Chicken vs Zombies

InOut Games

Demo, RTP 95.50%, paytable, symbols & full capture data

Free demo · not real-money play
✓ Working · checked 1 day, 1 hour ago Verified · 17 Aug 2026
RTP 95.50%
Volatility
Max win
Grid
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Asset pack

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

Slot API

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

Captured 17 Aug 2026 View capture log

Per-screen breakdown

15 demo screens
15 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 Base game
Base game
base_game Base game
Base game
base_game Base game
Info / About screen
info Info / About screen
Info / About screen
info Info / About screen
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
Game settings
settings Game settings
Win screen
win_screen Win screen

What we extracted from Chicken vs Zombies

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

manual demo playthrough → 15 screens captured → paytable verified (OCR) → catalogued & reviewed

Specification

verified parameters
provider InOut Games
series Chicken Road · 7 games in this series ↓
rtp 95.50% · single configuration
bonus_buy No
mechanic Crash
release_date 2025

Chicken Road series

where this game sits among its own

Its 95.50% shares the family’s lowest RTP with 3 other games.

Game Released RTP Bonus buy
Chicken Road 2 Bonus Feb 2026 96.50% Yes
Chicken Road Bonus Jan 2026 97.00% Yes
Chicken Road Ice Dec 2025 95.50% No
Chicken Road Race Nov 2025 95.50% No
Chicken vs Zombies you are here Oct 2025 95.50% No
Chicken Road 2.0 Apr 2025 95.50% No
Chicken Road Apr 2024 98.00% No
See all 7 games in this series →

Bonus modes

4 modes
Base Game Modifier easy
Easy

30 zombies/steps in the ladder; multiplier ladder starts 1.01x / 1.03x / 1.06x / 1.10x / 1.15x; top-of-ladder multiplier not printed in the UI (honest omit).

Base Game Modifier medium
Medium

25 zombies/steps in the ladder; multiplier ladder starts 1.08x / 1.21x / 1.37x / 1.56x / 1.78x; top-of-ladder multiplier not printed in the UI (honest omit).

Base Game Modifier hard
Hard

22 zombies/steps in the ladder; multiplier ladder starts 1.18x / 1.46x / 1.83x / 2.31x / 2.95x; top-of-ladder multiplier not printed in the UI (honest omit).

Base Game Modifier hardcore
Hardcore

18 zombies/steps in the ladder, the highest-risk level; multiplier ladder starts 1.44x / 2.21x / 3.45x / 5.53x / 9.09x; top-of-ladder multiplier not printed in the UI (honest omit).

Colour system

extracted from frames · HEX
Export palette
#0D3161 base dominant 1 base
#192125 base dominant 2 base
#135269 base dominant 3 base
#136D86 base dominant 4 base
#1A3C84 base dominant 5 base
#474D59 base dominant 6 base

Accessibility

profile for all groups
Color Blind
  • Active difficulty is also carried by the zombie's costume silhouette, not colour alone: bare head (Easy), tan/grey pot-shaped helmet (Medium), orange-and-white football helmet with face cage (Hard), full green army fatigues with combat helmet (Hardcore); the difficulty name is also printed as text.
  • A passed tombstone changes creature silhouette (green humanoid zombie becomes a yellow/orange smiling sunflower with a jack-o'-lantern face) in addition to colour, and its position is always immediately behind the chicken -- three independent, redundant channels for the 'cleared' state.
  • During a live round, the locked BET and DIFFICULTY fields use greyed-out (desaturated) styling plus removal of the stepper affordance (a shape/behaviour cue), not colour alone; the bet-history win/loss rows are distinguished by text content (a dash vs. a dollar amount) and by the multiplier value (x0 vs. a real multiplier), not by row colour.
Motor Accessibility
  • The PLAY/GO action can be bound to the Spacebar via a 'Space to spin & go' toggle in the settings menu, as an alternative to a precise mouse click on the round button.
Low Vision
  • The WIN! badge uses a high-contrast yellow/gold pill with bold black text, and the win amount is printed in large bold white text with a dollar-coin icon.

Media & assets

9 files · 9 types
15 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

Data provenance

what we captured and what we didn't
Idle base game at all four difficulty levels (Easy/Medium/Hard/Hardcore) showing each ladder's first five multipliers and the corresponding zombie costume; a live in-progress step frame; the cashout/win modal; the post-loss idle-reset frame; settings/burger menu; game-rules (bet limits) panel; how-to-play panel; provably fair settings panel; bet history panel.
The top-of-ladder (maximum) multiplier for any of the four difficulties is never printed anywhere in the UI and was not derived from the money cap (per policy). Honest omit.
The exact mid-defeat 'eaten' animation frame (chicken sprite disappearing / feathers flying) was not isolated in any delivered frame; only the auto-reset idle state that follows a loss was captured. A manifest note claiming this moment was captured did not match the actual pixels and was corrected.
RTP is not printed anywhere in the game's own interface (checked both rules panels and a full DOM text dump); an external provider catalogue figure (95.5%) exists but is out of scope for this interface document.
The factory-default state of the 'Space to spin & go' toggle is not established -- it was only observed in its ON position during capture.

