Chicken Rush 2

Demo, RTP 97.00%, paytable, symbols & full capture data

Free demo · not real-money play 1 plays in 30 days · last one 3 days, 4 hours ago
✓ Working · checked 6 days, 15 hours ago Verified · 01 Aug 2026
RTP 97.00%
Volatility Medium-Low
Max win ×2505
Grid
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Asset pack

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

Slot API

GET /v1/slots/chicken-rush-2-b10/

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

Captured 01 Aug 2026 View capture log

Per-screen breakdown

31 demo screens
31 PNG (ZIP)
Autoplay settings
autoplay Autoplay settings
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
Base game
base_game Base game
Bonus features
bonus Bonus features
Bonus features
bonus Bonus features
Bonus features
bonus Bonus features
Logo
logo Logo
Other (see free_label)
other Other (see free_label)
Preview / Loading screen
preview Preview / Loading screen
Preview / Loading screen
preview Preview / Loading screen
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
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
Win screen
win_screen Win screen

What we extracted from Chicken Rush 2

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

manual demo playthrough → 31 screens captured → paytable verified (OCR) → catalogued & reviewed

Specification

verified parameters
provider BGaming
rtp 97.00% · single configuration
volatility Medium-Low
max_win_x ×2505
bonus_buy No
mechanic Crash
release_date 2026

Bonus modes

6 modes
Base Game Modifier easy
Easy Volatility

Default volatility. 30-step multiplier ladder: Step 1 = x1.05 rising to Step 30 = x30 (the ladder's final/cap step); slowest multiplier growth and the most steps of any level.

Base Game Modifier medium
Medium Volatility

25-step multiplier ladder: Step 1 = x1.2 rising to Step 25 = x500 (final/cap step).

Base Game Modifier hard
Hard Volatility

20-step multiplier ladder: Step 1 = x1.4 rising to Step 20 = x1000 (final/cap step).

Base Game Modifier hardcore
Hardcore Volatility

15-step multiplier ladder: Step 1 = x1.5 rising to Step 15 = x2500 (final/cap step); fewest steps, steepest multiplier growth; default chip colour is a darker blue/purple rather than Easy's light blue.

Other autoplay_steps_to_cashout
Autoplay with Steps-to-Cashout

Autoplay panel opened via the HUD 'A' icon: nine round-count presets (10/25/50/100/250/500/750/1000/infinite) or a custom count, plus two optional stop conditions - a cash-balance-decrease threshold, and 'Steps to cashout', which auto-cashouts once a given STEP NUMBER is reached rather than a target multiplier value.

Other quick_play
Quick/Turbo Play

Lightning-bolt icon in the HUD icon row toggles quick-spin/turbo play speed for the per-step advance animation.

Colour system

extracted from frames · HEX
Export palette
#765C5F base dominant 1 base
#955F68 base dominant 2 base
#348FDC base dominant 3 base
#5D2953 base dominant 4 base
#241D1F base dominant 5 base
#49A4EE base dominant 6 base
#775D5F bonus dominant 1 bonus
#916861 bonus dominant 2 bonus
#2C2225 bonus dominant 3 bonus
#A25EEA bonus dominant 4 bonus

Accessibility

profile for all groups
Color Blind
  • Multiplier chips are blue by default (a darker blue/purple on Hardcore volatility) and turn gold/amber after a Multiplier Boost is collected; every chip, including the golden egg, prints its value in bold white text with a black outline regardless of chip colour, so the multiplier is readable independent of hue.
  • The Cashout field's active/inactive state is marked by BOTH a colour change (grey to gold) AND a gold border appearing/disappearing (shape-based), not colour alone; it is dim with no border and no value before any step is taken, and gold-outlined with the win amount once a Cashout is available.
  • Autoplay checkbox state (e.g. 'Steps to cashout') is shown by BOTH fill colour (dark = unchecked, gold/yellow = checked) AND a white checkmark glyph appearing/disappearing, not colour alone.
  • Settings sliders (Sound FX, Music) convey level by a gold fill versus dark track PLUS the position of a white circular handle, readable without relying on hue discrimination.
  • The total-bet stepper marks its limits by REMOVING the arrow glyph, not by dimming it: at the 100.00 FUN ceiling the up arrow is absent and at the 0.10 FUN floor the down arrow is absent, so the boundary is readable without judging brightness.
Screen Reader
  • The HUD is a small, fixed set of labelled fields (Balance, Total bet, Volatility, Cashout, Play) always in the same bottom-of-screen position, plus a stable 3-icon row (turbo, autoplay, cosmetic skin) and a stable top-right menu row (sound, settings, info, history, close); the Cashout field is the single most decision-relevant number each step and is co-located with its own label, distinct from decorative in-lane chip art.
Motor Accessibility
  • Only two controls are needed to complete a round - Play (advance one step) and Cashout (bank the current win) - both large, isolated HUD targets; Autoplay's 'Steps to cashout' stop condition can fully automate play for users who find repeated per-step clicking difficult.
Hearing Accessibility
  • Sound FX and Music are independently adjustable/mutable sliders in Settings; all round outcomes (win amount, loss) are conveyed with on-screen text and numbers as well as animation, not audio alone.
Low Vision
  • Multiplier values are printed in bold white text with a black outline on every chip colour (blue default, purple/darker-blue on Hardcore, gold when boosted, and the golden egg), keeping high contrast and legibility regardless of chip colour or acuity.

