Donny King

Demo, RTP 96.00%, paytable, symbols & full capture data

Free demo · not real-money play
✓ Working · checked 1 week, 4 days ago Verified · 23 Aug 2026
RTP 96.00%
Volatility —
Max win —
Grid —
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Asset pack

20 screenshots · 7 symbol icons · 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. 7 aspects we couldn’t confirm are flagged below, not hidden.

Captured 23 Aug 2026 View capture log

Per-screen breakdown

20 demo screens
20 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
Bonus features
bonus Bonus features
Bonus features
bonus Bonus features
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
Win screen
win_screen Win screen

Search Demand

monthly search interest · last 12 months
Total demand / month
Sep '25: 30 30 Sep Oct '25: 40 40 Oct Nov '25: 50 50 Nov Dec '25: 60 60 Dec Jan '26: 60 60 Jan Feb '26: 50 50 Feb Mar '26: 60 60 Mar Apr '26: 40 40 Apr May '26: 50 50 May Jun '26: 30 30 Jun Jul '26: 30 30 Jul Aug '26: 20 20 Aug
Per-country demand by month · sorted by month-over-month growth (freshest first)
Country Aug '26 Jul '26 Jun '26 May '26 Apr '26 Mar '26 Feb '26 Jan '26 Dec '25 Nov '25 Oct '25 Sep '25
🇮🇳India 20 20 20 40 20 20 20 40 40 20 20 20
🇵🇰Pakistan 0 0 0 0 0 20 20 0 0 20 0 0
🇨🇾Cyprus 0 0 0 0 0 10 0 0 0 0 0 0
🇨🇿Czech Republic 0 0 0 0 10 0 0 0 0 0 0 0
🇫🇷France 0 0 0 0 0 0 0 0 10 0 0 0
🇬🇭Ghana 0 0 0 0 0 0 10 0 0 0 0 0
🇬🇷Greece 0 0 0 0 0 0 0 0 0 0 10 0
🇭🇺Hungary 0 0 0 0 0 0 0 0 0 0 0 10
🇹🇷Turkey 0 0 0 0 0 0 0 10 0 0 0 0
🇻🇳Vietnam 0 10 10 10 10 10 0 10 10 10 10 0
Full per-country breakdown via the API →

What we extracted from Donny King

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

manual demo playthrough → 20 screens captured → paytable verified (OCR) → catalogued & reviewed

Specification

verified parameters
provider Turbo Games
rtp 96.00% · single configuration
bonus_buy No
mechanic Crash
release_date 2024

Symbols & paytable

7 symbols
7 icons (ZIP)
Donny (gorilla)
Donny (gorilla)
Other

Bulky grey-furred gorilla with pale eyes, wearing a mustard-yellow explorer jacket and a bright magenta bow tie; holds a wooden 'Start Game' sign when idle and reacts with a shocked open-mouth pose when a dynamite tile is revealed.

Closed tile (?)
Closed tile (?)
Other

Dark, roughly diamond-shaped translucent tile with a white question-mark glyph; one of four identical corner tiles, each hiding either a safe pick that grows the Bank or dynamite that ends the round, indistinguishable until revealed.

Dynamite stick
Dynamite stick
Other

Single red cylindrical stick with a lit fuse (small yellow spark, curled fuse line); grey/desaturated on the Bomb Count control, bright red inside the Bonus Game reveal reel; revealing one ends the round and forfeits the Bank.

Lightning bolt
Lightning bolt
Bonus

Pale teal, unlit lightning-bolt silhouette, close to the background colour; three sit top-right of the screen as a persistent cross-round counter, and collecting all three triggers the Multiplying! bonus round.

Lemon
Lemon
Other

Yellow-orange lemon with a two-leaf green stem and a glossy highlight; Bonus Game reward icon shown in the reveal reel and legend, multiplies the current Bank by x2 when landed.

Cherry
Cherry
Other

Pair of small red cherries on a thin green stem; Bonus Game reward icon shown in the reveal reel and legend, multiplies the current Bank by x5 when landed.

Crown
Crown
Other

Gold/orange royal crown set with three pink-red gem cabochons and a glossy highlight; Bonus Game reward icon shown in the reveal reel and legend, multiplies the current Bank by x10 when landed, the highest of the three.

Bonus modes

4 modes
Base Game Modifier risk_1
Bomb Count 1 (lowest risk)

Player-selected risk level: 1 of 4 corner tiles is dangerous, 3 are safe. Tiles are re-dealt every step, so the ladder has no built-in step limit; the player stops by cashing out or hitting dynamite. Measured steps: x1.28, x1.71, x2.28, x3.03, x4.05... following step n = (4/3)^n x 0.96.

Base Game Modifier risk_2
Bomb Count 2 (medium risk)

Player-selected risk level: 2 of 4 corner tiles are dangerous, 2 are safe. Tiles are re-dealt every step; no built-in step limit. Measured steps: x1.92, x3.84, x7.68, x15.36, x30.72... following step n = (4/2)^n x 0.96.

Base Game Modifier risk_3
Bomb Count 3 (maximum risk)

Player-selected risk level: 3 of 4 corner tiles are dangerous, only 1 is safe. Tiles are re-dealt every step; no built-in step limit. Measured steps: x3.84, x15.36, x61.44, x245.76, x983.04... following step n = (4/1)^n x 0.96.

Bonus Mode bonus_multiplying
Multiplying! bonus round

Triggered by collecting three lightning bolts (a persistent counter that carries across rounds). A reel reveal lands on Lemon (x2), Cherry (x5) or Crown (x10), multiplying the current Bank; the game chooses the outcome, not the player. After the multiply, the player may keep opening tiles or press Cash Out to collect the multiplied Bank.