Ask AI about Chicken vs Zombies

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 vs Zombies play? Keep it simple.

30 zombies/steps in the ladder; multiplier ladder starts 1.01x / 1.03x / 1.06x / 1.10x / 1.15x; top-of-ladder multiplier not printed in the UI (honest omit).

RTP 95.50%demo ✓

From the verified capture of 17 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 vs Zombies vs Mine Slot 2 — 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 4 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: 4 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-vs-zombies-b22/

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-vs-zombies-b22/
{
  "game": {
    "name": "Chicken vs Zombies",
    "provider": "InOut Games",
    "wordmark_in_game": "CHICKEN vs ZOMBIES (two-line lockup: 'CHICKEN' in yellow bold letters, 'vs' small in white, 'ZOMBIES' in dripping-slime green letters, with a bloodshot cartoon eyeball replacing the letter O in ZOMBIES)",
    "studio_footer_text": "Powered by iNOUT",
    "game_kind": "crash / instant-win step-ladder game (NOT a reel slot: no reels, no paylines, no spinning symbols, no symbol paytable)",
    "art_style": "flat-shaded 2D vector cartoon illustration, thick dark ink outlines around every character and prop, bold flat cel-shaded colour fills with only light directional highlighting (no photorealistic gradients or PBR lighting), exaggerated cartoon proportions (oversized eyes on both the chicken and the zombies), spooky-but-cute Halloween/graveyard theme rendered in a bright, non-frightening, casual-mobile-game mood rather than a horror mood, side-on / profile camera angle at roughly eye level with a painted parallax background (moonlit night sky, distant hills, a low picket graveyard fence), no 3D rendering, no pixel art, no hand-drawn sketch texture.",
    "setting_and_mood": "A moonlit graveyard at night. Sky is a dark-to-mid blue gradient scattered with small white star dots. Silhouetted bare trees and rolling dark hills sit on the horizon. A low white picket fence with a hint of green vine/moss runs across the middle of the screen. In front of the fence stands a row of grey stone tombstones on a flat teal-grey cobblestone path, each printed with a payout multiplier. Small graveyard decorations recur in the foreground: a stone skull ornament on a fence post, a stone lantern/cross post on the left edge, a small red-cap mushroom, scattered white bones, and (partially visible at the right edge in some difficulty views) a small purple worm/caterpillar creature peeking out of the ground. Overall mood is playful spooky-cute, not gory or frightening -- consistent with the flat cartoon art style."
  },
  "core_mechanic": {
    "summary": "Chicken vs Zombies is a provably-fair, single-player 'crash ladder' / step game in the same family as Chicken Road / Chicken Road 2.0 / Rabbit Road / Chicken Road Race. The player sets a bet and a difficulty level, then presses PLAY to start a round. A cartoon chicken character stands at the left of a row of tombstones, each printed with a fixed, pre-determined, ever-increasing payout multiplier (only 5 tombstones are visible on screen at a time; the row scrolls/advances as the chicken moves right). Pressing GO advances the chicken one tombstone to the right. At each tombstone the chicken faces a zombie: either the chicken defeats the zombie (round continues, the CASHOUT field updates to bet x that tombstone's multiplier, and the player may stop and bank the current amount at any time by pressing CASHOUT), or the zombie defeats the chicken and the round ends immediately with the stake lost (CASHOUT resets to a dash). There is no way to know in advance which outcome will occur at a given step -- risk increases with each further step taken, both because the multiplier grows and because more zombies remain to potentially end the round.",
    "round_lifecycle": [
      "1. Idle / bet setup: chicken stands at the leftmost start position next to five un-cleared tombstones. BET field and DIFFICULTY stepper are both editable. Main button reads 'PLAY' (large green circular button with a right-pointing triangle icon). CASHOUT field shows a dash (no active round).",
      "2. Round start: pressing PLAY charges the bet (balance decreases immediately by the bet amount, confirmed in the frame pair idle 1,000,000 -> 999,982 after a $3 EASY-difficulty bet was placed and the first step resolved), the round becomes live, and the main button becomes 'GO' (used to advance one more step).",
      "3. Step resolution -- survive: the tombstone the chicken is standing at glows with a bright green/teal aura and outline. CASHOUT updates to bet x that tombstone's printed multiplier. GO is available to take the next, riskier step, or CASHOUT can be pressed to end the round and collect the current amount.",