Media & assets

11 files · 11 types
31 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
Base game
base_game
Logo
logo
Preview / Loading screen
preview
Preview / Loading screen
preview
Preview / Loading screen
preview

Data provenance

what we captured and what we didn't
Base game captured on Easy (default) and Hardcore volatility, including a winning step, a car-collision loss step, the bet-denomination dropdown (0.10-100.00 FUN verified), and the full printed Step 1-30 multiplier ladder for all four volatility levels.
Multiplier Boost ('golden egg') captured as a live 3-frame sequence (egg appears -> egg collected -> round cashed out), with the flat +2.00 addend to every later step confirmed by exact arithmetic against the printed ladder and the Balance/Cashout readouts.
Autoplay panel captured with both stop conditions ('cash balance decreases by' and 'Steps to cashout') and the nine round-count presets; onboarding carousel (3 pages), Settings panel, and win-confirmation plaque also captured.
Step Boost not captured live - only transcribed from the printed rules text (per-volatility skip counts and activation-step windows); unlike Multiplier Boost, no distinguishable in-game forward-jump event was captured to cross-verify it.
The printed rules text states 'the maximum winning amount is x2505 of the bet', but the highest cell in the printed step-multiplier table itself is x2500 (Hardcore, Step 15, also that column's final/cap step); the x5 discrepancy is unexplained anywhere in the visible rules text and both figures are reported as-is.
Round-history panel does not open in this demo build - clicking the circular-arrow history icon in the top-right menu leaves the Settings screen displayed instead of a distinct panel; verified by repeated clicks plus a DOM check showing a single canvas with no hidden overlay.
Bet ladder ends verified by the TL directly in the demo rather than from the rules text: 14 consecutive up-clicks settle at 100.00 FUN with the up arrow gone, and the dropdown scrolled to its bottom shows 0.10 highlighted.

Ask AI about Chicken Rush 2

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 Rush 2 play? Keep it simple.

Default volatility. 30-step multiplier ladder: Step 1 = x1.05 rising to Step 30 = x30 (the ladder's final/cap step); slowest multiplier growth and the most steps of any level.

RTP 97.00%Medium-Low volatilitymax win ×2505demo ✓

From the verified capture of 01 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 Rush 2 vs Aviamasters — 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 3 aspects we couldn’t confirm, flagged.

Designerget_slot

“Creative brief: theme, 10 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: 3 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-rush-2-b10/

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-rush-2-b10/
{
  "game": {
    "name": "Chicken Rush 2",
    "provider": "BGaming",
    "game_kind": "crash",
    "game_kind_note": "This is NOT a reel/paytable slot. It is an instant-win 'crash'/'chicken-road' game: a chicken advances lane-by-lane across a road, a growing multiplier is attached to each step, and the player can Cashout at any point before the chicken is hit by a car. There are no reels, paylines, ways, or a symbol paytable in this game; those concepts are intentionally NOT documented below because they do not exist in this build.",
    "theme": "A brightly-lit, cartoon 'lucky nightclub strip' street at dusk/night. A plump white hen crosses a dusty rose/mauve city road lined with dashed lane markings, passing a neon-signed building ('LUCKY CLUB'), street lamps, palm trees wrapped in fairy lights, small red 'BIG WIN' marquee decorations, and vintage cartoon cars used as the danger obstacle.",
    "documentation_purpose": "Exhaustive accessibility documentation (blind/low-vision screen-reader users, deaf/hard-of-hearing, color-blind of all types, motor-impaired) from 30 desktop screenshots (1280x800) plus the game's own printed rules text (12 rules pages, fully read) and pixel-level arithmetic cross-checks of the multiplier ladder and a captured live bonus event.",
    "method_notes": "All rules text below is transcribed verbatim from the in-game rules panel (12 pages, ABOUT THE GAME / HOW TO PLAY / Boosters / PAYTABLE / AUTOPLAY / SETTINGS / RETURN TO PLAYER / RNG / ADDITIONAL INFORMATION), read directly off rules_p1.png-rules_p8.png, rules_tail_a.png, rules_tail_b.png, rules_full_p1.png-rules_full_p5.png (redundant/overlapping captures cross-checked against each other, all consistent). The captured Golden Egg event (bonus_5.png -> bonus_6.png -> bonus_7.png) was cross-verified arithmetically against the printed step-multiplier table and against the Balance/Cashout readouts, not just described visually; see 'golden_egg_multiplier_boost_feature' below for the derivation. Numbers not directly legible are listed in 'unreadable_or_uncertain' and not invented.",
    "language": "English"
  },