Colour system

extracted from frames · HEX
Export palette
#DDDDDD base dominant 1 base
#4E6159 base dominant 2 base
#2B2F2F base dominant 3 base
#35584A base dominant 4 base
#5A9667 base dominant 5 base
#A0A3A2 base dominant 6 base
#DDDDDD bonus dominant 1 bonus
#385047 bonus dominant 2 bonus
#2B3130 bonus dominant 3 bonus
#4C5955 bonus dominant 4 bonus

Accessibility

profile for all groups
Color Blind
  • All four corner tiles are visually identical (dark tile, white question-mark) before a pick, so there is no colour cue predicting which one hides dynamite. The dynamite icon itself appears grey/desaturated on the Bomb Count control and bright red only inside the Bonus Game reveal reel; the actual round outcome is always confirmed by the printed Bank/balance figures, not by tile colour.
  • The primary Start Game / Cash Out lever changes its glow from grey (idle) to green (active) to signal state, but the printed word underneath it always duplicates the state in text, so the control remains usable without colour perception.
Screen Reader
  • Game state (Bank, current and next step multiplier, bet amount, balance, RTP, bet limits, bonus multiplier values, rules-booklet section headings) is rendered as real on-screen text rather than baked into images. The one exception is the four corner tiles, which are icon-only ('?' glyph, and whatever icon a revealed tile shows) with no accompanying text label in the captured build, so tile identity/state needs alternative-text support.
Motor Accessibility
  • The whole game is operable with a small number of large, well-separated targets: one primary lever (Start Game/Cash Out), four corner tiles, and simple +/- steppers for bet amount and bomb count, each with one-click min/max shortcuts to the extremes. No drag gestures, hold-to-activate controls, or time-pressured input were observed.
Hearing Accessibility
  • All observed game feedback (round result, bonus trigger, multiplier changes) is duplicated as on-screen numeric/text changes (Bank figure, win-panel sum, balance); a separate Sound slider and Music slider in Settings allow muting audio entirely without losing any information.
Low Vision
  • The Bet Amount field uses a green-tinted seven-segment LCD-style readout with visible unlit 'ghost' segments behind the lit digits (a skeuomorphic calculator effect), which may be lower-contrast than the plain bold digits used for Balance and Bank elsewhere on screen.
  • On the cash-out win panel the 'odd N.NNx' multiplier label is printed in small white/green text at the top-right, noticeably smaller than the large magenta cashed-out sum beside it; a user relying specifically on the multiplier value may need to zoom in to read it.

Media & assets

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

Data provenance

what we captured and what we didn't
Idle base-game cabinet screen (Bomb Count 1, gorilla holding a 'Click on Start Game' sign) and an active round at Bomb Count 1 (Bank $2.27, next-step preview x3.03, four unopened corner tiles, three unlit lightning icons top-right).
Bomb Count explicitly set to its maximum of 3, demonstrating the full 1-3 risk range end to end.
Round-ending loss: gorilla's shocked reaction pose after a dynamite tile is revealed.
Full Multiplying! bonus chain: reel-spin entry (Start Game disabled), the Lemon x2 multiply popup, the resumed reveal grid with the doubled Bank, and the bonus cash-out win panel.
Ordinary (non-bonus) cash-out win panel.
Settings menu overlay (nickname, sound/music sliders, navigation list) and the Limits panel (min bet $0.1, max bet $100, max profit $10000).
Full seven-page rules booklet -- How to Play, Game Details, RTP, Bonus Game, Settings, Disconnection Policy, Version -- all pages opened and OCR'd.
Provider loading splash and the game's own logo/wordmark.
Exact appearance of a LIT (collected) lightning-bolt icon in the persistent 3-bolt bonus counter -- every captured frame shows all three in the unlit/pale state; no frame with 1 or 2 lit bolts was captured.
Exact per-round increment rule for the lightning-bolt counter (which pick or symbol advances it) is not stated in the rules booklet beyond 'collect all 3' and was not isolated across multiple rounds.
Meaning of the single lit petal position on each bottom reveal-trail (clover) icon is inferred from the image sequence only, not confirmed by any rules text.
Outcome of landing on a dynamite icon within the Bonus Game reveal reel (full reset vs. partial penalty) was not observed on any captured frame; inferred from rules wording only.
Meaning of the abbreviated win-panel label 'odd' (possibly a shortening of 'odds') is not confirmed by any other source text.
The game's max-win multiplier is not printed anywhere in the captured build; the storefront's advertised x5000 is a single, external, unverified claim and is not treated as a confirmed fact.
Whether a distinct 'safe reveal' icon (e.g. a banana) appears on a tile the instant it is opened safely was not captured -- the safe outcome was only confirmed indirectly via the Bank total increasing.

Ask AI about Donny King

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 Donny King play? Keep it simple.

Player-selected risk level: 1 of 4 corner tiles is dangerous, 3 are safe. Tiles are re-dealt every step, so the ladder has no built-in step limit; the player stops by cashing out or hitting dynamite. Measured steps: x1.28, x1.71, x2.28, x3.03, x4.05... following step n = (4/3)^n x 0.96.

RTP 96.00%demo ✓

From the verified capture of 23 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: Donny King vs Mines — RTP, max win, bonus buy.”

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

Editorget_slot

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

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

Designerget_slot

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

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

Verified capture: manual playthrough, paytable OCR-checked Honest gaps: 7 uncaptured aspects flagged, not hidden Read-only · free, no key · per-IP rate limit 18+Free demo data only — no real-money links

Technical info

Free JSON data API — token auth.
GET /api/v1/slots/donny-king-b27/

Public data API. Send Authorization: Token <your-token>. Full structured data, media and demo links in one call. See the API docs.