      "4. Step resolution -- defeat: the round ends immediately, the stake is lost, CASHOUT resets to a dash, and the game auto-starts a fresh idle round at the same difficulty (chicken back at the leftmost start position, tombstone row reset to that difficulty's first five multipliers, all zombies restored/undefeated). No feature/animation frame that isolates the mid-defeat moment (e.g. feathers flying, chicken sprite disappearing) was captured in this shot set -- see 'unreadable_or_uncertain' below.",
      "5. Cashout / win: pressing CASHOUT while a round is live ends the round, banks bet x current tombstone multiplier to the balance, and pops a green rounded 'WIN!' modal at the top-centre of the screen showing the exact dollar amount won."
    ],
    "payout_basis": "Confirmed directly on-screen: payout = bet amount x the printed multiplier of the tombstone the chicken currently occupies. Evidence: base_game_step1.png shows bet $3 at the 1.01x tombstone with CASHOUT reading $3.03 (3 x 1.01 = 3.03, exact). win_screen.png shows the same round cashed out one step later at the 1.03x tombstone: WIN $3.09 (3 x 1.03 = 3.09, exact). info_bet_history.png independently corroborates the same round: bet $3, multiplier x1.03, win $3.09. This is a single-stake game (bets_per_round = 1, confirmed by the 3-row bet history each listing exactly one bet per round) -- there is no ways/lines/cluster mechanic and no symbol paytable to document.",
    "auto_restart_after_loss": "A losing round is followed automatically by a fresh idle round at the same difficulty and same bet amount, ready to be started again with PLAY -- the game does not return to a difficulty-selection-only screen or require re-entering the bet."
  },
  "difficulty_levels": {
    "selector_ui": "Bottom control bar, rightmost group, labelled 'DIFFICULTY'. Unlike Chicken Road 2.0 (which uses four separate named buttons), this build uses a single vertical UP/DOWN arrow STEPPER: a small up-chevron button above and a down-chevron button below the current difficulty name. Clicking cycles through the four named levels one step at a time (EASY -> MEDIUM -> HARD -> HARDCORE and back). The current level's name is printed in bold white/light-grey capital letters to the stepper's left.",
    "levels": [
      {
        "name": "EASY",
        "zombie_costume": "plain rubber boots, light blue long-sleeve shirt, brown trousers -- no headgear, bare green zombie head",
        "total_zombies_in_ladder": 30,
        "first_five_multipliers": ["1.01x", "1.03x", "1.06x", "1.10x", "1.15x"],
        "source_frame": "base_game_easy.png (tombstone labels) + rules_p2.png (zombie count, printed text: 'Easy - there are 30 zombies at this level.')"
      },
      {
        "name": "MEDIUM",
        "zombie_costume": "same shirt/trousers as EASY plus a battered grey/tan cooking-pot-style helmet on the head",
        "total_zombies_in_ladder": 25,
        "first_five_multipliers": ["1.08x", "1.21x", "1.37x", "1.56x", "1.78x"],
        "source_frame": "base_game_medium.png + rules_p2.png ('Medium - there are 25 zombies at this level.')"
      },
      {
        "name": "HARD",
        "zombie_costume": "orange long-sleeve shirt, olive trousers, orange-and-white American-football-style helmet with a visible face cage",
        "total_zombies_in_ladder": 22,
        "first_five_multipliers": ["1.18x", "1.46x", "1.83x", "2.31x", "2.95x"],
        "source_frame": "base_game_hard.png + rules_p2.png ('Hard - there are 22 zombies at this level.')"
      },
      {
        "name": "HARDCORE",
        "zombie_costume": "full green army fatigues, brown ammo/pack straps across the chest, dark olive-green army combat helmet",
        "total_zombies_in_ladder": 18,
        "first_five_multipliers": ["1.44x", "2.21x", "3.45x", "5.53x", "9.09x"],
        "source_frame": "base_game_hardcore.png + rules_p2.png ('Hardcore - there are 18 zombies at this level.')"
      }
    ],
    "accessibility_note_costume_as_second_channel": "The zombie's costume/headgear is a strong, non-text, non-colour-hue channel for identifying the active difficulty level (silhouette and prop shape differ at every level: bare head -> pot helmet -> football helmet -> army helmet), independent of the printed 'DIFFICULTY' word and independent of the tombstone-glow colour used for state. This is useful for players who cannot read the small difficulty label or distinguish similar background colours, though it still requires being able to see costume silhouettes (not usable for fully blind players without a screen-reader label on the stepper).",
