far right of the screen outside the settings panel itself (gear/settings, cog, history/undo arrow, question mark) -- these are the persistent side-menu icons visible on every screen, not part of the settings list",
      "close_control": "white circular button with a red X, top-right corner",
      "verified_bottom": "scroll_capture.py determined the panel does not scroll further; confirmed by TL that the second candidate 'page' was a ~13px elastic-scroll rebound with the scrollbar thumb already spanning the full track -- only one page (six rows) exists and is what is captured here"
    },
    "autoplay": {
      "frame": "autoplay_p1.png",
      "title_area": "no explicit 'Autoplay' title text visible in the captured crop; the panel opens directly into a 2x2 difficulty selector row identical in style to the in-game one (Easy / Medium / Hard / Hardcore, Hardcore shown active/yellow in this capture)",
      "fields": {
        "base_bet_amount": "stepper with minus/plus buttons around a numeric field showing 100",
        "cashout": "stepper with minus/plus around a field showing 'OFF' (greyed placeholder text) -- no auto-cashout target set",
        "number_of_bets": "stepper with minus/plus around a numeric field showing 10"
      },
      "on_win_bet_block": "labelled 'On WIN bet' with a 'Reset' link to its right; three buttons below: a coin-stack icon button (base/reset value), an up-chevron-stack button (increase bet on win), a double-down-chevron button (decrease bet on win)",
      "on_lose_bet_block": "mirrors the On WIN block, labelled 'On LOSE bet' with its own 'Reset' link and the same three-button layout (coin-stack / up-chevrons / down-chevrons)",
      "stop_conditions": "two stepper fields, 'Stop on LOSS' and 'Stop on PROFIT', both showing an empty/placeholder 'FUN' unit with no numeric value entered (i.e. no stop limit set by default)",
      "reset_button": "single wide dark-red 'Reset' button spanning most of the panel width below the stop-condition row",
      "start_control": "circular yellow button at far right with a play-triangle-inside-a-refresh-arrows icon (starts the autoplay sequence)",
      "close_control": "yellow circular button with a black X, top-right",
      "layout_note": "the entire panel fits within the 800px viewport without scrolling -- confirmed via scroll_capture.py (Reset button and blank space visible below all content) and eyeballed by TL on _autoplay_check.png, not assumed from a missed scroll target"
    },
    "rules_booklet": {
      "pages": 4,
      "source_of_truth": "booklet.txt, a verbatim DOM text dump obtained by the capturer -- matches all four rules_p1..p4 frames exactly on cross-check, so OCR was not run on these pages (only used where text is baked into canvas pixels, e.g. game screen, win overlays, settings, autoplay)",
      "content_by_page": {
        "page_1": "Header 'Rules' / 'Game Rules'; opening line: 'Chicken Curry is a turn-based game with escalating multipliers.'; below the text, decorative art of an empty pot, a pot with a chicken standing in flames, and the kitchen window (same window seen bolted to the in-game background wall)",
        "page_2": "Mechanic paragraph: 'You face a field of columns, each with its own multiplier. Each step to the next column either increases your potential win by that multiplier or ends the round and resets your win.' / 'A new game starts by pressing PLAY!, and the character immediately moves to the first column with a multiplier. If that zone is safe, the player can choose - continue or collect the win.' / 'The game offers 4 difficulty levels. The number of columns and their multipliers depend directly on the difficulty. As difficulty increases, risk and potential win increase too.' Illustration of an empty pot with flame jets underneath, then the pot-with-fleeing-chicken, then the window ledge, continuing from page 1.",
        "page_3": "'Difficulty Levels' header, then Easy (Columns 20 / Starting 1.1x / Max 250x) and Medium (Columns 16 / Starting 1.2x / Max 1000x) fully shown, Hard partially visible at the bottom (Columns 12 / Starting 1.4x, Max multiplier cut off by viewport)",
        "page_4": "Hard finished (Max multiplier: 2000x) and Hardcore (Columns 10 / Starting 1.6x / Max multiplier 5000x), followed by a four-column summary table: RTP 95.00% / Min Bet 50 FUN / Max Bet 100000 FUN / Max Win Multiplier 5000x, and below that a faint grey build stamp (facade 8.54.0, workbench 5.20.2, release name 1.0.0@production:a32c81f8..., release date 2026-08-11T06:34:58.177Z). The build stamp date is the demo deployment timestamp, NOT the game's market release date, and is not used as such in this document."