Spec sheet — extracted, unverified. This is the raw OCR dump, not the full API response.
GET /api/v1/slots/donny-king-b27/
{
  "game": {
    "name": "Donny King",
    "provider": "Turbo Games",
    "game_kind": "crash (mines-style pick-and-cashout ladder game on a 4-tile field, NOT a card/table game)",
    "category_discrepancy": "The provider's own storefront titles its game page 'Donny King — Play Cards Game' (and the catalogue-wide games listing tags most Turbo Games titles with a generic 'cat' field). The captured build shows NO cards, NO deck, NO betting spots of any kind: instead the player picks one of four question-mark tiles hidden under an arcade-cabinet screen, some tiles conceal dynamite and the rest are safe, a running 'Bank' grows on each safe pick, and the player may Cash Out at any time. This is the same device as the provider's other mines/crash titles (Mines, Turbo Mines, Book of Mines). The BUILD is the source of truth over the storefront label (per project rule and Turbo Games playbook P-T-class precedent), so this documentation and the catalogue entry treat Donny King as a crash-style pick game, and the mismatch with the storefront title is recorded here rather than silently corrected away.",
    "theme": "Jungle explorer/comedy theme centred on a single cartoon character: a bulky grey gorilla wearing a mustard-yellow safari/explorer jacket and a hot-pink bow tie, standing in a dark teal-green jungle clearing with silhouetted trees. The game's own wordmark logo (top-left of the showroom, outside the cabinet) reads 'DONNY KING' in bold yellow 3D block letters outlined in black, with a small cartoon banana icon to its left — so the gorilla is presumably 'Donny King' and the banana is his thematic emblem. The whole experience is staged as an arcade cabinet standing in a plain light-grey showroom/room, not as a full-bleed slot canvas.",
    "art_style": "Flat 2D vector cartoon illustration with thick dark charcoal outlines and flat cel-shaded fills (no photorealism, no soft gradients on the character itself, though the cabinet chrome and buttons use subtle glossy gradients typical of skeuomorphic UI chrome). Bright, evenly-lit daytime jungle scene (no night/neon lighting). Straight-on, eye-level view of the character and cabinet screen (no isometric or top-down perspective). Overall mood is light, comedic and casual-mobile-game friendly, not dramatic or cinematic — the gorilla's exaggerated expressions (stern default face, shocked open-mouth reaction on losing) reinforce a cartoon slapstick tone rather than a high-stakes casino tone.",
    "documentation_purpose": "Exhaustive accessibility documentation (blind/low-vision screen-reader users, deaf/hard-of-hearing, colour-blind users of all types, motor-impaired users) built from 19 desktop screenshots (1280x800) plus OCR ground truth and zoomed crops, per the project's slot-tech-doc methodology.",
    "method_notes": "Numbers for the RTP, bet limits and paytable ladders were cross-checked by the team lead against the rules booklet (DOM text) and against balance changes during play; those verified figures are reproduced verbatim in this document rather than re-derived. Visual details (icons, character, control layout) were confirmed with zoomed crops of the actual screenshots. Anything not clearly legible or not directly evidenced by a captured frame is listed in 'unreadable_or_uncertain' and not invented.",
    "language": "English"
  },
  "device_and_layout": {
    "overall_scene": "The whole game is presented as a physical arcade cabinet standing in a plain light warm-grey room (not a full-screen slot skin). The cabinet body is dark charcoal-grey/near-black with rounded corners and a lighter grey-white bezel around the screen and the bottom control strip. A rectangular inset LCD-style game screen sits in the centre of the cabinet.",
    "top_left_of_room": "The 'DONNY KING' wordmark logo (yellow 3D letters, black outline, small banana icon) floats to the left of the cabinet, outside its body, at roughly the vertical centre of the screen.",
    "top_right_of_room": "A second, smaller 'Turbo Games' logo (a white circle containing a red diagonal cross/X, with the words TURBO GAMES in bold black capitals) sits below the cabinet's right speaker grille — this is the studio/provider brand, distinct from the game's own logo.",
    "far_right_edge": "A vertical grey ribbon reading 'DEMO MODE' (white uppercase text rotated 90 degrees) runs down the right edge of the whole screen; below it is a small circular icon showing the Turbo Games cross-in-circle mark, which functions as a reset/reload control for the demo session (not part of the game itself).",
    "cabinet_side_controls": {
      "left_of_screen": "A pill-shaped light-grey control strip holding, left to right: a small grey bomb icon with a lit fuse (spark lines) labelled with the current 'Bomb Count' digit in thin blue seven-segment-style font (reads '1' by default, seen as '3' when maximum risk is selected), then two circular dark buttons with a white minus (−) and white plus (+) glyph to decrease/increase the bomb count. Below this strip is a decorative dark speaker-grille pattern (rows of small dots) matching the cabinet's industrial-design language; it is not interactive.",
      "right_of_screen": "Top: a circular grey directional pad/joystick cap with a black X-shaped cross and small white corner brackets — this is decorative cabinet chrome, not a functioning control in the observed captures. Below it: a larger asymmetric lever/paddle-shaped button with a glossy dark or green circular cap; its printed label switches between 'Start Game' (idle, cap dark grey/black) and 'Cash Out' (round active, cap bright glowing green) — this is the single primary action button for starting a round and for cashing out mid-round. Below that: a second Turbo Games logo and a matching decorative speaker grille."
    },
    "bottom_centre_bet_bar": {
      "label": "'Bet Amount' text with a small circled-i info glyph next to it, centred under the cabinet screen.",
      "controls": "A row of controls: a round 'min' button (jumps bet to the minimum), a round '−' button, a green-tinted seven-segment LCD readout showing a dollar sign and the current stake as digits (unlit 8-shaped 'ghost' segments are visible behind the lit digits, a common skeuomorphic LCD-display effect), a round '+' button, and a round 'max' button (jumps bet to the maximum)."
    },
    "top_of_room": {
      "left": "'Balance:' label in dark grey text followed by a dollar sign and the live balance figure in large bold black digits (e.g. 'Balance: $1000').",
      "right": "Three icons in a row: (1) a small 'TURBO UNIVERSE' badge (stars-and-arc mark, tiny red notification dot) that opens the platform meta-layer (ranks/loyalty, not part of this game's own mechanics), (2) a speaker/volume icon that mutes/unmutes sound, (3) a horizontal 'sliders' / equalizer icon (three horizontal lines each with a round toggle knob) that opens the main menu overlay."
    },
    "footer": "Bottom-left corner of the whole page: small grey text 'Turbo Games · Donny King' (studio + game name, confirms no sub-studio branding). Bottom-right corner: a live date/time stamp (e.g. '23 Aug, 2026 | 07:50:09') belonging to the demo wrapper, not part of the game's own UI.",