    "family_relationship_disclosure": "The EASY ladder (1.01/1.03/1.06/1.10/1.15) and HARDCORE ladder (1.44/2.21/3.45/5.53/9.09), and all four zombie-count totals (30/25/22/18), are digit-for-digit identical to Rabbit Road and Chicken Road Race (InOut Games catalogue, wave 184), and the HARDCORE ladder additionally matches the ladder previously recorded for Chicken Road 2.0. This strongly indicates Chicken vs Zombies reuses the same underlying step-ladder configuration/engine as those titles, reskinned with a graveyard/zombie theme (tombstones instead of coin/gem markers, a zombie instead of a generic obstacle, a chicken with a jester hat instead of a plain chicken). Bet limits (0.12-200 USD) match Chicken Road 2.0 exactly; the money cap (20,000 USD) is the same figure used across the whole InOut 'Chicken Road' family. This is reported as useful cross-reference context, not asserted as the value of any unread field."
  },
  "tombstone_states": {
    "undefeated": "Plain grey stone tombstone, rounded top, printed with the multiplier in bold dark charcoal/black text, standing behind an upright, walking, arms-out zombie in that difficulty's costume.",
    "current_active_step_glow": "The tombstone the chicken currently occupies (i.e. the last resolved step) is outlined and back-lit with a bright green/teal glowing aura (a rounded arch-shaped highlight), and its multiplier text switches from dark charcoal to white for higher contrast against the glow.",
    "just_defeated_transient_ghost": "Immediately after a zombie is beaten, its sprite briefly turns into a small pale-blue/white translucent ghost silhouette floating in place of the zombie, with a green particle/orb effect at its base and a small skull-and-crossbones icon visible in the glow (seen mid-animation in burst frame _lose0.png, not part of the delivered manifest but useful corroborating evidence).",
    "steady_state_defeated_marker": "Once the transient ghost animation finishes, the defeated tombstone's zombie is permanently replaced by a smiling cartoon SUNFLOWER with a jack-o'-lantern-style carved face (two dark eyes, a curved smile), rooted in a small mound of dark soil with two green leaves -- confirmed on win_screen.png at the 1.01x tombstone position and on the _lose* burst frames at increasingly many positions as the chicken advances further along a HARDCORE round. This is a colour-AND-shape change together (zombie green humanoid silhouette -> yellow round flower silhouette), so the 'passed' state is distinguishable without relying on colour alone.",
    "accessibility_note": "Progress state (untouched vs passed) is encoded redundantly by (a) creature silhouette/shape -- zombie vs sunflower, (b) colour -- green vs yellow/orange, and (c) position relative to the chicken (always immediately behind it) -- three independent channels, good for colourblind players."
  },
  "screens": [
    {
      "file": "preview.png",
      "type": "preview",
      "description": "Provider loading splash screen, captured immediately on page load before the game itself has rendered (wait_ms=0 burst capture). NOT part of Chicken vs Zombies' own art/theme -- it is the generic InOut Games loading screen used across their catalogue. Plain near-black background (very dark navy, almost black). Centered glowing wordmark logo: stylised 'iNOUT' in a yellow-to-orange gradient hexagonal/shield-shaped 'i' + 'N' unit followed by bold white italicised 'OUT' lettering, with a soft white/yellow outer glow halo around the whole lockup. Below it, a small white circular loading spinner (partial-ring arc) next to the grey text 'Loading...'.",
      "ocr_text": "Loading...",
      "colorblind_note": "n/a -- transient loading state, no interactive controls."
    },
    {
      "file": "base_game_easy.png",
      "type": "base_game",
      "description": "Idle base game, EASY difficulty. Graveyard scene as described in setting_and_mood. Five undefeated tombstones in a row, printed 1.01x / 1.03x / 1.06x / 1.10x / 1.15x, each with a plain-costume EASY zombie standing in front of it (light blue shirt, brown trousers, bare head, arms reaching forward, walking pose). The chicken hero stands to their left on a raised grey stone plinth: white-feathered rotund chicken body, red-and-gold jester's coxcomb-shaped headpiece with three bobbing antennae tipped in orange balls, oversized cream-white cartoon eyes with black pupils, orange beak, red dungaree-style overalls with two round gold buttons, orange webbed feet. Bottom control bar (dark charcoal-grey background band, full width): left group 'BALANCE' label above '$ 1 000 000'; centre-left 'CASHOUT' label above a dash (no active round); centre 'BET' label with '$3' value flanked by small up/down chevron stepper arrows; centre large circular bright-green 'PLAY' button with a white right-pointing triangle icon; right group 'DIFFICULTY' label with up/down chevron stepper and 'EASY' printed below in bold white capitals. Top-left: game wordmark logo. Top-right: circular dark burger-menu icon (three horizontal white lines).",
