Deadly Diamond

Demo, RTP 88.53%, paytable, symbols & full capture data

Free demo · not real-money play
✓ Working · checked 2 weeks, 2 days ago Verified · 19 Aug 2026
RTP 88.53%
Volatility Medium
Max win ×2924
Grid —
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Asset pack

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

Slot API

GET /v1/slots/deadly-diamond-b23/

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

Captured by hand from a live demo and verified frame-by-frame — the paytable was OCR-checked against the provider. 7 aspects we couldn’t confirm are flagged below, not hidden.

Captured 19 Aug 2026 View capture log

Per-screen breakdown

16 demo screens
16 PNG (ZIP)
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
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 Deadly Diamond

Everything pulled from Deadly Diamond into machine-readable data — symbols, paytable, palette, modes and assets. A capture result, not a game review.
16 screens captured
6 palette colors from frames
9 accessibility groups profiled
7 gameplay modes NOT captured — flagged honestly below

manual demo playthrough → 16 screens captured → paytable verified (OCR) → catalogued & reviewed

Specification

verified parameters
provider PoggiPlay
rtp 88.53% · single configuration
volatility Medium
max_win_x ×2924
bonus_buy No
mechanic Crash
release_date 2023

Bonus modes

2 modes
Base Game Modifier base
Plate-Picking Round (Base Game)

9-column x 4-row grid of pressure plates set along a corridor leading to the Deadly Diamond totem. The player picks one of the 4 plates in the current column, left to right. A safe plate advances the character and reveals that column's value on the multiplier ladder above the grid (base ladder observed: x0.14, x0.45, x0.85, x1.68, x3.06, x5.53, x18.26, x63.76, x220.76 for columns 1-9). Picking the lava trap plate ends the round immediately with a zero win and reveals the whole board. The player can cash out the current reward at any time via the bag-shaped sidebar button; the live payout is shown on the 'TAKE <amount>' button beneath the grid. Skull icons on unrevealed plates mark how many trap plates sit in that column: columns 1-3 have 1 trap out of 4 plates, columns 4-6 have 2 traps out of 4 plates; trap count for columns 7-9 is not stated by the game.

Other bonus_tokens
Bonus Multiplier Tokens

Two kinds of bonus multiplier tokens can appear on random safe plates. A plain token (X2 or X3, no chevron arrows) adds its multiplier to ONE random future column. A chevron token (marked with small arrow chevrons; observed values X2/X3/X5/X6) adds its multiplier to EVERY future column. Collected token multipliers add together across the round -- quoted verbatim from the rules: 'the multipliers add up to each other... the row is multiplied by the sum of the multipliers the player received for the previous rows.'

Colour system

extracted from frames · HEX
Export palette
#16101C base dominant 1 base
#DCA55D base dominant 2 base
#4E342A base dominant 3 base
#927352 base dominant 4 base
#6C5D50 base dominant 5 base
#AC895D base dominant 6 base

Accessibility

profile for all groups
Color Blind
  • Top status bar is a black background with light gray/white text only -- no color-coded meaning.
  • Provider loading-screen progress is shown by both a percentage number and a filled progress-bar length, not by color alone.
  • The splash-screen 'Play' button is distinguished by shape, position and the text label 'Play', not by color alone.
  • BALANCE / WIN / BET figures in the bottom bar are each preceded by a distinct text label, so the three amounts are distinguishable by label position, not by color.
  • Settings toggle switches (Spacebar to spin, Welcome Screen) show state by knob position (left/right) as well as track color, remaining legible without color perception.
  • The selected bet amount in the bet selector is marked by a filled pill plus bold dark text, distinguishable by shape/weight as well as color.
  • Plain vs chevron bonus multiplier tokens are distinguished by the presence of arrow-chevron glyphs and by the printed 'X2'/'X3' text, not by color alone.
  • The lava trap plate uses a distinct bright orange-red fire/lava texture with a glowing border, visually distinct in texture and shape (not flat color alone) from the silver-gray skull/coin plate faces.
  • COLOR-ONLY CUE: the column the player currently occupies on the multiplier ladder is highlighted only with a bright orange ring around that cell; no accompanying shape or text redundancy for this specific indicator was found in the captured material.

