Elements of Power

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

Free demo · not real-money play
✓ Working · checked 2 weeks, 2 days ago Verified · 08 Aug 2026
RTP 97.00%
Volatility
Max win ×1206
Grid
For webmasters & affiliates
Embed demo

Direct demo link or iframe code for your site. Free · no sign-up

Asset pack

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

Slot API

GET /v1/slots/elements-of-power-b10/

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136 API calls this month
Ask AI MCP

This slot’s spec, symbols, palette and demo link — queryable from Claude, Cursor or VS Code. Read-only · free · no key, no sign-up.

mcp.i-gaming.tools/mcp
What to ask → 2-min setup
Verified capture
iGaming Tools capture pipeline Manual demo playthrough · paytable OCR-verified

Captured by hand from a live demo and verified frame-by-frame — the paytable was OCR-checked against the provider.

Captured 08 Aug 2026

Per-screen breakdown

26 demo screens
26 PNG (ZIP)
Autoplay settings
autoplay Autoplay settings
Base game
base_game Base game
Logo
logo Logo
Other (see free_label)
other Other (see free_label)
Other (see free_label)
other Other (see free_label)
Preview / Loading screen
preview Preview / Loading screen
Preview / Loading screen
preview Preview / Loading screen
Preview / Loading screen
preview Preview / Loading screen
Preview / Loading screen
preview Preview / Loading screen
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Game settings
settings Game settings
Win screen
win_screen Win screen
Win screen
win_screen Win screen
Win screen
win_screen Win screen
Win screen
win_screen Win screen

Search Demand

monthly search interest · last 12 months
Total demand / month
Aug '25: 0 Aug Sep '25: 0 Sep Oct '25: 0 Oct Nov '25: 0 Nov Dec '25: 0 Dec Jan '26: 0 Jan Feb '26: 0 Feb Mar '26: 0 Mar Apr '26: 0 Apr May '26: 0 May Jun '26: 130 130 Jun Jul '26: 0 Jul
Per-country demand by month · sorted by month-over-month growth (freshest first)
Country Jul '26 Jun '26 May '26 Apr '26 Mar '26 Feb '26 Jan '26 Dec '25 Nov '25 Oct '25 Sep '25 Aug '25
🇦🇺Australia 10
🇨🇿Czech Republic 10
🇫🇷France 10
🇲🇽Mexico 10
🇳🇱Netherlands 10
🇵🇭Philippines 10
🇷🇴Romania 10
🇨🇦Canada 20
🇮🇳India 40
Full per-country breakdown via the API →

What we extracted from Elements of Power

Everything pulled from Elements of Power into machine-readable data — symbols, paytable, palette, modes and assets. A capture result, not a game review.
26 screens captured
6 palette colors from frames

manual demo playthrough → 26 screens captured → paytable verified (OCR) → catalogued & reviewed

Specification

verified parameters
provider BGaming
rtp 97.00% · single configuration
max_win_x ×1206
bonus_buy No
mechanic Instant Win
release_date 2026

Colour system

extracted from frames · HEX
Export palette
#1F262E base dominant 1 base
#535B61 base dominant 2 base
#38464E base dominant 3 base
#FECC25 base dominant 4 base
#5E5425 base dominant 5 base
#D7AC16 base dominant 6 base

Media & assets

6 files · 6 types
26 PNG (ZIP)
Base game
base_game
Logo
logo
Preview / Loading screen
preview
Preview / Loading screen
preview
Preview / Loading screen
preview
Preview / Loading screen
preview

Ask AI about Elements of Power

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

What are the key stats for Elements of Power?

RTP 97.00%max win ×1206demo ✓

From the verified capture of 08 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: Elements of Power vs Multihand Blackjack — 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 — all key aspects captured.

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 All key aspects captured 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/elements-of-power-b10/

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

Spec sheet — extracted, unverified. This is the raw OCR dump, not the full API response.
GET /api/v1/slots/elements-of-power-b10/
{
  "game": {
    "name": "Elements of Power",
    "provider": "BGaming",
    "game_kind": "instant_win",
    "not_a_reel_slot": "This game has NO reels, NO paying symbols, NO paylines/ways, and NO free spins feature. It is a track/ring accumulator instant-win game built around three concentric multiplier rings (Fire=red/outer, Earth=green/middle, Water=blue/inner) plus a central element wheel. A spin advances (or resets) the rings depending on which element the wheel lands on; the player banks accumulated progress with Cashout or Part Cashout buttons. There is no paytable of symbol combinations to document -- the 'paytable' in this game is a per-track, per-step multiplier ladder, transcribed in full below.",
    "theme": "Elemental/mystical: Fire, Water and Earth forces personified as a red flame, a blue water droplet and a green leaf, arranged as three concentric progress rings around a central spinning element wheel. Dark, moody sci-fantasy color scheme rather than a literal scene/setting.",
    "documentation_purpose": "Exhaustive accessibility documentation (blind/low-vision screen-reader users, deaf/hard-of-hearing, color-blind users of all types, motor-impaired users) built from 25 manifest screenshots (1280x800 desktop) plus zoomed crops used to verify small icons, button states and ring-marker details.",
    "method_notes": "Read every manifest frame directly (vision) and cross-checked numeric/text claims against zoomed crops. All multipliers/percentages are transcribed only where legible on-screen; nothing is inferred beyond what the rules text or a settled (non-animating) status-bar figure states. The 'Part Cashout' payout formula stated in the rules text is ambiguous in prose, so it was independently re-derived from two separate on-screen numeric examples (see mechanic.part_cashout.derived_formula) -- both derivations agree exactly.",
    "language": "English",
    "provider_evidence": "Boot/loading screen wordmark reads 'BGaming' (frame _burst/splash_00.png per manifest studio_evidence). A small square badge with a black letter 'B' on a bright yellow/gold background (BGaming mark) is present in the extreme top-left corner of every in-game screen (e.g. base_game.png, approx. (5,5)-(40,40))."
  },