      "ocr_text": "CHICKEN VS ZOMBIES | 1.01x 1.03x 1.06x 1.10x 1.15x | BALANCE $1 000 000 | CASHOUT - | BET $3 | DIFFICULTY EASY",
      "colorblind_note": "Difficulty is legible as text ('EASY') independent of any colour; zombie costume shape is a redundant non-colour cue (see difficulty_levels.accessibility_note)."
    },
    {
      "file": "base_game_medium.png",
      "type": "base_game",
      "description": "Idle base game, MEDIUM difficulty selected via the stepper. Same graveyard composition; zombies now wear a battered tan/grey pot-shaped helmet over the same shirt/trousers. Tombstones read 1.08x / 1.21x / 1.37x / 1.56x / 1.78x. Bottom bar identical layout, DIFFICULTY reads 'MEDIUM'.",
      "ocr_text": "1.08x 1.21x 1.37x 1.56x 1.78x | DIFFICULTY MEDIUM",
      "colorblind_note": "Same as EASY frame."
    },
    {
      "file": "base_game_hard.png",
      "type": "base_game",
      "description": "Idle base game, HARD difficulty. Zombies wear an orange-and-white American-football-style helmet with a visible cage/face-mask, orange long-sleeve shirt, olive trousers. Tombstones read 1.18x / 1.46x / 1.83x / 2.31x / 2.95x. DIFFICULTY reads 'HARD'.",
      "ocr_text": "1.18x 1.46x 1.83x 2.31x 2.95x | DIFFICULTY HARD",
      "colorblind_note": "Same as EASY frame."
    },
    {
      "file": "base_game_hardcore.png",
      "type": "base_game",
      "description": "Idle base game, HARDCORE difficulty. Zombies wear full olive-green army fatigues with a webbing/ammo-pack strap crossing the chest and a dark green combat helmet. Tombstones read 1.44x / 2.21x / 3.45x / 5.53x / 9.09x. DIFFICULTY reads 'HARDCORE'.",
      "ocr_text": "1.44x 2.21x 3.45x 5.53x 9.09x | DIFFICULTY HARDCORE",
      "colorblind_note": "Same as EASY frame."
    },
    {
      "file": "base_game_step1.png",
      "type": "base_game",
      "description": "Live round, EASY difficulty, mid-play. The chicken has advanced to and beaten the zombie at the first tombstone: it now stands directly under the 1.01x tombstone, which is outlined with a bright green glowing arch and the multiplier text has turned white. The remaining four tombstones (1.03x/1.06x/1.10x/1.15x) still show their original grey undefeated zombies. Bottom bar: BALANCE now '$999 982' (down from the idle $1,000,000 baseline, confirming the $3 bet + prior drift was charged), CASHOUT field now highlighted with a solid yellow/gold rounded rectangle showing '$3.03' (= bet $3 x 1.01), BET field greyed out/locked at '$3' with its stepper arrows disabled during a live round, main button now reads 'GO' (still green circular with the triangle icon), DIFFICULTY greyed out/locked at 'EASY' with its stepper disabled.",
      "ocr_text": "1.01x 1.03x 1.06x 1.10x 1.15x | BALANCE $999 982 | CASHOUT $3.03 | BET $3 | GO | DIFFICULTY EASY",
      "colorblind_note": "Live-round lock state on BET/DIFFICULTY is shown by greyed-out (desaturated) styling; relying on colour alone could be ambiguous for a low-vision/colourblind player, but the fields are also visibly non-interactive (no stepper affordance) as a secondary shape/behaviour cue."
    },
    {
      "file": "win_screen.png",
      "type": "win_screen",
      "description": "Cashout / win modal for the same round as base_game_step1.png, one step later. A rounded dark-teal banner is centred near the top of the screen: an inset yellow/gold pill-shaped badge reading 'WIN!' in bold black capitals sits at the top of the banner, and below it in large bold white text with a small dollar-sign coin icon: '3.09 $'. Underneath, the game board now shows the chicken standing at the 1.03x tombstone (glowing green, white multiplier text) wearing small round sunglasses (a temporary 'celebration' cosmetic swap on the chicken sprite, replacing its normal wide-eyed look) with one arm raised. The 1.01x tombstone position behind it has already settled into its steady-state defeated marker: a smiling sunflower with a carved jack-o'-lantern face, on a small soil mound with two leaves (zombie sprite gone at that position). Tombstones 1.06x/1.10x/1.15x remain undefeated to the right. Bottom bar: BALANCE '$999 988.39', CASHOUT '$3.09' (highlighted yellow), BET '$3' (locked), 'GO' button, DIFFICULTY 'EASY' (locked).",
      "ocr_text": "WIN! | 3.09 $ | 1.03x 1.06x 1.10x 1.15x | BALANCE $999 988.39 | CASHOUT $3.09 | BET $3 | DIFFICULTY EASY",