Media & assets

5 files · 5 types
16 PNG (ZIP)
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
Provider loading splash, game splash/intro, base game round (start, step-by-step plate picks with bonus token reveals), bust (lava trap hit, full board reveal), cash-out win screen, settings panel, bet selector at both ends of the stake ladder (50 to 100000 FUN), rules panels 1-7 (premise, plate mechanics, both bonus-token types, cashout rule, trap density, RTP/bet-limits/max-win summary table).
Trap density (number of lava plates per column) for columns 7-9 is not stated in the captured Rules text and was not observed directly; only columns 1-3 (1 trap of 4) and 4-6 (2 traps of 4) are confirmed.
A full winning round that reaches column 9 and collects the Diamond from the totem (as opposed to a manual mid-round cash-out) was not captured; the sample round ended by voluntary cash-out at column 3.
The exact arithmetic converting collected bonus tokens into ladder-value increases is not spelled out numerically in the rules text and could not be fully derived from the single captured round; only the qualitative behaviour (plain=one future column, chevron=every future column, effects add together) is confirmed.
The live 9-step base multiplier ladder tops out at x220.76 while the game's printed 'Max Win Multiplier' cap is x2924. The game itself never reconciles this gap. It is presumed attributable to stacked bonus-token multipliers exceeding the base ladder, but this reconciliation is an inference (added at review), not a printed fact, and no captured round reached column 9 with tokens collected to confirm it.
The small circular-arrow icon that visually resembles an autoplay control appears disabled/non-functional in this build (DOM 'disabled' class present, and clicking it while idle produced no visible change) -- could not confirm whether autoplay exists as a working feature at all.
Round history is not available in this demo build; the History overlay itself prints 'The game history is not available right now.'
Purpose of the small stack-of-coins sidebar icon (5th gameplay-state icon) is not explained anywhere in the captured Rules text and no click-test frame exists for it; uncertain, not guessed.

Ask AI about Deadly Diamond

MCP · VERIFIED CAPTURE DATA

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What it looks like

How does Deadly Diamond play? Keep it simple.

9-column x 4-row grid of pressure plates set along a corridor leading to the Deadly Diamond totem. The player picks one of the 4 plates in the current column, left to right. A safe plate advances the character and reveals that column's value on the multiplier ladder above the grid (base ladder observed: x0.14, x0.45, x0.85, x1.68, x3.06, x5.53, x18.26, x63.76, x220.76 for columns 1-9). Picking the lava trap plate ends the round immediately with a zero win and reveals the whole board. The player can cash out the current reward at any time via the bag-shaped sidebar button; the live payout is shown on the 'TAKE <amount>' button beneath the grid. Skull icons on unrevealed plates mark how many trap plates sit in that column: columns 1-3 have 1 trap out of 4 plates, columns 4-6 have 2 traps out of 4 plates; trap count for columns 7-9 is not stated by the game.

RTP 88.53%Medium volatilitymax win ×2924demo ✓

From the verified capture of 19 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: Deadly Diamond vs Mines — RTP, max win, bonus buy.”

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

Editorget_slot

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

→ OCR-verified numbers — including the 7 aspects we couldn’t confirm, flagged.

Designerget_slot

“Creative brief: theme, 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: 7 uncaptured aspects flagged, not hidden Read-only · free, no key · per-IP rate limit 18+Free demo data only — no real-money links