  "color_palette": {
    "road_background": "Dusty warm mauve/rose-brown asphalt (base game and onboarding pages 1-2) shifting to a slightly cooler dusty pink/purple during the page-3 onboarding motion-blur illustration; a vertical dashed lane divider in pale cream/white runs down the center of each lane.",
    "sidewalk_and_building": "Pale pink brick sidewalk strip along the left edge; a magenta/pink-purple nightclub-style building with a red rectangular neon sign reading 'LUCKY CLUB' outlined in yellow bulb lights and a scalloped pink/blue awning-like shape beneath it; a grey street lamp post with a lavender lamp head stands beside it.",
    "chicken_character": "Plump white-feathered hen with a light grey outline; stylised heart-shaped bright red comb on the head, small red wattle beneath the beak, orange-yellow beak, orange-yellow legs and feet, large round white eyes with black pupils giving a startled expression; a soft dark oval drop-shadow is drawn beneath the character on the road.",
    "cosmetic_cowboy_skin": "Same chicken silhouette wearing a brown wide-brim cowboy hat, a brown vest, and a gold sheriff-star badge on the chest (bonus_3.png) - a purely cosmetic recolor/costume, not a different character.",
    "multiplier_chips_default": "Circular poker-chip tokens: medium blue outer rim with darker-blue notches around the edge, a lighter sky-blue inner disc, and the multiplier value printed in bold white text with a black outline (e.g. '1.05x').",
    "multiplier_chips_boosted": "Same chip shape recoloured gold/amber with an orange-yellow gradient and a warm glow, still with white/black-outlined text; seen replacing the default blue (Easy) or purple (Hardcore) chips after a Multiplier Boost is collected.",
    "chips_hardcore_mode": "On HARDCORE volatility the default chip colour is a darker blue/purple rather than the light blue used on EASY (see base_game_1.png/base_game_3.png).",
    "golden_egg": "A large glowing golden-yellow ovoid ('egg') with a soft radiating light-yellow halo/aura and a few small white 4-point sparkle/star decorations on its surface; the current multiplier value it grants is printed across its middle in the same bold white/black-outline text style as the chips. It occupies one lane position in place of a normal chip.",
    "obstacle_cars": "Two vintage-cartoon convertible car illustrations were captured: a golden-yellow coupe with a black tinted windshield (base_game_1.png, base_game_2.png, base_game_3.png) and a teal/turquoise vintage car with a cream-yellow interior seat and chrome headlights (bonus_2.png); both are shown top-down, crossing a lane perpendicular to the chicken's path.",
    "decorative_palm_tree": "A green palm tree with fan-shaped fronds and a brown trunk wrapped in a string of small round yellow fairy lights, planted in a round dusty-pink planter/base; used as roadside scenery near the car lane.",
    "big_win_markers": "Small red rectangular marquee-style signs with a yellow scalloped bulb-light border and white 'BIG WIN' text on short dark posts, planted along the roadside behind chips the chicken has already passed - purely decorative trail markers, not a separate win indicator.",
    "logo_wordmark": "Red/orange diamond (rhombus) neon marquee frame studded with small yellow bulb dots, filled with a dark blue starry-night background; 'CHICKEN' and 'RUSH' in bold yellow-gold letters with a red outline stacked on two lines, and a large white numeral '2' with a red outline beneath the frame.",
    "hud_bottom_bar": "A dark charcoal, semi-opaque rectangular panel spanning the bottom of the play area. Field labels are pale grey, values are bold white/yellow. The Cashout field is visually inert (dim grey text, no border) when no win is available, and becomes outlined in a bright gold/yellow border with the win amount in yellow text when a Cashout is available.",
    "play_button": "Large circular bright yellow button with a black right-pointing triangle ('play/go'), bottom-right of the HUD.",
    "top_bar_and_overlays": "Top-left: a small yellow square 'B' (BGaming) provider mark plus a small MM:SS session-timer readout in white; a vertical grey 'CHICKEN RUSH 2' label runs sideways along the far-left screen edge on every screen. Top-right: a white speaker icon and a hamburger-menu icon (≡) during gameplay; on the menu/overlay screens these are replaced by a white speaker icon, an amber/gold gear (Settings, shown active/highlighted in gold), a white 'i' info icon, a white circular-arrow history icon, and a white 'X' close icon, all on a plain dark warm-grey background.",
    "win_screen_plaque": "A red/orange neon-bulb-bordered rectangular plaque (same marquee style as the logo) on a purple/violet fill, with the FUN amount in large bold yellow-orange text, 'FUN' in smaller white text beneath it, and the multiplier readout ('N.Nx BET') in yellow-orange below that; 'CLICK TO CONTINUE' appears in pink text beneath the plaque, over a dimmed/blurred background of the current road scene."
  },

  "onboarding_carousel": {
    "note": "A 3-page swipeable/clickable intro carousel shown before the base game (preview_1.png, preview_2.png, preview_3.png). Page dots at the bottom (3 small circles, the active one filled white) and left/right chevron arrows flank a yellow 'START' pill button which is present on all 3 pages.",
    "page_1": {
      "screenshot": "preview_1.png",
      "headline": "KEEP GOING TO REACH HIGHER MULTIPLIER",
      "content": "Shows the chicken at a '65x' chip and, further down the lane, ascending example chips '83x', '92x', '101x', '110x' (illustrative high multipliers, not necessarily tied to a specific volatility level's real ladder), plus two red 'BIG WIN' roadside markers behind the chicken."
    },
    "page_2": {
      "screenshot": "preview_2.png",
      "headline": "PICK UP GOLDEN EGGS TO INCREASE YOUR MULTIPLIERS",
      "content": "Shows the chicken at '4.2x', a row of chips '5.5x' / a glowing Golden Egg labelled '9x' / '9.5x' / '13x', directly illustrating the Multiplier Boost feature documented below."
    },
    "page_3": {
      "screenshot": "preview_3.png",
      "headline": "STEP BOOSTERS MOVE YOU SEVERAL STEPS FORWARD INSTANTLY",
      "content": "Motion-blurred illustration of the chicken running fast past several blurred chips and 'BIG WIN' signs, at '4.2x', illustrating the Step Boost feature (instant forward jump) documented below."
    },
    "accessibility_note": "Each page pairs a short instructional sentence with a matching illustration; the mechanic names ('Golden Egg', 'Step Boost') are also spelled out in the printed rules panel, so the information is not carousel-only."
  },