    "color_blind_notes": "All primary controls are distinguished by shape and printed glyph/text (min/−/+/max, bomb icon with a numeral, Start Game vs Cash Out text label) rather than by colour alone. The one colour-only cue is the active/inactive glow on the Start-Game/Cash-Out lever (grey = idle, glowing green = active) — but the printed word underneath it ('Start Game' / 'Cash Out') duplicates the state in text, so it remains readable without colour perception."
  },
  "game_field": {
    "screen_area": "Inside the cabinet's inset LCD screen: a dark teal-green jungle vignette with silhouetted tree trunks, small sparkle/firefly dots, and grass at the bottom. The gorilla character stands centred, roughly waist-up visible, holding (in the idle state) a wooden signboard reading 'Click on \"Start Game\"' propped in front of him.",
    "tiles": "Four tile positions are arranged at the screen's four corners, each shown as a white question-mark glyph on a dark, roughly diamond/rounded-square translucent tile: top-left, top-right, bottom-left, bottom-right. These appear once a round is active (idle/pre-round screens show the wooden sign instead). One or more of the four conceal dynamite (count set by 'Bomb Count', see below); the rest are safe and add to the running Bank when revealed.",
    "top_bar_during_round": "Once a round starts, the wooden sign disappears and a thin dark bar appears across the top of the screen showing, left to right: a small gold coin icon plus 'Bank' label and the current banked cash amount in green bold text (e.g. 'Bank $2.27'); the CURRENT step multiplier in white (e.g. 'x2.27'); a small right-pointing play/arrow glyph; and the NEXT step's multiplier in yellow/gold (e.g. 'x3.03') — i.e. the bar shows both what you currently hold and what the next successful pick would be worth, before you commit to opening another tile.",
    "top_right_lightning_indicator": "Three pale teal, unlit lightning-bolt silhouettes sit in the top-right corner of the screen during any active or just-finished round (same colour as the background, only distinguishable by their outline/shadow). These correspond to the rules text 'collect all 3 lightning bolts to trigger the bonus round' — they are the PERSISTENT bonus-progress counter. In every captured frame all three remain unlit (0/3 collected); no captured frame shows a partially- or fully-lit state, so the exact visual appearance of a lit bolt is not confirmed here (see unreadable_or_uncertain).",
    "bottom_reveal_trail": "A row of small four-petal flower/clover-shaped icons appears along the bottom of the screen (over the grass, near the gorilla's feet) once at least one tile has been revealed in the current round; one icon is added per successful reveal (3 icons visible on a Bank-$2.27 frame that is the 3rd rung of the 1-bomb ladder; 4 icons visible on a later frame after continuing past a bonus multiply). Each icon has one of its four petals filled solid gold while the other three remain outlined only — the position of the lit petal differs between icons and plausibly marks which of the four corner tile positions was opened for that pick, but this exact meaning is inferred from the visual sequence and is not spelled out anywhere in the rules text, so it is flagged as an interpretation rather than a confirmed fact.",
    "loss_reaction": "When a dynamite tile is revealed, the gorilla's pose changes: instead of the default stern/neutral face, he is drawn crouched with one arm raised and pointing, mouth open showing a bright pink interior (a shocked/startled reaction), and his jacket collar/backpack strap appears knocked askew — a purely visual 'busted' reaction; the round ends and the bank for that round is lost. (Captured as base_game_lose.png; no printed 'YOU LOSE' text was seen on that frame, so the loss is communicated by character animation and by the game field resetting/balance not increasing, not by an explicit textual banner.)"
  },
  "controls_and_settings": {
    "bomb_count": {
      "control": "'−' / '+' buttons next to a bomb icon with a lit fuse, in the left-hand cabinet strip; a small blue seven-segment digit next to the bomb icon shows the current value.",
      "range": "1 to 3 (out of 4 corner tiles). Confirmed by direct observation: default/idle capture shows '1', a second capture explicitly demonstrates the maximum by showing '3' selected (base_game_maxrisk.png).",
      "effect": "Higher Bomb Count = more of the four tiles are dangerous = faster escalation of the payout ladder but far fewer safe picks available before the field is exhausted (see 'measured_ladders' below)."
    },
    "bet_amount": {
      "control": "'min' / '−' / LCD readout / '+' / 'max' row under the cabinet screen.",
      "min_bet": "$0.1",
      "max_bet": "$100",
      "how_verified": "Both figures were confirmed twice: (1) pressing the 'min' and 'max' buttons directly and reading the resulting LCD value, and (2) the printed 'Limits' panel (limits.png) which states 'Min bet: $0.1' and 'Max bet: $100' in matching text."
    },
    "menu_overlay": {
      "opened_by": "The sliders/equalizer icon at the top-right of the room.",
      "content": "A dark full-page overlay with a play-time counter top-left ('Play time: 00:02:19'), a small 'RNG version / Game version' readout top-right, an editable 'Nickname' field with a pencil/edit icon (demo nickname observed: 'Thick Crocodile' — randomly generated per session, not a fixed game property), a 'Sound' volume slider and a 'Music' volume slider (both red filled tracks with a round white handle and a speaker glyph that toggles mute), and a right-hand navigation list: 'TURBO UNIVERSE' (platform brand heading), 'My bets' (list icon), 'Limits' (circular arrow icon), 'Rules' (document icon), 'Exit game' (house icon)."
    },
    "limits_panel": {
      "title": "'Limits'",
      "content": "Three stacked cards: 'Min bet: $0.1' (circular up-arrow icon), 'Max bet: $100' (banknote icon), 'Max Profit: $10000' (up-arrow-in-circle icon). Background is black with a faint repeating dotted/cross pattern; text is white/light grey, the 'Limits' title and icons are the provider's brand red.",
      "note": "'Max Profit' is an OPERATOR-SIDE absolute cash cap on a single round's payout, not a multiplier and not the game's own printed maximum win multiplier (there is no printed multiplier cap in this game's rules — see max_win_discussion). At the minimum $0.1 stake this cap corresponds to a multiplier ceiling of x100000; at the maximum $100 stake it corresponds to only x100."
    },
    "autoplay": {
      "present": false,
      "how_verified": "Confirmed absent through TWO independent channels: (1) a text-content search of the whole page (document.body.innerText) for the substring 'auto', which returned no match both with the menu/rules panel closed and with the full rules booklet open (i.e. the entire booklet text was scanned, not just the visible viewport); (2) a structural scene probe (scripts/scene_probe.py) that enumerated 37 interactive controls on the page (cross-pad, cash-out/start lever, bet +/-, bomb-count +/-, sound toggle, settings icon, etc.) — none of them is named or labelled autoplay/auto. No autoplay button, autoplay settings screen, or autoplay option exists anywhere in the captured build."