Technical info

Free JSON data API — token auth.
GET /api/v1/slots/deadly-diamond-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/deadly-diamond-b23/
{
  "game": {
    "name": "Deadly Diamond",
    "provider": "PoggiPlay",
    "provider_ref_code": "diamond",
    "game_category": "crash",
    "device_captured": "desktop",
    "not_a_slot_machine": "This is NOT a reel/payline slot. It is a step-multiplier / pressure-plate 'crash' style instant-win game (same device family as Mines / Chicken Road / Penalty Cup). There are no reels, rows, paylines, symbols or a symbol paytable. The whole game is one mechanic: pick pressure plates left-to-right across 9 columns, avoid the lava trap, cash out whenever you want.",
    "art_style": "Flat-lit 3D cartoon rendering (stylized casual mobile look), thick clean shapes, warm torch-lit temple/dungeon palette (browns, ambers, gold) on the splash and loading screens, switching to a near-black tunnel background with radiating golden light rays during actual gameplay. The 'temple raider' hero is a chibi-proportioned cartoon character (oversized head, small body) with exaggerated round red nose and a friendly, non-threatening expression -- comedic/casual mood rather than dramatic or photorealistic. No dynamic camera angles: gameplay is a fixed top-down/orthographic view straight down a stone corridor. Icons and UI are flat, rounded, brown-and-gold circular buttons with simple line-art glyphs; no neon, no cyberpunk, no dark cinematic lighting outside of the torch/lava glow that is part of the temple setting itself.",
    "theme": "Indiana-Jones-style temple-raider adventure: a treasure hunter must cross a trap-lined corridor of pressure plates inside an ancient stone temple to reach a glowing turquoise gem ('the Deadly Diamond') held by a stone totem/skull archway, while avoiding hidden lava traps.",
    "build_footer_note": "The demo footer on rules_p7.png prints 'facade : 8.44.1', 'workbench : 5.16.4', 'release name : 1.0.0@production:02eabd594849cce3b76cc5c6d3a211245f33871f' and 'release date : 2026-07-02T10:51:35.784Z'. These are CLIENT BUILD/DEPLOY metadata, not the game's code or release date. The hash '02eabd59' (also shown in the demo header 'Deadly Diamond | 02eabd59') is a build-commit prefix, NOT the provider game code. The provider game code is 'diamond' (from the demo_url path .../game/pplay/diamond/ and from the PoggiPlay catalogue page slug). The printed 'release date' is a demo-build deploy timestamp and must not be used as the game's market release date."
  },
  "top_status_bar": {
    "description": "Thin black bar across the very top of the viewport, present on every screen.",
    "left": "small white clock-style time readout (e.g. '15:08') followed by 'Deadly Diamond | 02eabd59' in light gray -- the demo wrapper's title and build hash, not in-game UI.",
    "right": "white 'PoggiPlay' provider wordmark.",
    "colorblind_note": "Text-only bar, black background with light gray/white text -- no color-coded meaning, safe for all color-vision types."
  },
  "loading_and_splash_screens": {
    "provider_loading_screen": {
      "frame": "_burst/load0.png (not in final manifest, provider preload splash seen before the game's own splash)",
      "description": "Full-screen dark slate-navy background. Center: white 'Poggi' / 'Play' two-line wordmark (rounded sans-serif) next to the PoggiPlay triangular 'play-button' logomark -- a right-pointing rounded triangle built from three overlapping color layers (hot pink/magenta on the left edge, deep navy blue center, sky blue on the right edge) with a bold white letter 'P' centered inside a dark navy circle. Below: white '100%' loading percentage text and a thin horizontal progress bar (dark gray track, bright sky-blue fill) spanning most of the screen width.",
      "colorblind_note": "Progress communicated by both a percentage number and a filled bar length, not by color alone."
    },
    "game_splash": {
      "frame": "preview.png",
      "background": "warm brown/amber gradient evoking a torch-lit stone chamber, darker at the edges, glowing amber toward the center.",
      "title": "large bold white two-line wordmark 'Deadly / Diamond' top-left.",
      "centerpiece_art": "a glowing amber stone skull face looms behind the character with fiery orange-yellow eye sockets; the 'temple raider' hero (tan/peach skin, big round red clown-style nose, brown fedora hat, dark brown/black jacket) stands center-right hugging a large faceted turquoise/cyan diamond gem with both hands (a bright white sparkle highlight on its top-right facet); two lit wall torches with orange flame flank the scene; a burlap sack overflowing with gold coins sits to the right of the character; a pickaxe with a light wood handle leans against the sack on the far right.",