      },
      "scroll_verification": "captured via scroll_capture.py, exhausted=true after 4 pages; a 5th manual TL probe (rules_p5) showed the same summary table with only a ~10px elastic-scroll shift, confirming page 4 is genuinely the bottom -- only 4 pages went to the rig"
    }
  },
  "visual_description": {
    "game_screen_background": "brick kitchen wall in warm dark red-brown brick pattern, viewed straight-on; a wooden shelf near the top-left holds four condiment jars/bottles (amber jar, white jar, dark purple jar, red ketchup-style bottle); a hanging rack top-right holds four cooking utensils (ladle, whisk, spatula, slotted spoon) on wooden pegs; a large kitchen knife hangs on the far right edge of the screen, blade down",
    "chicken_mascot": "small white/cream cartoon chicken with a red comb and wattle, orange beak and legs, standing on a wooden counter/cutting-board at far left of the game screen (idle) or hopping along the tops of the pots during a live round; a small white salt/pepper shaker sits next to it on the counter",
    "pots": "a horizontal row of grey metal cooking pots with lid handles, each sitting on its own brick oven/hearth base with an open glowing orange fire-mouth underneath and small animated flame licks at the pot's base; each pot has a large white number+X multiplier label with a black outline stamped on its front (e.g. '1.1X'); the pot the chicken currently occupies shows a yellow/orange dripping-liquid graphic spilling down its front, signalling 'occupied/current step'",
    "buttons_bottom_bar": "left: 2x2 difficulty grid (active = solid yellow fill/black text, inactive = dark red fill/light text); center-left: circular minus button, numeric bet field with 'BET FUN' label, circular plus button; center-right: four small utility buttons '1/2', '2x', 'MIN', 'MAX' in a 2x2 grid, dark red; far right: large rounded rectangle with 'AUTO' tab above and 'PLAY' (or 'GO!'/'CASH OUT <amount>' during a round) below, filled bright yellow",
    "bottom_status_bar": "black strip across the very bottom of the screen with a speaker/mute icon at far left, then three labelled fields: BALANCE (grey 'FUN' unit label + yellow numeric value), WIN (same styling), BET (same styling)",
    "win_overlay": "large yellow-outlined 'YOU WIN!' wordmark banner at top; a bigger, excited cartoon chicken illustration (chef-adjacent character wielding a large kitchen knife, holding a ketchup bottle, with carrot pieces flying around it) center-stage over a bright yellow radial glow; the achieved multiplier printed in large white text with a black outline (e.g. '1.3X'), and below it an even larger white numeric counter (the animated running total, e.g. '64' mid-count) on its own line; background dims to a darker, desaturated version of the pot row with a translucent purple overlay",
    "menu_icon": "top-right of the game screen, a white/red circular button with three horizontal red lines (hamburger menu)",
    "top_wrapper_ribbon": "a thin strip across the very top of the browser chrome (outside the actual game canvas) scrolling a marquee of other 'players' wins in mixed real-money currencies with randomly generated two-word names (e.g. 'OliveUnsightly +7000.00 RUB', 'PeachSad +48.00 EUR', 'GoldAdded +20.00 USD', 'GrayVast +30.00 EUR', 'CoralRenewed +4.50 PEN'), plus a green online-count dot and number, and a back-chevron button -- this is demo-wrapper chrome unrelated to the game's own economy (project defect P-G11); it is present in nearly every captured frame and is NOT part of the documented game state, currency, or jackpot"
  },
  "accessibility_notes": {
    "color_reliance": "the active difficulty button and the CASH OUT vs GO!/PLAY buttons are distinguished primarily by fill color (yellow = active/primary action, dark red = inactive/secondary) but each also carries distinct text ('Easy'/'Medium'/'Hard'/'Hardcore' names, 'PLAY'/'GO!'/'CASH OUT <amount>' labels), so colorblind users are not solely dependent on hue to identify state -- text label always differs alongside the color change.",
    "toggle_switches": "the two settings toggles (Spacebar to spin, Welcome Screen) use a yellow-filled-track/white-knob-on-right = ON convention; knob position (left vs right) is the redundant non-color cue.",
    "disabled_state_cue": "during a lost round (bonus_hardcore_loss.png) both CASH OUT and GO! buttons are visually dimmed/desaturated rather than removed, and the round state is additionally signalled by the chicken sprite disappearing and feather particles appearing -- a non-color, non-text visual cue for the loss event.",
    "audio_dependence": "no gameplay-critical information is conveyed by sound alone; the Sound/Music toggles in Game Settings are independent of the Spacebar-to-spin and Welcome-Screen toggles, and all button actions have on-screen text or icon equivalents.",
    "motor_accessibility": "keyboard alternative exists for the core PLAY action ('Spacebar to spin' toggle in settings, default ON), reducing reliance on precise mouse clicks for the primary repeated action."
  },
  "unreadable_or_uncertain": [
    "exact per-step probability of the chicken being caught at each difficulty/column -- not printed anywhere in the booklet or on any captured frame; only the qualitative statement 'as difficulty increases, risk and potential win increase too' is given",
    "real-money currency and exchange rate -- this demo build only exposes a 'FUN' credit balance with no currency selector or symbol captured",
    "the Home/History/Help icon behaviors on the right-hand persistent icon column (visible in rules_p1-p4 and settings.png) were not individually explored/captured beyond their static appearance in the manifest's shots; their function is inferred from icon shape only (home, history/undo, question mark) and is NOT independently verified by opening each panel"
  ],
  "gate2_tl_corrections": [
    "provider_ref was the build commit hash from the wrapper title bar; replaced with the game code from demo_url",
    "bet-debit proof rewritten: the 'steps are free' claim now rests on two manifest frames with an unchanged balance across a step, not on arithmetic about earlier states",
    "truncated sentence in difficulty_selector_ui rewritten"
  ]
}

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.