    }
  },
  "rtp": {
    "value_percent": 96.0,
    "how_stated": "Printed as a SINGLE number in the rules booklet, RTP section: 'Donny King has RTP 96.0%.' (rules_p3.png / rules_p4.png).",
    "note": "This is notable for this provider: Turbo Games titles very often print an RTP RANGE or a stake-dependent RTP in their rules booklet while the storefront prints a single number (documented provider defect P-T01/P-T01-bis). Here the two AGREE — the storefront also advertises RTP around 96% — which is the exception rather than the rule for this provider. No range, no per-configuration table, and no stake-dependency wording appears anywhere in the seven-page rules booklet for this game."
  },
  "max_win_discussion": {
    "printed_multiplier_cap": null,
    "how_this_was_checked": "The rules booklet has exactly seven sections (How to Play?, Game Details, RTP, Bonus Game, Settings, Disconnection Policy, Version) and NONE of them is titled 'Min & Max Multiplier' or contains any comparable wording — unlike sibling Turbo Games titles such as Mines or Vortex, which do print such a section. This absence was checked directly against the captured rules pages (rules_p1.png through rules_p7.png), all seven of which were photographed and OCR'd.",
    "storefront_claim": "The provider's storefront/catalogue listing for this game advertises a maximum win of ×5000. This figure is EXTERNAL to the build: it is not printed anywhere inside the game itself, and no gameplay evidence in these captures reaches it.",
    "measured_base_ladder_ceiling": "Without using the bonus feature, the highest multiplier actually measured on the base 4-tile ladder (2 bombs out of 4, both safe tiles opened) is x15.36 — see 'measured_ladders' below.",
    "bonus_feature_scaling": "The 'Multiplying!' bonus (see 'bonus_feature' below) multiplies the CURRENT bank by x2/x5/x10, and after a successful multiply the player is offered the choice to keep playing (accumulating further picks and potentially triggering the bonus again) or cash out. In principle, repeated triggers of the bonus within a single ever-growing bank could arithmetically reach or exceed ×5000, but this specific long chained sequence was NOT reproduced live during capture (there is no measurable, repeatable trigger condition to hunt for such a compounding streak within a reasonable capture budget).",
    "conclusion": "max_win is left as an HONEST OMISSION. The storefront's ×5000 is recorded here as a claim, not as a verified fact, and must not be treated as the game's confirmed maximum win multiplier. Do not report ×5000 as a fact and do not treat the arithmetic reachability of ×5000 via bonus-looping as proof that it is achievable in practice."
  },
  "measured_ladders": {
    "note": "These step-by-step multiplier ladders were measured directly against the live game balance by the team lead (not read off a printed table — no such printed table exists in the rules booklet for this game) and are reproduced here verbatim.",
    "bomb_count_1": {
      "dangerous_tiles": 1,
      "safe_tiles": 3,
      "max_successful_opens": 3,
      "ladder": [
        "x1.28",
        "x1.70",
        "x2.27"
      ]
    },
    "bomb_count_2": {
      "dangerous_tiles": 2,
      "safe_tiles": 2,
      "max_successful_opens": 2,
      "ladder": [
        "x3.84",
        "x15.36"
      ]
    },
    "bomb_count_3": {
      "dangerous_tiles": 3,
      "safe_tiles": 1,
      "max_successful_opens": 1,
      "ladder": [
        "x3.84"
      ]
    },
    "example_from_captures": "base_game_round.png shows Bank $2.27 with the current-step readout 'x2.27' and next-step readout 'x3.03' at Bomb Count 1 — i.e. the frame was captured at the 3rd (final) rung of the 1-bomb ladder, immediately before the (unavailable) 4th tile; the 'x3.03' shown as the 'next' value on this specific frame does not appear in the 1-bomb ladder above the team lead measured, suggesting the 'next' preview value shown mid-round may itself vary by run/seed — flagged as uncertain rather than reconciled by guesswork."
  },
  "bonus_feature": {
    "name": "\"Multiplying!\" bonus (lightning-bolt collection)",
    "trigger": "Per the rules booklet (Bonus Game section): 'During the game, collect all 3 lightning bolts to trigger the bonus round!' The three lightning-bolt icons in the top-right corner of the game screen (see game_field.top_right_lightning_indicator) are the persistent progress counter; per the rules this counter persists ACROSS multiple rounds (i.e. it is not reset when a single pick-round ends), though the exact per-round increment rule (e.g. does every safe pick add progress, or only certain symbol reveals?) is not spelled out in the booklet and was not isolated in these captures.",
    "resolution": "Rules booklet, verbatim: 'Choose to multiply your current winnings or reset them. Once you start, Donny King will choose a side and multiply your winnings. After winning, choose to continue playing or collect your winnings with \"Cash Out\".' This matches the captured animation: bonus_entry.png shows two mirrored vertical columns of scrolling symbols (crown, cherry, dynamite stick, lemon, repeating) either side of the gorilla, with the Start Game control greyed out/disabled — consistent with a reel-style reveal choosing one side/symbol; the sequence lands on bonus_multiply_popup.png, a dark overlay showing one large fruit/crown icon, the multiplier value in bold yellow (e.g. '2x'), and the caption 'Multiplying!' below it.",
    "multiplier_table": {
      "source": "Rules booklet, Bonus Game section, printed verbatim: 'Bonus Game multipliers: Lemon — 2x; Cherry — 5x; Crown — 10x.' Also displayed as a small legend (fruit/crown icon + 'x' value) at the top of the bonus reveal screen itself (bonus_entry.png).",
      "lemon": "x2",
      "cherry": "x5",
      "crown": "x10",
      "dynamite_in_the_reel": "The scrolling reel in bonus_entry.png also shows dynamite-stick icons interleaved with the three winning symbols. Rules text says the player can 'multiply your current winnings OR RESET them' — read together with the visible dynamite icons in the same reel, landing on a dynamite icon most plausibly resets/forfeits the bonus round's progress rather than applying a multiplier, but no captured frame shows this specific outcome landing, so it is recorded as a strong inference, not a confirmed fact."
    },
    "verified_example": "Captured end-to-end on one full sequence: bonus_entry.png (reel spinning, balance $995.58, Start Game disabled) → bonus_multiply_popup.png (lands on Lemon, '2x', 'Multiplying!' overlay, Bank shown as '$3.03' with step readouts 'x3.03' / next 'x4.04', balance $996) → bonus_multiply.png (overlay closed, ordinary reveal grid resumes with the now-doubled Bank '$6.06', current step 'x6.06', next 'x8.08', balance $996 unchanged because no new tile has been opened yet) → bonus_win.png (cash-out result: '$6.06' and 'odd 6.06x' shown on the win panel, balance risen to $1002.06). This whole chain is a SEPARATE round from the ordinary win_screen.png example (different timestamps and different balances, see 'screens' below) and demonstrates the bonus applying a x2 multiplier to a bank that was $3.03 before the popup, taking it to $6.06 after.",