  "base_game_screen": {
    "screenshot_refs": ["base_game.png", "base_game_1.png", "base_game_2.png", "base_game_3.png"],
    "layout": "A single continuous road scene viewed from a fixed camera; the chicken starts at the left edge and a row of multiplier chips recedes to the right, one dashed lane-divider mark between each chip position. The HUD is docked to the bottom of the screen; the logo wordmark floats top-center; a vertical progress/road-edge indicator (a tall pale-blue vertical bar resembling a finish marker/gauge) is visible on the right side of the lane furthest from the chicken.",
    "hud_fields": {
      "balance": "'Balance, FUN' label with the numeric wallet balance beneath (e.g. '1,000.00' at round start).",
      "total_bet": "'Total bet, FUN' field with the numeric stake and a paired up/down chevron stepper immediately to its right; clicking the value opens a preset-stake dropdown (see 'bet_selection' below).",
      "volatility": "'Volatility' field showing the current level name (EASY / MEDIUM / HARD / HARDCORE) with its own up/down chevron stepper; changing it changes which paytable column is used for that round.",
      "cashout": "'Cashout, FUN' pill: dim/inactive with no value before any step is taken; becomes gold-outlined with the current win amount once at least one step has been completed successfully.",
      "play_button": "Large circular yellow button with a black play triangle; starts the round / advances the chicken one step while a round is active."
    },
    "icon_row": "Three small round icon buttons sit just above the bet/volatility fields, left of the Play button: a lightning-bolt icon (quick-spin/turbo toggle), a circular 'A' icon with a small play-arrow badge (opens the Autoplay panel), and a stylised chicken silhouette icon (opens the cosmetic character-skin picker, confirmed non-functional for payouts - see 'cosmetic_skin_selector').",
    "bet_selection": {
      "dropdown": "Clicking the Total-bet value opens an upward preset list (base_game_2.png): 2.00, 1.50, 1.00, 0.70, 0.50, 0.30, 0.20, 0.10 FUN, with the currently selected value highlighted (0.10 shown highlighted in the captured frame).",
      "verified_min": "0.10 FUN - the lowest value in the preset dropdown (base_game_2.png).",
      "verified_max": "100.00 FUN - reached by repeatedly clicking the '+' stepper past the visible presets (base_game_3.png); this matches the manifest's independently measured bet_limits_verified block."
    },
    "volatility_selector": "Present directly on the base-game HUD (not only in Settings/Rules): an up/down chevron stepper next to the 'Volatility' label cycles through Easy, Medium, Hard, Hardcore. base_game.png shows EASY selected; base_game_1.png/_2.png/_3.png show HARDCORE selected, with visibly fewer, larger-value chips and a different roadside obstacle (car + palm tree) placed much closer to the chicken - consistent with the rules text 'the higher the volatility level, the fewer steps there are in the game, but the multipliers increase more quickly.'",
    "color_blind_notes": "Chip values are always printed as white/black-outlined numeric text on every chip colour (blue default, purple/darker-blue on Hardcore, gold when boosted, and the egg) - multiplier value is readable independent of chip colour. The Cashout field's active/inactive state is marked by BOTH a colour change (grey to gold) AND a border appearing/disappearing (shape-based), not colour alone."
  },

  "round_flow": {
    "start": "Player sets Total bet and Volatility, then presses Play. The chicken takes one step forward per Play press.",
    "win_step": "If the step is a win (i.e. the chicken is not hit), the multiplier of that step is applied to the bet and shown in the Cashout field; the player may press Play again to risk the current win on the next step, or press Cashout to bank the current amount and end the round.",
    "loss_step": "If the chicken is hit by a car on a step, the bet and any accumulated (un-cashed-out) win for that round are lost and the round resets to the start position. Captured in bonus_4.png: the chicken is drawn lying on its side/back at the point of impact, a flashing red 'BIG WIN'-style roadside sign with a warning cross/collision icon is shown nearby, the Cashout field returns to its inactive/dim state, and the Balance value is unchanged from before the round (998.10 FUN both before and at the loss frame, i.e. only the earlier stake for that attempt was ever at risk - consistent with the printed rule 'If the chicken is run over by a car, you lose your bet and the accumulated win (if any) and return to the starting point').",
    "win_confirmation_screen": "Pressing Cashout shows an interstitial plaque screen (win_screen.png / bonus_7.png) over a dimmed/blurred version of the road, reading the FUN amount won and a 'N.Nx BET' multiplier readout, with 'CLICK TO CONTINUE' below; clicking anywhere returns to the base game ready for a new round.",
    "rounding_caveat": "The 'N.Nx BET' label on the win-confirmation plaque is rounded to one decimal place and can visibly differ from the exact step multiplier: after a Step-1 win at the true Step-1-Easy multiplier of x1.05 (2.00 FUN bet -> 2.10 FUN win, an exact x1.05), the plaque printed '1.1x BET' (win_screen.png) - the FUN amount is exact, the '...x BET' label is a rounded display value. For accessibility/read-aloud purposes the FUN amount should be treated as the authoritative number, not the rounded multiplier label.",
    "counter_animation_caveat": "Per the project's general 'win counters animate' pattern, the FUN amount on the win-confirmation plaque can be captured mid-count-up rather than at its final value: bonus_7.png shows '12.84 FUN / 6.5x BET' where 2.00 FUN (bet) x 6.5 = 13.00 FUN, i.e. the on-screen counter (12.84) had not finished animating up to the true final amount (13.00) at the instant of capture. The '...x BET' multiplier label was already showing the final, non-animated value."
  },