      "two_bonus_medallions": "two circular dark-red/maroon coin medallions with orange chevron arrows and orange 'X3' / 'X2' text float behind the character's left shoulder, foreshadowing the in-round bonus tokens.",
      "instruction_text": "centered white text: 'Jump on the hatches to reach the reward!'",
      "checkbox": "bottom-left, a white-outlined square checkbox followed by white text 'Don't show next time' (unchecked).",
      "play_button": "bottom-right, a bright yellow/gold rounded-pill button with bold black text 'Play'.",
      "colorblind_note": "Play button is distinguished by shape, position and text label, not color alone."
    }
  },
  "playing_field": {
    "layout": "A 9-column x 4-row grid of 36 circular pressure plates ('9x4 pressure plate field' -- printed verbatim in Rules, rules_p1.png), laid out left-to-right down a stone corridor rendered in forced top-down perspective, converging toward a stone skull-shaped archway with glowing pale-blue eye sockets on the right edge of the screen -- this archway represents the totem holding the Deadly Diamond, i.e. the finish line.",
    "columns_vs_ladder": "Each of the 9 columns corresponds to one step on the multiplier ladder printed directly above the grid (see multiplier_ladder below); the player advances one column at a time by picking one of the 4 plates in the current column.",
    "idle_pose_caveat": "In the very first captured frame (base_game.png, before any bet is placed) the character is drawn standing at the visual center of the field with plates on both sides -- this is a static idle/attract pose, not a mid-round position; actual gameplay progression is confirmed left-to-right in the captured round (base_game_step.png, _burst/round1_step1..step3.png, round1_cashout*.png).",
    "tile_visual_types_observed": [
      {
        "id": "skull_tile",
        "appearance": "silver-gray circular coin/medallion stamped with a relief icon of two small grey skulls side by side, radial engraved lines around the rim.",
        "role": "most common tile face before it is revealed; can conceal either a safe step or the lava trap -- the skull artwork is purely decorative/thematic and is NOT a reliable indicator of danger by itself (see trap_density below)."
      },
      {
        "id": "gold_crowned_tile",
        "appearance": "same silver-gray medallion body but stamped with a single gold coin/crowned-head relief icon instead of the twin skulls.",
        "role": "a second common unrevealed-tile skin; functionally appears to be an alternate safe-tile face (seen revealed as plain safe steps in win_screen.png and base_game_bust.png); no distinct payout behaviour documented in Rules beyond the standard safe-step reward."
      },
      {
        "id": "plain_bonus_token",
        "appearance": "same medallion, but showing bright orange 'X2' or 'X3' text once revealed, no arrow chevrons.",
        "role": "'Adds an 2x, 3x multiplier to ONE random subsequent level' (quoted verbatim, rules_p2.png)."
      },
      {
        "id": "chevron_bonus_token",
        "appearance": "same medallion showing orange 'X2' or 'X3' text with a row of three small upward/outward chevron arrows ('>>>') above and below the number.",
        "role": "'Adds an 2x, 3x multiplier to EVERY subsequent level' (quoted verbatim, rules_p2.png) -- i.e. it applies to all remaining columns, not just one."
      },
      {
        "id": "lava_trap_tile",
        "appearance": "a bright orange-and-red circular fire/lava texture ('burning coal' look) ringed by a thin orange-yellow border, glowing.",
        "role": "the losing plate: selecting it ends the round immediately with zero win and reveals the whole board (base_game_bust.png)."
      }
    ],
    "trap_density": {
      "source": "rules_p3.png + rules_p4.png, quoted verbatim: 'Various skull icons can be seen on the plates — those identify the number of trap plates in that row. The first three rows of the field contain only one pressure plate with a trap. Rows 4 through 6 contain two plates. When a trap plate is selected, the player loses the bet and all the rewards obtained on previous steps, and the game starts all over again.'",
      "terminology_note": "The Rules text calls the 9 left-to-right steps 'rows' (columns in this document's terminology, to match the visual left-to-right layout and the horizontal multiplier ladder).",
      "columns_1_to_3": "1 lava trap plate out of the 4 in that column (3 safe plates, 1 trap).",
      "columns_4_to_6": "2 lava trap plates out of the 4 in that column (2 safe plates, 2 traps).",
      "columns_7_to_9": "not stated anywhere in the captured Rules text and not directly observed in the captured rounds (the only bust round captured hit the trap in column 1). Marked uncertain -- do not assume a value for columns 7-9."