    "post_multiply_choice": "After a successful multiply, per rules text the player may keep opening tiles ('continue playing') to grow the (now larger) bank further, or press Cash Out immediately to bank the multiplied amount; bonus_multiply.png shows the game back in the ordinary 4-tile reveal state with the multiplied Bank total, i.e. play resumed rather than auto-cashing-out."
  },
  "win_and_loss_screens": {
    "note": "Both captured win-panel frames are visually almost identical (the arcade cabinet body is static); they must be told apart by the printed sum, the multiplier label and the balance figure, not by layout.",
    "ordinary_cashout": {
      "frame": "win_screen.png",
      "content": "A bright green sunburst panel slides over the top portion of the cabinet screen; a white torn-paper/speech-bubble graphic in the top-left corner contains a small stack of gold coins; centred at the top, in bold magenta/pink text, the cashed-out amount (e.g. '$2.27'); top-right, smaller white/green text reading 'odd' on one line and the multiplier with an 'x' suffix on the next (e.g. '2.27x') — note the label reads literally 'odd' (singular) in the captured build, which may be a shortened/truncated label for 'odds' rather than a spelling the documentation should silently 'correct'. Below the banner the gorilla and jungle background are visible as usual, with the wooden 'Click on \"Start Game\"' sign already showing again (i.e. this frame is really the idle screen with the win banner overlaid on top).",
      "example_values": "Sum '$2.27', label 'odd 2.27x', balance $1001.55, timestamp 07:55:57."
    },
    "bonus_cashout": {
      "frame": "bonus_win.png",
      "content": "Identical layout and colours to the ordinary cashout panel above; the only differences are the printed numbers and the balance.",
      "example_values": "Sum '$6.06', label 'odd 6.06x', balance $1002.06, timestamp 08:08:49.",
      "how_confirmed_as_a_different_round": "Verified as a genuinely separate round from win_screen.png (not a duplicate/mislabel) via three independent numeric differences on the same frame type: a different cashed-out sum ($2.27 vs $6.06), a different multiplier label (2.27x vs 6.06x) and a different, strictly increasing account balance ($1001.55 vs $1002.06) at a later timestamp."
    },
    "loss": {
      "frame": "base_game_lose.png",
      "content": "See game_field.loss_reaction above — no dedicated full-screen loss banner was captured; the loss is conveyed by the gorilla's shocked reaction pose and by the round simply ending (no bank added to balance).",
      "color_blind_notes": "The win-panel's coin icon, green sunburst background and gold coin colours are supporting decoration only; the actual outcome is always duplicated as printed text (the dollar sum and the 'x' multiplier), so colour-blind players are not dependent on colour to know they won or how much."
    }
  },
  "preview_and_branding": {
    "preview_frame": "preview.png",
    "content": "A pure black screen containing, centred, the Turbo Games brand mark: a white circle containing a bold red diagonal cross/X shape, immediately followed by the words 'TURBO GAMES' in bold white capital letters stacked on two lines ('TURBO' / 'GAMES'). No numbers, no game-specific artwork, and no 'Donny King' wordmark appear on this splash frame — it is the generic provider loading splash shared across this provider's titles, not a game-specific promo screen. It resolves directly into the idle base-game screen; there is no separate promotional/max-win splash screen for this specific game in the captured build.",
    "studio_evidence": "The only branding visible anywhere in the build is the provider itself: 'Turbo Games' on the loading splash, the small red-cross-in-circle logo mark on the cabinet's right side, and the footer text 'Turbo Games · Donny King'. No sub-studio or third-party branding was found."
  },
  "rules_booklet": {
    "navigation": "A modal panel titled 'Rules' with a '< Back' link (top-left) and an 'X' close glyph (top-right), black background, white body text. A left-hand vertical list of seven section buttons (rounded rectangles, outlined, white text) acts as an in-page accordion/table of contents; clicking a section scrolls the right-hand content pane to that heading. All seven sections were opened and read directly (not inferred): How to Play?, Game Details, RTP, Bonus Game, Settings, Disconnection Policy, Version.",
    "how_to_play": "Two bullet lines with small emoji-style icons: a banana icon + 'Find a delicious banana to boost your multiplier!' and a dynamite-stick icon + 'Dodge a dynamite trap set by your enemies!' Below: 'Find a banana to multiply your bet, or uncover dynamite to lose!' and a 3-step list: Place Your Bet / Reveal Your Choice / Claim Your Reward.",
    "game_details": "Explains: enter the bet in the 'Bet Amount' field; use the Bomb Count +/- buttons to set how much dynamite is in play ('The more dynamite, the higher the chance of finding it, but also the higher the payout for a banana'); press 'Open' to reveal a tile; press 'Cash Out' to collect winnings.",
    "rtp_section": "Defines RTP generically, then states 'Donny King has RTP 96.0%' (see rtp block above), followed immediately by the Bonus Game section text (both share the same booklet page in this build).",
    "bonus_game_section": "See 'bonus_feature' above for the full verbatim text and multiplier table.",
    "settings_section": "Explains that the menu icon (top-right sliders icon) opens Settings, where the player can view bet limits (Minimum bet, Maximum bet, Maximum Profit), turn sounds/music on or off, and view a list of recent bets.",
    "disconnection_policy_section": "States that a bet placed during a disconnection is never sent to the server (no funds deducted, game does not proceed), and that a disconnection during an active round leaves the round's state unchanged server-side so play can resume once reconnected.",
    "version_section": "Prints 'Game version: \"1.0.1\"' and 'RNG version: \"2.0.0\"' — these are build/RNG version identifiers, not a release date and not the provider_ref/game code.",
    "no_min_max_multiplier_section": "Confirmed absent — see max_win_discussion above."
  },
  "color_palette": {
    "showroom_background": "Flat light warm grey (the 'room' the cabinet stands in), almost off-white.",
    "cabinet_body": "Dark charcoal grey to near-black, with a lighter grey-white rounded bezel/frame around the screen and around the bottom control strip.",
    "in_game_jungle_scene": "Dark teal / forest green gradient background with darker green-black silhouetted tree trunks and foliage; small pale sparkle/firefly dots scattered throughout; green grass texture along the bottom edge.",
    "character": "Gorilla: mid-grey face/body/fur, black outlines, small pale/white eyes with dark pupils. Wears a mustard-yellow explorer jacket with darker yellow cuffs, and a bright magenta/hot-pink bow tie (the single strongest accent colour on the character).",