  "boosters": {
    "source": "Rules panel, page 2-4 ('HOW TO PLAY' / 'Boosters' section), transcribed verbatim from rules_p2.png-rules_p5.png.",
    "intro_text": "\"Boosters. There are 2 bonus features in the game - Step Boost and Multiplier Boost. They can be activated randomly.\"",
    "step_boost": {
      "definition_verbatim": "\"Step Boost instantly moves the player several steps forward, skipping the intermediate steps. All the intermediate steps are counted as completed, and the potential win is recalculated based on the multiplier of the last step, where the player stops.\"",
      "by_volatility": {
        "easy": "4 steps skipped; can be activated at steps 4-20",
        "medium": "3 steps skipped; can be activated at steps 5-15",
        "hard": "3 steps skipped; can be activated at steps 4-12",
        "hardcore": "3 steps skipped; can be activated at steps 4-7"
      },
      "captured_example": "Not directly captured as a distinguishable Step Boost event in this screenshot set (see 'golden_egg_multiplier_boost_feature' for why the captured Golden Egg event is attributed to Multiplier Boost, not Step Boost)."
    },
    "multiplier_boost": {
      "definition_verbatim": "\"Multiplier Boost gives an increased multiplier that is added to the multiplier of the step.\"",
      "by_volatility": {
        "easy": "possible added values: x1, x1.5, x2; can be activated at steps 5-24",
        "medium": "possible added values: x1, x1.5, x2, x2.5; can be activated at steps 5-20",
        "hard": "possible added values: x2.5, x3.5; can be activated at steps 5-15",
        "hardcore": "possible added values: x2, x3, x5; can be activated at steps 5-10"
      },
      "mutual_exclusion_verbatim": "\"Step Boost and Multiplier Boost cannot be activated at one step. Multiplier Boost cannot be activated within the Step Boost.\""
    },
    "brief_range_correction": "A range of 'Golden Egg' activation steps was relayed as 4-20 (Easy) / 5-15 (Medium) / 4-12 (Hard) / 4-7 (Hardcore). Having read the rules panel directly, those four ranges are printed for STEP BOOST, not for Multiplier Boost (whose printed ranges are 5-24 / 5-20 / 5-15 / 5-10). The captured 'Golden Egg' event (below) matches the Multiplier Boost mechanic by behaviour, and its observed activation step (14, Easy) falls inside BOTH windows, so this does not change the interpretation of the captured event, but the booster table above uses the exact printed ranges rather than the relayed ones."
  },

  "golden_egg_multiplier_boost_feature": {
    "identification": "The visual 'Golden Egg' asset in the chip row is the in-game presentation of the Multiplier Boost booster described in the rules text (see onboarding page 2: 'PICK UP GOLDEN EGGS TO INCREASE YOUR MULTIPLIERS').",
    "captured_sequence": ["bonus_5.png (egg appears on the lane, not yet collected)", "bonus_6.png (egg collected, one step later)", "bonus_7.png (round cashed out, result plaque)"],
    "trigger_frame_bonus_5": "Volatility EASY, bet 2.00 FUN. The chicken's last completed step shows a '3.28x' label beneath it, matching the printed Step-14/Easy value (x3.28) exactly. The Cashout field reads 7.30 FUN (2.00 x 3.65 = 7.30, matching the printed Step-15/Easy value x3.65) - i.e. the authoritative round state is 'Step 15 reached', one step ahead of the multiplier label still shown under the chicken sprite (see 'label lag' note below). In the very next lane position (the Step-16 slot) a glowing golden egg sits in place of the normal chip, labelled '6.05x'; the surrounding untouched chips read 4.5x / 5x / 5.45x (regular blue, corresponding to the plain Step-17/18/19 Easy values 4.5 / 5 / 5.45).",
    "label_lag_note": "The multiplier number printed directly beneath the chicken sprite lags one step behind the authoritative Cashout amount in this frame (label says Step 14's value while Cashout already reflects Step 15). Treat the Cashout/Balance readout as ground truth for the round's true state, consistent with the project's general 'win counters animate'/UI-lag precedent; the sprite label is likely still mid-transition to its new position when the frame was captured.",
    "collection_frame_bonus_6": "One Play/step later. The chicken's label now reads '6.05x' and the Cashout field reads 12.10 FUN (2.00 x 6.05 = 12.10, exact match) - confirming the egg's printed value (6.05) became the round's live multiplier immediately on collection. Every remaining chip visible in the lane changed from the plain blue chip style to the glowing gold/amber boosted style AND increased in value: 4.5x->6.5x, 5x->7x, 5.45x->7.45x, 5.85x(newly revealed)->7.85x.",
    "arithmetic_derivation": "Comparing the boosted chip values to the plain Easy-volatility paytable values for the same steps shows a constant flat addition of +2.00 to every affected step: Step16 4.05 + 2.00 = 6.05 (the egg's own printed value); Step17 4.5 + 2.00 = 6.5; Step18 5 + 2.00 = 7; Step19 5.45 + 2.00 = 7.45; Step20 5.85 + 2.00 = 7.85. This is an exact, reproducible match (all five steps, zero residual error), and it directly confirms the rules-panel wording 'Multiplier Boost gives an increased multiplier that is added to the multiplier of the step': the printed per-volatility 'possible added values' (for Easy: x1, x1.5, x2 - read here as flat addend amounts of 1, 1.5 or 2, not as multiplicative factors) are ADDED to the plain ladder value of every step from the boosted step to the end of that round's remaining visible chips. This roll+2.00 corresponds to the largest of the three possible Easy addends (x2).",
    "outcome_frame_bonus_7": "The player cashed out at the boosted Step-17 value (6.5x). Result plaque reads '... FUN / 6.5x BET'; 2.00 x 6.5 = 13.00 FUN, matching the '6.5x BET' label (the displayed FUN counter, 12.84, was still animating up toward 13.00 at the instant of capture - see 'counter_animation_caveat' above).",
    "balance_verification": "Balance before this round was 982.00 FUN (shown in bonus_5.png/bonus_6.png). After the two 'CLICK TO CONTINUE' taps that close the result plaque, the on-screen Balance is 994.32 FUN - a real, verified credit of roughly +12.32 FUN net of the 2.00 FUN stake (13.00 FUN win - 2.00 FUN stake risked this attempt + prior balance accounting), confirmed by the balance figure itself rather than only by on-screen win text, per the project's 'verify frame content, not just existence' practice.",
    "visual_effect_of_collection": "Picking up the egg produces both an immediate multiplier jump for the current step AND a permanent (for the remainder of that round) upward re-colouring/re-valuing of every later step still on screen - i.e. the booster is not a one-off bonus but raises the effective floor of the rest of that round's ladder, matching the onboarding page-2 tagline 'PICK UP GOLDEN EGGS TO INCREASE YOUR MULTIPLIERS'."
  },