    },
    "multiplier_ladder": {
      "location": "a horizontal row of 9 dark rounded-rectangle cells directly above the grid, each showing a white 'x<value>' label and a small gold-coin icon; also a small 'Deadly Diamond' wordmark with a tiny turquoise diamond dot to its left.",
      "base_values_observed": [
        "x0.14",
        "x0.45",
        "x0.85",
        "x1.68",
        "x3.06",
        "x5.53",
        "x18.26",
        "x63.76",
        "x220.76"
      ],
      "base_values_source": "base_game.png / round1_start.png (fresh round, no bonus tokens collected yet); this is the un-modified 9-step curve for this build.",
      "current_step_indicator": "the cell for the column the player currently occupies (i.e. the last column successfully cleared) is highlighted with a bright orange ring.",
      "reward_formula_text": "quoted verbatim from Rules (rules_p2.png): 'Multipliers give a reward increase of 2 or 3 times, depending on which multiplier ends up on the plate. The multipliers add up to each other. In doing so, the player receives a guaranteed reward for the achievement: the row is multiplied by the sum of the multipliers the player received for the previous rows.'",
      "illustrative_example_in_rules": {
        "frame": "rules_p4.png / rules_p6.png",
        "note": "Rules illustrates the concept with a separate, simplified example ladder printed as plain numbers with coin icons (no 'x' prefix): 2, 5, 9, 15, 22, 30, 45, 70, 100. This is a teaching illustration inside the Rules panel, not the real-money multiplier curve -- the real curve is the x0.14...x220.76 sequence captured in the live game."
      }
    }
  },
  "bonus_token_worked_example": {
    "source_frames": [
      "_burst/round1_start.png",
      "_burst/round1_step1.png (TAKE A STEP reveal, column1)",
      "_burst/round1_step2.png",
      "_burst/round1_step3.png",
      "_burst/round1_cashout.png",
      "_burst/round1_cashout2.png",
      "win_screen.png"
    ],
    "sequence_observed": [
      "Column 1: player picks a plate, reveals a PLAIN 'X3' token (no chevrons).",
      "Column 2: player picks a plate, reveals a PLAIN 'X2' token (no chevrons).",
      "Column 3: player picks a plate, reveals a CHEVRON 'X3' token (>>> arrows), meaning it applies to every column from 4 onward.",
      "Player cashes out immediately after column 3 for a displayed total of 850 (bet was 1 000 FUN)."
    ],
    "ladder_recalculation_observed": "After the two plain tokens (X3 in column 1, X2 in column 2) were collected, the displayed multiplier values for columns 5 through 9 all increased by the same flat amount (+2.76 in ladder-multiplier units) versus the fresh-round baseline, while columns 3 and 4 were unchanged. After the chevron X3 (column 3) was also collected, the game additionally displayed small floating combined-multiplier tags directly above columns 4-9 reading 'X3, X6, X3, X5, X3, X3' respectively (round1_cashout2.png / win_screen.png) -- consistent with a constant +X3 floor from the chevron token on every future column, with columns 5 and 7 running higher (X6 and X5) because that is where the two plain single-target tokens' bonuses landed.",
    "caveat": "The exact per-column arithmetic that converts collected tokens into the displayed ladder-value increases is NOT fully derivable from this single sample round and is not spelled out numerically in the Rules text beyond the 'multipliers add up to each other' statement quoted above. Treat the precise formula as uncertain; the qualitative behaviour (plain token = one random future column, chevron token = every future column, effects add together) is confirmed both by the Rules text and by this worked example."
  },
  "round_flow": {
    "start": "Player selects a bet amount from the Bet (FUN) panel, then presses the pill-shaped 'PLACE BET TO START' button beneath the grid (visible in base_game_bust.png / win_screen.png once a round has ended).",
    "each_step": "The player 'blindly' (Rules' own word) picks one of the 4 unrevealed plates in the current column by clicking it. If it is safe, the character token advances to that column, a short golden light-burst 'TAKE A STEP' reveal animation plays (round1_step1.png), the current-reward figure shown on the central 'TAKE <amount>' pill button updates, and any bonus token revealed on that plate is applied per the rules above.",
    "loss": "If the picked plate is the lava trap, the round ends immediately: the whole 9x4 board is revealed at once (base_game_bust.png), WIN resets to 'FUN 0', and the start button returns to 'PLACE BET TO START' with an orange glow outline.",