    "ui_accents": "Turbo Games brand red (logo mark, Limits-panel icons/title, Rules-panel accents) contrasts with the cabinet's neutral greys; positive/active states use a bright glowing green (Cash-Out lever glow, Bank amount text, win-panel background); currency/reward icons use warm gold/yellow (coins, banana wordmark, crown icon, lit gold clover petals); the bonus fruit icons add orange-yellow (lemon) and red (cherry) accents.",
    "text_and_readouts": "Balance and most UI labels are dark grey/black on light backgrounds outside the cabinet screen; the Bet Amount LCD readout uses a green-tinted seven-segment digital-clock style face (dark unlit 'ghost' segments visible behind the lit digits, a common skeuomorphic calculator/LCD effect)."
  },
  "symbols": {
    "note": "This is a mines-style pick game, not a reel slot: there is no spinning-reel paytable of stacked symbols. However, per the project convention for this provider (a game 'has a paytable' wherever it prints one, regardless of category), Donny King DOES print a small reward-symbol legend inside its Bonus Game feature, so those symbols are documented here as the game's only paytable-bearing icons. The four corner tiles themselves do not have distinct 'symbols' in the ordinary sense — they are all identical unopened question-mark tiles until revealed, and a revealed tile is either 'safe' (adds to the bank; no captured frame shows the specific safe-reveal icon such as a banana appearing directly on a tile) or 'dynamite' (ends the round; the dynamite icon itself is only clearly seen inside the Bonus Game reel, not confirmed on a revealed base-game tile in these captures).",
    "bonus_reward_icons": [
      {
        "name": "Lemon",
        "appearance": "A single yellow-orange lemon with a two-leaf green stem, glossy highlight along the body.",
        "multiplier": "x2",
        "context": "Bonus Game multiplier legend and bonus reveal reel."
      },
      {
        "name": "Cherry",
        "appearance": "A pair of small red/dark-red cherries with a thin green stem, as seen in the small top-bar legend of bonus_entry.png.",
        "multiplier": "x5",
        "context": "Bonus Game multiplier legend and bonus reveal reel."
      },
      {
        "name": "Crown",
        "appearance": "A gold/orange royal crown with three pink-red gem cabochons set into the front, glossy highlight on the peaks.",
        "multiplier": "x10",
        "context": "Bonus Game multiplier legend and bonus reveal reel; the highest of the three bonus multipliers."
      }
    ],
    "hazard_icon": {
      "name": "Dynamite stick",
      "appearance": "A single red cylindrical stick of dynamite with a lit fuse (small yellow/orange spark and curled fuse line at the top).",
      "meaning": "Appears both as the 'lose' condition icon on the game's own bomb-count control (a grey/desaturated bomb-with-fuse icon there) and, in bright red, interleaved in the Bonus Game reveal reel where per rules text it most likely resets/forfeits bonus progress rather than paying a multiplier (see bonus_feature.multiplier_table.dynamite_in_the_reel — recorded as inference, not confirmed outcome)."
    }
  },
  "screens": {
    "preview": {
      "type": "preview",
      "summary": "Black splash with the Turbo Games provider brand mark; see preview_and_branding."
    },
    "base_game_idle": {
      "type": "base_game",
      "summary": "Cabinet at rest before a round: gorilla holding a wooden 'Click on \"Start Game\"' sign, Bomb Count = 1, Bet Amount field editable, Start Game lever inactive (dark)."
    },
    "base_game_round": {
      "type": "base_game",
      "summary": "Active round, Bomb Count 1, Bank $2.27 (3rd/final rung of the 1-bomb ladder), four question-mark tiles visible at the screen corners, Cash Out lever glowing green, 3 unlit lightning icons top-right, 3 clover reveal-trail icons at the bottom."
    },
    "base_game_lose": {
      "type": "base_game",
      "summary": "Round-ending loss reaction: gorilla in a shocked/startled pose after a dynamite tile was revealed; see game_field.loss_reaction. Promoted from an internal capture file (_r3_pick1.png) via scripts/promote_frame.py."
    },
    "base_game_maxrisk": {
      "type": "base_game",
      "summary": "Idle screen identical in layout to base_game_idle, but with Bomb Count explicitly set to its maximum of 3 (confirmed by zoomed crop of the LCD-style digit). Demonstrates the risk range end-to-end together with base_game_idle. Promoted from _bomb_max2.png."
    },
    "settings": {
      "type": "settings",
      "summary": "Menu overlay: play-time counter, RNG/Game version readout, editable Nickname field, Sound and Music volume sliders, and a right-hand navigation list (Turbo Universe, My bets, Limits, Rules, Exit game); see controls_and_settings.menu_overlay."
    },
    "limits": {
      "type": "info",
      "summary": "'Limits' panel: Min bet $0.1, Max bet $100, Max Profit $10000; see controls_and_settings.limits_panel."
    },
    "rules_p1": {
      "type": "rules",
      "page": 1,
      "summary": "'How to Play?' section (open by default) plus the start of 'Game Details'."
    },
    "rules_p2": {
      "type": "rules",
      "page": 2,
      "summary": "'Game Details' section body (bet placement, Bomb Count explanation, Open/Cash Out instructions)."
    },
    "rules_p3": {
      "type": "rules",
      "page": 3,
      "summary": "'RTP' section (defines RTP, states 'Donny King has RTP 96.0%') plus the start of 'Bonus Game'."
    },
    "rules_p4": {
      "type": "rules",
      "page": 4,
      "summary": "'Bonus Game' section body in full, including the Lemon/Cherry/Crown multiplier list."
    },
    "rules_p5": {
      "type": "rules",
      "page": 5,
      "summary": "'Disconnection Policy' section plus 'Version' (Game version 1.0.1, RNG version 2.0.0)."
    },
    "rules_p6": {
      "type": "rules",
      "page": 6,
      "summary": "'Settings' section (bet-limits viewing, sound toggles, recent-bets list) plus start of 'Disconnection Policy'."
    },
    "rules_p7": {
      "type": "rules",
      "page": 7,
      "summary": "'Disconnection Policy' and 'Version' sections again, captured from a different navigation path/timestamp; content matches rules_p5."
    },
    "win_screen": {
      "type": "win_screen",
      "summary": "Ordinary cashout result panel: '$2.27' / 'odd 2.27x', balance $1001.55; see win_and_loss_screens.ordinary_cashout."
    },
    "bonus_entry": {
      "type": "bonus",
      "summary": "Bonus Game reveal animation: two mirrored vertical reels of scrolling crown/cherry/dynamite/lemon icons flank the gorilla, Start Game control disabled, small x2/x5/x10 legend across the top bar; see bonus_feature."
    },
    "bonus_multiply_popup": {
      "type": "bonus",
      "summary": "Dark 'Multiplying!' overlay: large lemon icon, bold yellow '2x' label, caption 'Multiplying!'; Bank shown behind the overlay as $3.03 with next-step preview x4.04. Promoted from _bonus2_pick1.png."
    },
    "bonus_multiply": {
      "type": "base_game",
      "summary": "Ordinary reveal grid resumed immediately after the multiply popup closed, now showing the doubled Bank ($6.06, current step x6.06, next x8.08); relabelled from an original 'bonus_multiply' filename to base_game because the frame itself shows the continuation of play, not the multiply moment (that moment is bonus_multiply_popup.png)."
    },
    "bonus_win": {