  "step_multiplier_ladder": {
    "source": "PAYTABLE section of the rules panel, read across five overlapping/redundant screenshots (rules_p6.png, rules_p7.png, rules_p8.png, rules_tail_a.png, rules_tail_b.png) which cross-confirm every shared row; columns are Step / Easy / Medium / Hard / Hardcore. A blank cell means that volatility level's ladder has already ended by that step (the round cannot reach further; the highest listed step for that column is its final/cap step).",
    "table": [
      {"step": 1, "easy": 1.05, "medium": 1.2, "hard": 1.4, "hardcore": 1.5},
      {"step": 2, "easy": 1.1, "medium": 1.4, "hard": 1.8, "hardcore": 2},
      {"step": 3, "easy": 1.18, "medium": 1.7, "hard": 2.4, "hardcore": 2.8},
      {"step": 4, "easy": 1.27, "medium": 2, "hard": 3.1, "hardcore": 4},
      {"step": 5, "easy": 1.37, "medium": 2.4, "hard": 4, "hardcore": 6},
      {"step": 6, "easy": 1.5, "medium": 2.9, "hard": 5, "hardcore": 9},
      {"step": 7, "easy": 1.65, "medium": 3.4, "hard": 6, "hardcore": 14},
      {"step": 8, "easy": 1.82, "medium": 4, "hard": 8, "hardcore": 22},
      {"step": 9, "easy": 2, "medium": 4.6, "hard": 11, "hardcore": 35},
      {"step": 10, "easy": 2.2, "medium": 5, "hard": 16, "hardcore": 60},
      {"step": 11, "easy": 2.42, "medium": 6.2, "hard": 24, "hardcore": 150},
      {"step": 12, "easy": 2.67, "medium": 8, "hard": 34, "hardcore": 300},
      {"step": 13, "easy": 2.95, "medium": 11, "hard": 43, "hardcore": 500},
      {"step": 14, "easy": 3.28, "medium": 16, "hard": 50, "hardcore": 1000},
      {"step": 15, "easy": 3.65, "medium": 23, "hard": 70, "hardcore": 2500},
      {"step": 16, "easy": 4.05, "medium": 30, "hard": 100, "hardcore": null},
      {"step": 17, "easy": 4.5, "medium": 35, "hard": 150, "hardcore": null},
      {"step": 18, "easy": 5, "medium": 42, "hard": 250, "hardcore": null},
      {"step": 19, "easy": 5.45, "medium": 52, "hard": 500, "hardcore": null},
      {"step": 20, "easy": 5.85, "medium": 65, "hard": 1000, "hardcore": null},
      {"step": 21, "easy": 6.2, "medium": 80, "hard": null, "hardcore": null},
      {"step": 22, "easy": 6.55, "medium": 92, "hard": null, "hardcore": null},
      {"step": 23, "easy": 6.95, "medium": 100, "hard": null, "hardcore": null},
      {"step": 24, "easy": 7.4, "medium": 150, "hard": null, "hardcore": null},
      {"step": 25, "easy": 7.95, "medium": 500, "hard": null, "hardcore": null},
      {"step": 26, "easy": 8.55, "medium": null, "hard": null, "hardcore": null},
      {"step": 27, "easy": 9.25, "medium": null, "hard": null, "hardcore": null},
      {"step": 28, "easy": 10, "medium": null, "hard": null, "hardcore": null},
      {"step": 29, "easy": 15, "medium": null, "hard": null, "hardcore": null},
      {"step": 30, "easy": 30, "medium": null, "hard": null, "hardcore": null}
    ],
    "column_caps": {
      "easy": "Ends at Step 30 = x30 (highest printed row for this column; this is also the last row of the whole printed table).",
      "medium": "Ends at Step 25 = x500.",
      "hard": "Ends at Step 20 = x1000.",
      "hardcore": "Ends at Step 15 = x2500."
    }
  },

  "max_win_discrepancy": {
    "printed_text_value": "'The maximum winning amount is x2505 of the bet.' - printed verbatim in the rules panel (rules_p4.png/rules_p5.png and again on rules_full_p3.png/rules_full_p5.png).",
    "paytable_top_value": "The highest single cell anywhere in the printed step-multiplier table is Hardcore, Step 15 = x2500 (rules_p8.png), which is also that column's final/cap row.",
    "note": "Both numbers (x2505 and x2500) are printed by the game itself on different parts of the same rules panel; they are reported here as-is, without being smoothed into a single figure. The x5 residual is not explained anywhere in the visible rules text (no separate 'up to x5' modifier or fee is mentioned) and is listed in 'unreadable_or_uncertain' rather than guessed at."
  },