    "win_via_full_traverse": "Per Rules (rules_p3.png), verbatim: 'Once the temple raider reaches the end of the field and takes the Deadly Diamond from the totem, the round ends. The temple raider takes the Deadly Diamond and runs back down the previously selected plates. The player receives all the coins he has earned, taking into account the multipliers he has dropped. The player can choose their bet again, press the Start button and begin a new round.' Not captured directly in this frame set (the sample round ended by manual cash-out at column 3, not by reaching column 9)."
  },
  "cashout": {
    "availability": "the player can withdraw winnings at any point before the round ends, per Rules (rules_p3.png): 'The player can also withdraw his winnings at any time before the end of the move by clicking on the button.'",
    "button": "a large circular brown icon in the right-hand sidebar showing a rounded money bag with a downward arrow inside it; while a round is in progress this button is the 3rd icon from the top of the 5-icon sidebar.",
    "live_reward_readout": "while a round is active, the pill-shaped button beneath the grid switches from 'PLACE BET TO START' to 'TAKE <amount>' (e.g. 'TAKE 140', 'TAKE 850'), showing the exact FUN amount that would be paid out if the player cashed out at that instant.",
    "after_cashout": "the field freezes, remaining unpicked plates on the board are auto-revealed (win_screen.png), the won amount is shown large in the center of the board (e.g. '850'), the bottom bar's WIN figure updates to match, and the cashout-bag sidebar icon is replaced by a large, brightly highlighted (white/yellow) circular 'restart' icon (two arrows forming a loop) since there is no longer an active round to cash out."
  },
  "ui_bottom_bar": {
    "location": "dark brown/near-black horizontal strip along the bottom edge of the game viewport, present on every gameplay and overlay screen.",
    "elements_left_to_right": [
      "speaker/mute icon (light gray, outlined speaker with sound waves) on the far left",
      "'BALANCE' label in gray caps + 'FUN' unit tag, with the numeric balance in bright yellow-gold beneath (e.g. '999 000')",
      "'WIN' label in gray caps + 'FUN' unit tag, with the current round's win amount in bright yellow-gold (e.g. '0' or '850')",
      "'BET' label in gray caps + 'FUN' unit tag, with the currently selected stake in bright yellow-gold (e.g. '1 000')"
    ],
    "colorblind_note": "each figure is preceded by a distinct text label (BALANCE/WIN/BET) so the three amounts are distinguishable by text position, not by color."
  },
  "ui_right_sidebar": {
    "gameplay_state_icons_top_to_bottom": [
      {
        "icon": "a jagged sunburst/badge outline containing a lightning bolt.",
        "meaning": "speed/turbo toggle for the reveal animations (per _burst/speed_try.png this button highlights white/active when pressed).",
        "color": "brown circle background, light outline glyph; turns white-background when active."
      },
      {
        "icon": "a small circular pair of curved arrows forming a loop, with a small play/triangle mark inside.",
        "meaning": "visually resembles an autoplay control; see not_captured/autoplay entry below for its confirmed non-functional state in this build.",
        "color": "brown circle background, light outline glyph."
      },
      {
        "icon": "large brown circle with a rounded money-bag-with-downward-arrow glyph.",
        "meaning": "Cash Out / withdraw current winnings (see cashout section). Only shown in this position while a round is active.",
        "color": "brown circle, white/cream outline glyph; enlarges and is not present once the round has ended."
      },
      {
        "icon": "a smaller stack-of-coins glyph topped with a small '+' / sparkle mark.",
        "meaning": "not explained anywhere in the captured Rules text and no click-test frame exists for it in this capture set; purpose is uncertain (possibly a shortcut to open the bet/deposit panel). Marked uncertain, not to be guessed.",
        "color": "brown circle, light outline glyph."
      },
      {
        "icon": "three horizontal bars (hamburger menu).",
        "meaning": "opens the overlay hub (Game Settings / Rules / History), per _burst/menu1.png.",
        "color": "brown circle, light outline glyph."
      }
    ],
    "post_round_state_change": "once a round has ended (win_screen.png / base_game_bust.png / _burst/speed_try.png / _burst/autoplay_try.png), the 3rd sidebar slot no longer shows the cash-out bag; instead it shows a large, brightly highlighted circular 'two arrows in a loop' icon (yellow-highlighted after a bust, white-highlighted after a win) -- most likely a 'play again / restart' affordance, since there is nothing to cash out until a new bet is placed.",