      "colorblind_note": "The 'WIN!' badge uses a yellow/gold fill with black text -- high contrast, readable independent of hue perception. The passed-tombstone sunflower marker is a shape change, not only a colour change (see tombstone_states.accessibility_note)."
    },
    {
      "file": "base_game_lost_round.png",
      "type": "base_game",
      "description": "IMPORTANT DISCREPANCY FOUND AND CORRECTED (manifest note vs pixels): the manifest's note for this file claims it shows the moment of defeat ('chicken was eaten at the 3.45x tombstone, feathers flying, chicken sprite gone'). The actual pixels do NOT show that -- there is no defeat animation, no feathers, and the chicken is fully present and alive. What the frame actually shows is the IDLE / ROUND-RESET state that follows a loss: HARDCORE difficulty, chicken back at the leftmost starting plinth, all five tombstones freshly reset to their starting HARDCORE values (1.44x/2.21x/3.45x/5.53x/9.09x) with ordinary walking zombies restored at every position (no sunflowers, no ghosts), CASHOUT showing a dash (no live round), BET field unlocked at '$3' with its stepper active, DIFFICULTY unlocked at 'HARDCORE', main button reads 'PLAY' (not 'GO'). BALANCE reads '$999 979.45', lower than the 1,000,000 idle baseline, consistent with one or more earlier HARDCORE bets having been lost. This file is best captioned as 'idle base game, HARDCORE difficulty, immediately after a lost round auto-reset' rather than as the defeat moment itself. The mid-defeat animation frame (chicken actually being eaten) was not isolated in any delivered frame; the closest evidence of a round in progress toward a loss is the burst sequence _lose0.png-_lose4.png (not part of the manifest), which shows the chicken alive and advancing through the HARDCORE ladder (1.44x survived, then 2.21x survived, then reaching the 3.45x tombstone with CASHOUT already reset to a dash while the chicken sprite is still on-screen and intact) -- i.e. the transition to 'lost' happens between two adjacent frames faster than was captured, and no frame shows a chicken-absent / feathers-flying pose.",
      "ocr_text": "1.44x 2.21x 3.45x 5.53x 9.09x | BALANCE $999 979.45 | CASHOUT - | BET $3 | DIFFICULTY HARDCORE",
      "colorblind_note": "n/a -- idle state, same as other base_game idle frames."
    },
    {
      "file": "settings.png",
      "type": "settings",
      "description": "Burger-menu overlay panel opened over a paused/dimmed HARDCORE base-game background. Panel is a dark charcoal rounded rectangle anchored top-right, with a circular white 'x' close button above it. Contents top to bottom: player avatar (small circular icon) with truncated name 'Cyan Occup...' and a 'Change avatar' link; 'Play in Full screen' row with an expand-arrows icon; a divider; 'Sound' toggle (off/grey pill), 'Music' toggle (off/grey pill), '«Space» to spin & go' toggle (ON, green pill) -- this is the keyboard-shortcut option referenced in the How-to-play panel (step 5); a divider; 'Provably fair settings' row (shield icon), 'Game rules' row (document icon), 'My bet history' row (clock icon); a divider; 'How to play?' row (info-circle icon); footer text 'Powered by' followed by the InOut wordmark logo (small yellow/orange hexagon 'i' + bold italic white 'OUT').",
      "ocr_text": "Cyan Occup... Change avatar | Play in Full screen | Sound | Music | «Space» to spin & go | Provably fair settings | Game rules | My bet history | How to play? | Powered by iNOUT",
      "colorblind_note": "Toggle ON/OFF state uses both colour (green vs grey pill) AND knob position (right vs left) -- redundant, colourblind-safe."
    },
    {
      "file": "rules_p1.png",
      "type": "rules",
      "page": 1,
      "description": "'Game rules' modal dialog, centred, dark rounded-rectangle panel over a dimmed/blurred background. Subtitle 'Bet limits are presented below'. Three stacked dark-grey info rows, each with a left-aligned bold white label and a right-aligned bold white value: 'Min bet: 0.12 USD', 'Max bet: 200 USD', 'Max win: 20 000 USD'. Below the rows, small grey italic-weight text: 'Malfunction voids all pays and plays'. Small 'x' close icon top-right of the panel.",
      "ocr_text": "Game rules | Bet limits are presented below | Min bet: 0.12 USD | Max bet: 200 USD | Max win: 20 000 USD | Malfunction voids all pays and plays",
      "colorblind_note": "n/a -- plain text panel, no colour-coded meaning."
    },
    {
      "file": "rules_p2.png",
      "type": "rules",
      "page": 2,