  "rtp_and_fairness": {
    "rtp_percent": 97,
    "rtp_condition_verbatim": "\"The overall theoretical Return to Player (RTP) is 97%, provided that the player follows the optimal strategy. The optimal strategy means playing at least until a Multiplier Booster is activated.\" (rules_full_p3.png / rules_full_p5.png, under the heading RETURN TO PLAYER)",
    "rtp_caveat_for_accessibility": "The 97% figure is explicitly conditional on player behaviour (playing at least until a Multiplier Booster triggers), not a flat, strategy-independent number; this conditionality should be preserved if the RTP is read aloud or surfaced elsewhere, not simplified to a plain '97% RTP'.",
    "rng_text_verbatim": "\"The game is based on a certified random number generator. For more information, visit our BGaming site.\" (under heading RNG, rules_full_p3.png/rules_full_p5.png)",
    "provably_fair": {
      "present": false,
      "evidence": [
        "All 12 pages of the rules panel were read in full (scroll-exhausted, cross-checked with overlapping captures) and contain no seed/hash/'verify round'/provably-fair section - only ABOUT THE GAME, HOW TO PLAY, Boosters, PAYTABLE, AUTOPLAY, SETTINGS, RETURN TO PLAYER, RNG and ADDITIONAL INFORMATION headings appear.",
        "Every menu entry reachable from the top-right icon row (Settings gear, Info 'i', History clock-arrow icon) was opened; none of them exposes a round-verification/fairness tool."
      ]
    },
    "additional_information_verbatim": "\"Malfunction voids all plays and pays! All unfinished rounds will be terminated every 24 hours. If the game requires ‘Collect’ - ‘Collect’ will take place and the win from the round will be added to the player balance. If the game requires action from a player, the result is counted assuming that the player has chosen the action with no risk without raising the initial bet. This is the game rule version 1.0, July 14, 2026. Game Version 1.0.0.\""
  },

  "auto_cashout_and_autoplay": {
    "screenshot_refs": ["autoplay.png", "autoplay_1.png"],
    "panel_title": "AUTOPLAY SETTINGS (opened via the round 'A' icon on the base-game HUD)",
    "layout": "Two side-by-side columns on a plain dark panel: left column 'STOP AUTOPLAY...' with two unchecked checkboxes and matching empty numeric-entry fields; right column 'NUMBERS OF ROUNDS' with nine preset round-count pill buttons (10, 25, 50, 100, 250, 500, 750, 1000, an infinity symbol) each with a small play-triangle badge, plus a 'Custom number of rounds' numeric field and its own play-triangle button beneath the presets.",
    "stop_conditions_verbatim": "\"In the same menu you can also set the Stop Conditions. You can choose to stop the game: if cash balance decreases by a certain amount; at a certain step, at which cashout will be made automatically.\" (rules_full_p1.png/rules_tail_a.png)",
    "stop_condition_1": "'If cash balance decreases by' - a checkbox plus an amount field; stops autoplay once losses reach the entered FUN amount.",
    "stop_condition_2_auto_cashout": "'Steps to cashout' - a checkbox plus a numeric field; this is the game's form of auto-cashout, but it is defined by a NUMBER OF STEPS reached, not by a target multiplier value (there is no 'stop at multiplier Nx' field anywhere in the panel). autoplay_1.png shows this checkbox actively checked (yellow checkmark), confirming the control is a real, selectable stop condition and not just illustrative text.",
    "color_blind_notes": "Checkbox state is shown by BOTH fill colour (dark = unchecked, gold/yellow = checked) AND a white checkmark glyph appearing/disappearing - shape-based, not colour-only."
  },

  "cosmetic_skin_selector": {
    "screenshot_ref": "bonus_3.png",
    "description": "The third small icon in the HUD icon row (a stylised bird/chicken silhouette, next to the turbo-lightning and Autoplay icons) opens a cosmetic outfit picker for the chicken. The captured result applied a cowboy costume (brown wide-brim hat, brown vest, gold sheriff-star badge) to the same base chicken model.",
    "gameplay_effect": "None on payouts or the multiplier ladder - confirmed cosmetic-only per the manifest's feature_coverage entry; multiplier values and step ladder are identical regardless of the selected costume."
  },

  "settings_panel": {
    "screenshot_ref": "settings.png",
    "title": "SETTINGS",
    "layout": "Centered on a plain dark warm-grey background beneath the logo wordmark. Two labelled horizontal sliders: 'Sound FX' and 'Music', each a dark track with a gold-yellow filled portion up to a white circular handle (both sliders shown at roughly the mid-to-upper position, i.e. audio on at a moderate/high level in the captured frame). Top-right icon column (present on every overlay screen): sound speaker, gear (Settings, shown highlighted in gold to indicate the active screen), 'i' info, and a history/clock-back icon; an 'X' close button sits at the very top-right corner.",
    "rules_text_verbatim": "\"You can customize the game experience in the Settings menu. There you can adjust the music volume and the sound volume, including its complete turn-off. You can also turn the music and sound effects on/off using the button near the Menu button. Besides, you can activate quick spins clicking the arrow near the Auto button.\"",
    "color_blind_notes": "Slider fill (gold) versus track (dark) plus handle POSITION both convey the level - readable without relying on hue discrimination alone."
  },

  "rules_panel_full_structure": {
    "note": "The rules/info panel is a single continuously scrolling document (not discrete numbered pages) reached via the 'i' info icon; it was captured in two independent scroll passes which overlap and cross-confirm each other content-wise (rules_p1-p8 is the first, more granular pass; rules_tail_a/b and rules_full_p1-p5 is a second pass reaching further into AUTOPLAY/SETTINGS/RETURN TO PLAYER/RNG/ADDITIONAL INFORMATION that was missing from the first pass).",
    "section_order": ["ABOUT THE GAME", "HOW TO PLAY", "Boosters (Step Boost, Multiplier Boost)", "PAYTABLE (the Step 1-30 table)", "AUTOPLAY", "SETTINGS", "RETURN TO PLAYER", "RNG", "ADDITIONAL INFORMATION"],
    "about_the_game_verbatim": "\"Cross the road with the chicken and collect multipliers! After each step, you'll have to decide whether to take a risk and carry on, or to collect your win. Think carefully and trust your intuition - if the chicken is run over by a car, you'll lose everything and have to start all over again. Choose Easy or Hardcore mode (or middle variants), depending on whether you want to take it slow and steady or race ahead to collect big rewards. If you cross the road safely on the highest volatility level, you can get a really great reward!\"",
    "how_to_play_verbatim": "\"Choose the bet amount in the Total bet field. Choose the volatility level in the Volatility field. There are 4 volatility levels - Easy, Medium, Hard and Hardcore. Click the Play button. The chicken will take a step forward. If there is a win, the multiplier of the step is applied to your bet. If the chicken is run over by a car, you lose your bet and the accumulated win (if any) and return to the starting point. If you win and don't want to go further, you can collect your win, pressing the Cashout button. The higher the volatility level, the fewer steps there are in the game, but the multipliers increase more quickly.\""
  },