      "type": "win_screen",
      "summary": "Cashout result after the bonus multiply: '$6.06' / 'odd 6.06x', balance $1002.06; see win_and_loss_screens.bonus_cashout."
    }
  },
  "accessibility_summary": {
    "screen_reader_users": "The game's numeric state (Bank, current multiplier, next multiplier, bet amount, balance, RTP, bet limits, bonus multiplier values, section headings of the rules booklet) is ALL rendered as real on-screen text (confirmed present in document.body.innerText, not baked into images only) except for the four corner tiles themselves, which are icon-only ('?' glyph on an unlit tile, and whatever icon a revealed tile shows) with no accompanying text label captured in these frames — this is the one area of the interface a screen-reader-only user would need alternative-text support for, since tile identity/state is currently communicated purely visually.",
    "color_blind_users": "No essential game outcome depends on colour alone: bomb count, bet amount, cashed-out sums and multipliers are always printed as numerals/text; the Start-Game/Cash-Out lever duplicates its grey/green colour state with a text label; the only place a colour-only distinction might matter is the bottom reveal-trail clover icons' single gold-highlighted petal (shape+fill, not colour-vs-colour, so still distinguishable under most colour-vision deficiencies) and the lightning-bolt bonus counter (currently only observed in its unlit state, so its lit-state colour cue could not be verified for redundancy — see unreadable_or_uncertain).",
    "deaf_hard_of_hearing_users": "All game feedback observed in these captures (round result, bonus trigger, multiplier changes) is accompanied by on-screen numeric/text changes (Bank figure, win-panel sum, balance), so audio is not required to follow game state; a Sound slider and a Music slider in Settings allow muting audio entirely without losing any information.",
    "motor_impaired_users": "The entire game is operable with a small number of large, well-separated targets: one primary action lever (Start Game/Cash Out), four corner tiles, and simple +/- steppers for bet and bomb count (plus min/max one-click shortcuts to the extremes, reducing the number of repeated clicks needed to reach the bet limits). No drag gestures, no hold-to-activate control, and no time-pressured input were observed in this build (unlike some other Turbo Games titles that require a press-and-hold or a running countdown)."
  },
  "capture_caveats": {
    "note": "The following are properties of OUR capture process, not of the game itself, and must not be read as game documentation.",
    "headless_animation_freeze": "During feature hunting, a long automated capture session encountered a stuck 'Multiplying!' popup with the Start Game/Cash Out controls disabled, matching a known class of issue where heavy canvas animation stalls under headless Chromium; it was resolved by fully clearing localStorage/sessionStorage and reloading the page (which also reset the demo balance back to $1000). This is a documented artefact of the automated capture environment, not a bug or feature of Donny King."
  },
  "unreadable_or_uncertain": [
    "Exact appearance of a LIT (collected) lightning-bolt icon in the persistent 3-bolt bonus counter — every captured frame shows all three in the unlit/pale state; no frame with 1 or 2 lit bolts was captured.",
    "Exact per-round increment rule for the lightning-bolt counter (does every safe pick add one bolt of progress? does landing on a specific fruit/crown do it? does it only happen on certain rounds?) — not stated in the rules booklet beyond 'collect all 3 to trigger the bonus round', and not isolated by direct observation across multiple rounds.",
    "Exact meaning of the single lit petal position on each bottom 'clover' reveal-trail icon — plausibly marks which of the four tile quadrants was opened for that pick, but this is an inference from the image sequence, not a documented rule.",
    "Outcome of landing on a dynamite icon within the Bonus Game reveal reel (reset to zero vs. some partial penalty) — inferred from rules wording ('multiply your current winnings or reset them') but no captured frame shows this specific outcome landing.",
    "The precise meaning of the abbreviated label 'odd' on both win-panel captures (win_screen.png, bonus_win.png) — read literally as printed; it may be an in-build shortening or typo for 'odds', but this is not confirmed by any other source text.",
    "The discrepancy on base_game_round.png between the captured 'next' multiplier preview (x3.03) and the measured 1-bomb ladder's actual 3rd/final step value (x2.27) with no listed 4th step — not reconciled; recorded as an open question rather than resolved by assumption.",
    "The game's max_win multiplier is NOT printed anywhere in the captured build (see max_win_discussion) — left as an honest omission rather than adopting the storefront's unverified ×5000 claim.",
    "Whether a distinct 'safe reveal' icon (e.g. a banana, matching the How-to-Play bullet '🍯 Find a delicious banana to boost your multiplier!') actually appears on a revealed safe tile — no captured frame shows a tile in the instant after a safe reveal with its icon fully visible; the safe outcome was only confirmed indirectly via the Bank total increasing."
  ],
  "tl_verified_ladder_model": {
    "correction": "The capture report said the ladder ENDS after a fixed number of safe picks (\"1 bomb -> max 3 picks, x2.27\"). That is wrong, and the frame itself disproves it: base_game_round.png shows Bank $2.27, current x2.27 and NEXT x3.03 while all four '?' tiles are still closed. The four tiles are re-dealt on every step, so a round has no built-in step limit — the player stops by cashing out or by hitting dynamite.",
    "formula": "step n multiplier = (4 / safe_tiles) ** n * 0.96, where safe_tiles = 4 - bomb_count",
    "verified_against_frames": "bomb_count 1 (3 safe): model 1.28 / 1.71 / 2.28 / 3.03 against printed 1.28 / 1.70 / 2.27 / 3.03 — matches to the cent at every step, including the NEXT value printed on the frame.",
    "why_the_capture_report_confused_the_risk_levels": "The values 3.84 and 15.36 occur in TWO different ladders at different steps: bomb_count 2 gives 1.92 / 3.84 / 7.68 / 15.36, bomb_count 3 gives 3.84 / 15.36 / 61.44. Reading a pair of multipliers without recording which risk level produced them is therefore ambiguous by construction — the report's \"2 bombs -> 3.84 -> 15.36\" cannot be placed with confidence.",
    "rtp_corroboration": "The single factor 0.96 applied once at the first step reproduces every measured value. That is an independent, structural confirmation of the booklet's printed RTP 96.0% — the house edge lives in the ladder itself, exactly as in Cloud Piggies where multiplier x chance = 0.96.",
    "consequence_for_max_win": "Because the ladder is geometric and unbounded, the build imposes no ceiling of its own and prints none (there is no Min & Max Multiplier section). The storefront's x5000 is not a natural rung of any ladder (bomb_count 3 goes 983.04 -> 3932 -> 15729), so it must be an external cap. It remains a SINGLE-SOURCE claim and max_win stays an honest omit."
  }
}

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.