  "color_palette": {
    "background": "Very dark charcoal/near-black navy-grey across all screens, with a soft diffuse gradient glow: a faint violet/purple blob in the upper-left area and a faint teal/green blob in the lower-right area, both low-contrast and decorative only (not used to convey information).",
    "logo_wordmark": "Bold condensed yellow/gold letters with a black outline reading 'ELEMENTS' over 'OF POWER'; a small stylised orange/red flame graphic sits above the 'O' of 'POWER'. Rendered in a rough, hand-painted/comic style.",
    "ring_fire_outer": "Crimson/red arc (the lit portion of the Fire track); the unlit remainder of the same ring shows as dark charcoal-grey with thin light-grey tick marks and pale grey step-value labels.",
    "ring_earth_middle": "Bright green arc (the lit portion of the Earth track); unlit remainder dark charcoal-grey with pale grey labels, same as above.",
    "ring_water_inner": "Sky-blue/cyan arc (the lit portion of the Water track); unlit remainder dark charcoal-grey.",
    "element_icons": "Small circular badges stacked at 12 o'clock, one per ring: a red circle with a white flame glyph (Fire), a dark-green circle with a pale green leaf glyph (Earth), a blue circle with a white water-drop glyph (Water). Each badge has a thin colored ring border matching its track color.",
    "center_wheel": "A large circular medallion in the middle of the rings that displays the element the wheel most recently landed on: red circle + white flame icon (Fire), green/teal circle + leaf icon (Earth) [inferred by symmetry with the others, not directly captured landing], blue circle + water-drop icon (Water), or a flat grey circle with a grey stylised wind/swirl icon (Neutral, the default idle state before any spin has been made).",
    "spin_button": "Large filled gold/yellow circle with a black double-curved-arrow ('refresh'/redo) icon in the middle, bottom-right of the screen.",
    "autoplay_icon": "A dark circle outlined in white/grey containing a white letter 'A', to the left of the spin button.",
    "turbo_icon": "A small white lightning-bolt glyph on the dark background, to the right of the spin button.",
    "cashout_buttons_disabled": "Flat dark-grey pill-shaped buttons with dim grey text and no printed amount, when there is zero progress on every ring (e.g. base_game.png idle state).",
    "cashout_buttons_enabled": "Same dark pill shape but with a thin gold/yellow outline border and gold/yellow text, printing 'Part Cashout, FUN <amount>' and 'Cashout, FUN <amount>' with the live computed value for the current ring progress.",
    "win_popup": "A centered dark rounded rectangle / or full-screen dim overlay showing large white 'WIN!' text, three glowing circular element icons (red flame, green leaf, blue droplet) each lit with a colored outer glow, a large white credited amount in 'FUN', and the multiplier (e.g. '16.55x') underneath in smaller white text.",
    "settings_panel_accents": "Gold/yellow horizontal volume sliders (Sound FX, Music) with a white circular handle; a white circular toggle knob for 'Quick play' on a dark track (off = knob at left, dark track; on-state not captured).",
    "colorblind_notes": "The three tracks are distinguished by BOTH color (red/green/blue) AND fixed screen position (Fire always outermost/top icon, Earth always middle, Water always innermost/bottom icon) AND by distinct icon shape (flame / leaf / droplet) AND by the numeric step-multiplier text printed directly on each arc -- so color-blind users are not solely dependent on hue to tell tracks apart. The Skull (violet, 'all tracks back one step') and Joker (element identity/color not confirmed on any captured frame, see unreadable_or_uncertain) landing results were never captured on the center wheel, so their color/shape redundancy could not be verified directly."
  },