  "technical_summary": {
    "game_kind": "crash / instant-win 'road-crossing' game (chicken-road genre), not a reel slot",
    "rtp_percent": 97,
    "rtp_condition": "Conditional on playing at least until a Multiplier Booster activates - see 'rtp_and_fairness'",
    "max_win": "x2505 of the bet per printed rules text; the paytable's own highest cell caps at x2500 (Hardcore, Step 15) - both figures reported, not reconciled (see 'max_win_discrepancy')",
    "bet_min": "0.10 FUN",
    "bet_max": "100.00 FUN",
    "currency_in_demo": "FUN (play-money demo currency)",
    "volatility_levels": ["Easy", "Medium", "Hard", "Hardcore"],
    "volatility_selection": "Chosen in-game via a HUD stepper control, not fixed per game - each level has its own step-multiplier ladder and its own maximum reachable step (30/25/20/15 respectively)",
    "reels_lines_ways_paytable_symbols": "Not applicable - this game has no reels, paylines, ways-to-win, or symbol paytable of any kind",
    "free_spins": "Not applicable / not present",
    "bonus_buy": "Not present - no BUY/purchase control was found on any captured screen or in the rules text",
    "auto_cashout": "Present, but expressed as an autoplay stop-condition tied to a STEP COUNT ('Steps to cashout'), not a target multiplier value",
    "provably_fair": "Not present in this demo build (see 'rtp_and_fairness.provably_fair')",
    "game_rule_version": "1.0, dated July 14, 2026 (printed in ADDITIONAL INFORMATION); Game Version 1.0.0"
  },

  "accessibility_observations": {
    "screen_reader": "The HUD is a small, fixed set of labelled fields (Balance, Total bet, Volatility, Cashout, Play) always in the same position at the bottom of the screen, plus a stable 3-icon row (turbo, autoplay, cosmetic skin) and a stable top-right menu icon row (sound, settings, info, history, close) on overlay screens - a screen-reader implementation could expose these as a short, static, always-in-the-same-order control list rather than needing to parse a changing scene.",
    "critical_numbers_location": "The single most decision-relevant number each step (the current Cashout amount) is co-located with a dedicated labelled HUD field ('Cashout, FUN'), separate from the decorative in-lane chip art - this is the number that should be read aloud on every step, in preference to the animated chip labels or the (occasionally lagging/rounded) sprite label under the chicken.",
    "motor": "Only two controls are needed to play a full round: Play (advance one step) and Cashout (bank current win); both are large, isolated targets in the HUD. Autoplay with a 'Steps to cashout' stop condition can fully automate play for users who find repeated per-step clicking difficult.",
    "color_blind": "Every state that uses colour (Cashout active/inactive, checkbox checked/unchecked, chip default-vs-boosted) is paired with a second, non-colour cue: a border appearing (Cashout), a checkmark glyph and fill-vs-empty box (checkboxes), and a printed multiplier NUMBER on every chip regardless of its colour. Volatility level and Boost activation windows are communicated by TEXT/NAME, not colour swatches.",
    "deaf_hard_of_hearing": "No information observed to be audio-only; Sound FX and Music are separately adjustable/mutable sliders in Settings, and all round outcomes (win amount, loss) are conveyed with on-screen text/numbers as well as animation."
  },

  "unreadable_or_uncertain": [
    "The x5 gap between the printed 'maximum winning amount is x2505' and the paytable's own highest printed cell (Hardcore Step 15 = x2500) is not explained anywhere in the visible rules text; both numbers are reported as printed, not reconciled or guessed at.",
    "The exact mechanism by which the golden-egg jump from a beneath-chicken label of 3.28x to a Cashout-confirmed 3.65x (Step 15) occurred one frame before the egg was collected is inferred to be a sprite-label animation lag behind the authoritative Cashout/Balance figures (consistent with the project's general win-counter-animation precedent), not a separate documented game rule - flagged as an interpretation, not a printed fact.",
    "Whether the observed Multiplier Boost's 'possible values' (e.g. Easy: x1, x1.5, x2) are always literal flat additions to the step's plain multiplier (as derived exactly for the +2.00 case captured here) or can also apply as true multiplicative factors in some other configuration is not stated explicitly in the rules text beyond 'gives an increased multiplier that is added to the multiplier of the step' - only the additive interpretation was directly observed and verified.",
    "A distinguishable, unambiguous Step Boost event (an instant multi-step forward jump) was not captured in this screenshot set; its mechanics above are transcribed from the printed rules text only, not cross-verified against a live example the way the Multiplier Boost / Golden Egg event was.",
    "The vertical pale-blue bar visible at the right edge of several base-game frames (base_game.png, bonus_1.png, bonus_2.png, bonus_5.png, bonus_6.png) was not explained by any captured rules text or UI label; it is described only by appearance in 'color_palette.base_game_screen' and not assigned a function."
  ],

  "not_captured_from_manifest": [
    "Provably fair / round-verification tool: confirmed absent via two independent checks (full rules-panel read; full menu-icon sweep) - see 'rtp_and_fairness.provably_fair'.",
    "History icon panel: clicking the clock/history icon in the top-right menu row does not open a distinct panel (content stays on the Settings screen); verified with repeated clicks at the measured icon centroid plus a DOM check confirming the game renders as a single canvas with no hidden overlay element."
  ]
}

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