    "overlay_navigation_icons": {
      "when_shown": "whenever the Game Settings, Rules, or History overlay panel is open (settings.png, rules_p1..p7.png, _burst/history1.png), the sidebar switches from the 5 gameplay icons above to 4 navigation icons.",
      "icons_top_to_bottom": [
        "speed/turbo badge (same lightning-bolt glyph as gameplay state)",
        "gear/cog icon -- opens Game Settings",
        "a circular clock-like icon with a curved arrow -- opens History (confirmed via _burst/history1.png, see not_captured/history entry)",
        "a circle containing a question mark -- opens Rules; shown highlighted white when the Rules panel is the active one"
      ]
    }
  },
  "settings_panel": {
    "frame": "settings.png",
    "title": "'Game Settings' centered in white bold text, top of panel; a yellow circular 'X' close button sits top-right.",
    "background": "dark brown/near-black panel over the game, with thin horizontal divider lines (dark gray) separating each row.",
    "rows_top_to_bottom": [
      {
        "icon": "brown circle with a yellow four-corner 'expand' bracket glyph",
        "label": "Fullscreen"
      },
      {
        "icon": "brown circle with a light gray speaker/sound-wave glyph",
        "label": "Sound"
      },
      {
        "icon": "brown circle with light gray paired musical notes",
        "label": "Music"
      },
      {
        "icon": "brown circle with a light gray house/home outline",
        "label": "Home"
      },
      {
        "icon": "yellow rounded toggle switch, knob currently on the right (ON) shown white",
        "label": "Spacebar to spin"
      },
      {
        "icon": "yellow rounded toggle switch, knob currently on the right (ON) shown white",
        "label": "Welcome Screen"
      }
    ],
    "colorblind_note": "toggle state is shown by knob position (left/right) as well as track color, so it remains legible without color perception."
  },
  "bet_selector_panel": {
    "title": "'Bet (FUN)' centered white bold text at top; 'Choose bet' sub-heading in gray beneath it (only on the first page); yellow circular checkmark confirm button fixed to the right edge, outside the scrollable list.",
    "layout": "a 3-column grid of brown rounded-pill buttons, each showing a plain white bet amount; the currently selected amount is highlighted with a solid yellow/white pill and dark bold text.",
    "full_ladder_top_to_bottom": [
      50,
      100,
      150,
      200,
      250,
      300,
      350,
      400,
      450,
      500,
      1000,
      1500,
      2000,
      2500,
      3000,
      3500,
      4000,
      4500,
      5000,
      10000,
      15000,
      20000,
      25000,
      30000,
      35000,
      40000,
      45000,
      50000,
      60000,
      75000,
      100000
    ],
    "source": "bet_panel_p1.png (top of the list, starts at 50, currently-selected 1 000 highlighted yellow) and bet_panel_p2.png (bottom of the list, ends at 100 000, currently-selected 25 000 highlighted white in that later capture)",
    "min_bet_confirmed": "50 FUN (top of list, bet_panel_p1.png) -- matches the printed 'Min Bet 50 FUN' in Rules (rules_p7.png).",
    "max_bet_confirmed": "100 000 FUN (bottom of list, bet_panel_p2.png) -- matches the printed 'Max Bet 100000 FUN' in Rules (rules_p7.png).",
    "colorblind_note": "selected bet is marked by a filled pill plus bold dark text, distinguishable by shape/weight as well as color."
  },
  "rtp_and_bet_limits": {
    "rtp_percent": 88.53,
    "min_bet_fun": 50,
    "max_bet_fun": 100000,
    "max_win_multiplier": 2924,
    "source_frame": "rules_p7.png, bottom of the Rules panel, printed verbatim as a 4-column table: 'RTP 88.53 %', 'Min Bet 50 FUN', 'Max Bet 100000 FUN', 'Max Win Multiplier 2924 x'.",
    "cross_check": "min/max bet independently confirmed by scrolling the Bet (FUN) selector to both ends (bet_panel_p1.png = 50, bet_panel_p2.png = 100 000) -- two independent channels agree exactly.",
    "known_discrepancy": "The PoggiPlay provider catalogue page for this game leaves its own 'Max Multiplier' field blank and instead states in prose FAQ text that the game pays 'up to 3000x'. The value actually printed inside the game build is 2 924x (rules_p7.png). This document uses the in-game printed value (2 924x) as authoritative and records the catalogue's 3000x claim only as a noted discrepancy, not as an alternative figure to report."
  },
  "not_captured": [
    {
      "claim": "Autoplay is not available/functional in this build (the small circular-arrow icon that visually resembles an autoplay control, 2nd icon in the gameplay sidebar).",
      "evidence_two_channels": [
        "DOM channel: the icon element carries a 'disabled' CSS class (scene_probe.py reading of the live page).",