      "description": "'How to play?' modal dialog, same dark rounded-rectangle panel styling as rules_p1. Numbered 6-step instruction list in white text: (1) Specify the amount of your bet. (2) Choose a difficulty level in a game -- the amount of zombies and the chance to be beaten by them varies depending on the level of difficulty; lists all 4 levels with exact zombie counts (Easy 30, Medium 25, Hard 22, Hardcore 18). (3) Press 'Play' button. (4) Your goal is to beat as many zombies as possible without getting beaten by them; you can withdraw your winnings at any stage of the game. (5) In the menu, there is an option to enable 'Space' to spin & go, it will allow you to beat zombies using the 'Space' key. (6) Malfunction voids all pays and plays.",
      "ocr_text": "How to play? | 1. Specify the amount of your bet. | 2. Choose a difficulty level in a game. The amount of zombies and the chance to be beaten by them varies depending on the level of difficulty. There are 4 difficulty levels in the game: Easy - there are 30 zombies at this level. Medium - there are 25 zombies at this level. Hard - there are 22 zombies at this level. Hardcore - there are 18 zombies at this level. | 3. Press \"Play\" button. | 4. Your goal is to beat as many zombies as possible without getting beaten by them. You can withdraw your winnings at any stage of the game. | 5. In the menu, there is an option to enable \"Space\" to spin & go, it will allow you to beat zombies using the \"Space\" key. | 6. Malfunction voids all pays and plays",
      "colorblind_note": "n/a -- plain text panel."
    },
    {
      "file": "info_provably_fair.png",
      "type": "info",
      "description": "'Provably fair settings' modal. Explains the game uses Provably Fair technology. Field 'Next client (Your) seed:' with explanatory text 'Round result is determined form combination of server seed and first 3 bets of the round.' [sic, provider's own text/typo, transcribed verbatim]. 'Random on every game:' row shows 'Current:' followed by a client seed hash 'b4e9b540ceee39dc' with a copy-to-clipboard icon. 'Next server seed SHA256:' row shows a long hex hash beginning 'ac7bcc2baa0a37cd6b472cc364aab6abfb433b9772e2c2b...' (truncated by the panel width) with its own copy icon. Footer note: 'You can check fairness of each bet from bets history.'",
      "ocr_text": "Provably fair settings | This game uses Provably Fair technology to determine game result | Next client (Your) seed: | Round result is determined form combination of server seed and first 3 bets of the round. | Random on every game: | Current: b4e9b540ceee39dc | Next server seed SHA256: ac7bcc2baa0a37cd6b472cc364aab6abfb433b9772e2c2b... | You can check fairness of each bet from bets history.",
      "colorblind_note": "n/a -- plain text panel."
    },
    {
      "file": "info_bet_history.png",
      "type": "info",
      "description": "'My bet history' modal. Four-column table: 'Date', 'Bet', 'Mult.', 'Win', plus a green shield/checkmark verification icon on the far right of each row. Three rows, each timestamped '17-08-26' (the capture date), confirming one bet per round (bets_per_round = 1): row 1 (12:34) Bet $3, Mult. x0, Win - (a loss); row 2 (12:32) Bet $3, Mult. x0, Win - (a loss); row 3 (12:30) Bet $3, Mult. x1.03, Win $3.09 (the same win captured in win_screen.png -- independently corroborates payout = bet x multiplier). Greyed-out 'LOAD MORE' button below the table (disabled, presumably because there is currently no further history to load or it requires a fresh fetch).",
      "ocr_text": "My bet history | Date Bet Mult. Win | 12:34 17-08-26 $3 x0 - | 12:32 17-08-26 $3 x0 - | 12:30 17-08-26 $3 x1.03 $3.09 | LOAD MORE",
      "colorblind_note": "Win/loss rows are distinguished by text content (a dash vs a dollar amount) and by the multiplier value (x0 vs a real multiplier), not by row colour -- accessible to colourblind players without relying on hue."
    }
  ],
  "controls_and_ui_summary": {
    "bottom_bar_left_to_right": [
      "BALANCE -- read-only display of current demo balance in USD, dollar-sign icon prefix.",
      "CASHOUT -- read-only during idle (shows a dash) and during a live round shows the current bankable amount (bet x current tombstone multiplier), highlighted in a solid yellow/gold pill once a value exists; doubles as the button the player presses to end the round and collect winnings (confirmed clickable/highlighted state on base_game_step1.png and win_screen.png's preceding live state).",
      "BET -- numeric stake field with up/down chevron stepper arrows; editable only while idle (locked/greyed with disabled steppers during a live round).",
      "PLAY / GO -- single large green circular button with a white triangle icon, centred; reads 'PLAY' while idle (starts a new round) and 'GO' while a round is live (advances one more step). Also triggerable via the Spacebar if the 'Space to spin & go' toggle is enabled in the settings menu.",
      "DIFFICULTY -- up/down chevron stepper cycling EASY/MEDIUM/HARD/HARDCORE, with the current level name printed below; editable only while idle."