        "Pixel channel: clicking the icon while idle (board empty, 'PLACE BET TO START' shown) produced no visible change in the captured follow-up frame (_burst/autoplay_try.png) compared to the frame before the click."
      ]
    },
    {
      "claim": "Round history is not available in this demo build.",
      "evidence_two_channels": [
        "Pixel channel: opening the History overlay (hamburger menu) displays the game's own message, printed verbatim: 'Not available' / 'The game history is not available right now' (_burst/history1.png).",
        "DOM channel: the same string is present in the panel's text content."
      ]
    },
    {
      "claim": "A full winning round that reaches column 9 and 'takes the Diamond from the totem' (the win path described in Rules, as opposed to a manual mid-round cash-out) was not captured in this frame set; the sample round ended by voluntary cash-out at column 3.",
      "note": "Not a defect of the capture -- the Rules text (rules_p3.png) describes this end state in words, but no screenshot of it exists in the manifest."
    },
    {
      "claim": "Trap density for columns 7 through 9 is not stated in the captured Rules text and was not observed directly (see playing_field.trap_density above).",
      "note": "Left as an open gap rather than inferred from the pattern of columns 1-3 / 4-6."
    }
  ],
  "anomalies_and_discrepancies": [
    "Provider catalogue page: 'Max Multiplier' field left blank, FAQ prose claims 'up to 3000x', while the game itself prints 'Max Win Multiplier 2924x' (rules_p7.png). The catalogue's own bet-exposure arithmetic ($300 000 max exposure / 3000 = 100x max bet ratio) is internally consistent with its OWN 3000x figure, not with the in-game 2924x -- i.e. all three catalogue numbers agree with each other and all three disagree with the build. In-game printed value is used as the authoritative figure in this document.",
    "The demo footer's 'release date : 2026-07-02T10:51:35.784Z' is a client build/deploy timestamp, not the game's real-world market release date, and is excluded from this document's game data.",
    "The commit-hash-looking string '02eabd59' shown in the demo header and footer is a build artifact, not the provider's game code; the game code is 'diamond'.",
    {
      "ladder_top_vs_printed_cap": {
        "added_by": "TL at GATE-2",
        "why": "The document states two figures that look contradictory side by side and never reconciles them: the live multiplier ladder tops out at x220.76 on column 9, while the printed cap is x2924. A reader is left to assume one of them is misread.",
        "reconciliation": "They are not in conflict, because the ladder is the BASE curve only. Chevron bonus tokens add a multiplier to EVERY subsequent step and stack with each other (rules_p2.png), so a round that collects several of them climbs a boosted curve rather than the base one. The ratio 2924 / 220.76 is about 13.2, which is the accumulated token multiplier a maximum round would need to carry -- well within the range the observed tokens (x2, x3, x5, x6) can reach when stacked.",
        "status": "INFERENCE, not printed. The game does not state this reconciliation anywhere, and the exact arithmetic that converts collected tokens into ladder values could not be derived from the single captured round (see not_captured). What IS printed and authoritative is the cap itself: x2924 on rules_p7.png.",
        "what_would_settle_it": "A captured round that reaches column 9 with tokens collected. Only a manual cash-out at column 3 was captured, so the top of the boosted curve was never seen."
      }
    }
  ],
  "currency_note": "The demo runs on a play-money balance labelled 'FUN' throughout the UI (BALANCE/WIN/BET all show a 'FUN' unit tag). This is the demo wallet's label, not the game's real-money currency, and is not recorded as a currency field. For reference only: PoggiPlay demo balances commonly use a conversion of 1 000 FUN = $1.",
  "sources": [
    "preview.png",
    "base_game.png",
    "base_game_step.png",
    "win_screen.png",
    "base_game_bust.png",
    "settings.png",
    "bet_panel_p1.png",
    "bet_panel_p2.png",
    "rules_p1.png",
    "rules_p2.png",
    "rules_p3.png",
    "rules_p4.png",
    "rules_p5.png",
    "rules_p6.png",
    "rules_p7.png",
    "_burst/round1_start.png",
    "_burst/round1_step1.png",
    "_burst/round1_step2.png",
    "_burst/round1_step3.png",
    "_burst/round1_cashout.png",
    "_burst/round1_cashout2.png",
    "_burst/round1_cashout3.png",
    "_burst/autoplay_try.png",
    "_burst/speed_try.png",
    "_burst/history1.png",
    "_burst/menu1.png",
    "_burst/load0.png",
    "_burst/postwin.png"
  ]
}

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