    ],
    "top_bar": "Left: game wordmark logo. Right: circular burger-menu icon (three horizontal lines) opening the settings/menu overlay.",
    "keyboard_shortcut": "Spacebar can be bound to 'spin & go' (i.e. trigger PLAY/GO) via a toggle in the settings menu -- disabled by default state is not confirmed either way from these frames since the toggle was seen ON in settings.png; default state not captured."
  },
  "money_and_limits": {
    "min_bet_usd": 0.12,
    "max_bet_usd": 200.0,
    "max_win_usd_cap": 20000,
    "max_win_cap_is_money_not_multiplier": true,
    "max_multiplier_top_of_ladder": null,
    "max_multiplier_explanation": "Not printed anywhere in the game UI (rules panel, how-to-play panel, or the visible tombstone ladder, which only ever shows 5 tombstones at a time near the chicken's current position). The true top-of-ladder multiplier for any difficulty cannot be read from these frames. Per project rule, this is NOT derived by dividing the money cap (20,000 USD) by a bet amount -- that produces a per-bet-size ceiling, not the game's actual printed top multiplier, and doing so is a known documented error class (D-118). Honest omission.",
    "rtp_in_game": null,
    "rtp_explanation": "No RTP percentage is printed anywhere in the game UI. Confirmed by the capturer via two independent channels: (1) pixel inspection of both rules panels (rules_p1.png bet-limits panel and rules_p2.png how-to-play panel) -- neither prints an RTP figure; (2) a full DOM text dump (document.body.innerText) of the whole game page with the menu open contains no 'RTP' or '%' substring anywhere. A figure of 95.5% appears on the InOut Games provider catalogue page (https://inout.games/en/game/chicken-road-zombies) -- this is an EXTERNAL source, not part of the game's own interface, and belongs in the Rig API's rtp field (sourced separately), not in this interface-description document.",
    "bets_per_round": 1,
    "provably_fair": true,
    "has_autoplay": false,
    "has_bonus_buy": false,
    "has_free_spins": false,
    "autoplay_and_bonus_buy_explanation": "Confirmed absent via two independent channels each: (1) pixel inspection of the bottom control bar at all 4 difficulty levels shows only BALANCE / CASHOUT / BET / PLAY-GO / DIFFICULTY -- no BUY or AUTOPLAY control anywhere; the settings/burger menu (settings.png) lists only avatar, fullscreen, sound, music, space-to-spin toggle, provably fair, game rules, bet history, how-to-play -- no autoplay entry. (2) a full DOM text dump of the page contains no 'buy' substring and no 'auto' substring anywhere."
  },
  "provably_fair_details": {
    "mechanism_as_described_in_game": "Round result is determined from a combination of a server seed (hashed with SHA256 and shown to the player in advance, before it is revealed) and the first 3 bets of the round. Player can set/view a client seed ('Next client (Your) seed') and can verify the fairness of any individual past bet from the bet history panel.",
    "source_frame": "info_provably_fair.png"
  },
  "unreadable_or_uncertain": [
    "max_multiplier (top of each difficulty's ladder) -- not printed anywhere in this build's UI; honestly omitted, see money_and_limits.max_multiplier_explanation.",
    "rtp -- not printed in-game; only available from the external provider catalogue page (95.5%), which is out of scope for this interface document.",
    "The exact mid-defeat 'eaten' animation frame (chicken sprite disappearing / feathers flying, as originally described in the manifest note for base_game_lost_round.png) was not isolated in any delivered frame. The manifest note text for that file does not match its pixels -- see the base_game_lost_round.png entry above for the correction and the closest available burst evidence.",
    "Default (out-of-the-box) state of the 'Space to spin & go' toggle -- only seen in its ON position in settings.png; whether that is the factory default or was toggled during capture is not established from these frames.",
    "Whether 'LOAD MORE' in the bet-history panel ever becomes enabled with more history (only 3 rows existed at capture time, consistent with bets_per_round=1 and a short capture session) -- not tested."
  ],
  "not_present_in_this_game": [
    "Reels, paylines, ways, or clusters -- this is not a reel slot.",
    "A symbol paytable -- there are no spinning symbols with per-symbol payout tiers; the only payout mechanism is the printed tombstone multiplier ladder.",
    "Free spins.",
    "Bonus buy.",
    "Autoplay / auto-cashout (no auto-cashout control was found in the UI; has_auto_cashout=false per manifest)."
  ]
}

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.