  "mechanic": {
    "overview": "Three concentric rings (tracks), one per element (Fire=red/outer=8 steps, Earth=green/middle=6 steps, Water=blue/inner=4 steps), each divided into numbered steps with an increasing multiplier per step. A central element wheel spins on each 'spin' action and lands on one of six outcomes, each of which affects the tracks differently. Progress can be banked at any time (Cashout) or partially banked while continuing to play (Part Cashout). Source: rules_intro.png / rules_p4.png / rules_p5.png / rules_p6.png (in-game rules booklet, verbatim).",
    "wheel_outcomes": [
      {"name": "Fire (red element)", "effect": "The red/Fire track moves one step forward.", "icon_color": "red circle, white flame glyph"},
      {"name": "Water (blue element)", "effect": "The blue/Water track moves one step forward.", "icon_color": "blue circle, white water-drop glyph"},
      {"name": "Earth (green element)", "effect": "The green/Earth track moves one step forward.", "icon_color": "green circle, white/pale-green leaf glyph"},
      {"name": "Neutral (grey element)", "effect": "Progress on all tracks remains unchanged.", "icon_color": "flat grey circle, grey swirl/wind glyph -- this is also the default state shown before the very first spin (base_game.png)"},
      {"name": "Skull (violet element)", "effect": "ALL tracks move one step BACK.", "icon_color": "stated as violet in the rules text; not directly observed on the center wheel in any captured frame -- exact glyph/icon design uncertain, see unreadable_or_uncertain"},
      {"name": "Joker", "effect": "ALL tracks move one step FORWARD (simultaneously advances Fire, Earth and Water together).", "icon_color": "not described by color in the rules text and not directly observed landing on the center wheel in any captured frame -- uncertain, see unreadable_or_uncertain"}
    ],
    "betting_rule": "The Total bet amount can only be changed while ALL three tracks are at zero progress (rules_intro.png: 'you can change your bet only when all the tracks are at zero and there is no progress on them').",
    "cashout": {
      "availability": "Available as soon as there is at least one-step progress on ANY track (button changes from disabled/grey to enabled/gold-outlined with a live computed FUN amount printed on it).",
      "formula": "Total bet x (sum of the multiplier of the LAST step reached, for EACH track that has any progress). Tracks with zero progress contribute 0.",
      "after_effect": "After a Cashout, ALL three tracks reset to zero.",
      "evidence": "cashout_result.png: bet 2.00, tracks were Fire step1 (4x) + Earth step2 (7.7x) + Water step1 (4.85x) = 16.55x -> 2.00 x 16.55 = 33.10 FUN, matches the printed win exactly (settled figure; manifest payout_basis block independently confirms the same total_bet multiplier basis on a different example: 803.10->806.20 FUN, +3.10 = 2.00 x 1.55x)."
    },
    "part_cashout": {
      "availability": "Only available for tracks that have reached at least 2 steps of progress; cannot be used twice in a row (must make at least one spin between two Part Cashouts); cannot be combined with a full Cashout on the same action.",
      "rules_text_verbatim": "'In case of a Part Cashout the bet multiplied by the multiplier of the previous step is deducted from the total win amount for each track with two or more steps of progress. After the Part Cashout the tracks that participated in it are set back by one step. If the progress on a track is less than two steps, that track is not included in the calculation of the Part Cashout total and is not reset.' (rules_p4.png/rules_p5.png)",
      "derived_formula": "The prose above is ambiguous on its own. It was independently re-derived and cross-checked from two separate live numeric examples and both agree exactly: Part Cashout amount = total_bet x SUM( current_step_multiplier - previous_step_multiplier ), summed over every track with >=2 steps of progress. In other words, only the INCREMENT since the previous step is paid out per qualifying track, not the full current-step value and not the previous-step value alone.",
      "derivation_example_1": "part_cashout_result.png / payout_basis part_cashout_evidence: only the Water track qualified, at step 2 (4.85x), previous step 1 (1.55x). Diff = 4.85 - 1.55 = 3.30. Bet 2.00 x 3.30 = 6.60 FUN, which exactly matches the settled 'Win, FUN: 6.60!' status-bar figure measured by balance diff (790.20 -> 796.80 FUN) and the popup's own printed '3.3x' multiplier label.",
      "derivation_example_2": "water_auto_cashout.png (buttons visible mid-frame, not clicked): Earth at step 5 (44x, prev step4=27.5x, diff=16.5), Fire at step 2 (12x, prev step1=4x, diff=8), Water freshly auto-paid and stepped back to step3 (10x, prev step2=4.85x, diff=5.15). Sum of diffs = 16.5+8+5.15 = 29.65. Bet 2.00 x 29.65 = 59.30 FUN, exactly matching the amount printed on the 'Part Cashout, FUN 59.30' button in that same frame. The 'Cashout, FUN 132.00' button in the same frame independently confirms the CURRENT-step formula: 2.00 x (44+12+10) = 132.00.",
      "after_effect": "Tracks that participated (>=2 steps) are set back by exactly one step (NOT reset to zero); tracks with <2 steps progress are left untouched and excluded from the calculation."
    },
    "water_track_auto_cashout": {
      "trigger": "The blue/Water track has only 4 steps; when it reaches its 4th (final) step, the game automatically credits the win for that step WITHOUT any player action.",
      "payout": "+7x the total bet, paid instantly (rules table: Blue Step 4 = '+7x'). Evidence: water_auto_cashout.png, bet 2.00, badge '+7x WIN', status bar 'Win, FUN: 14.00!' = 2.00 x 7 exactly.",
      "after_effect": "After the automatic payment, the Water track moves back one step (from step 4 to step 3) rather than resetting to zero; it does NOT end the round or reset the other two tracks.",
      "post_payout_lock": "Rules text states that Cashout and Part Cashout become BLOCKED immediately after any win is credited this way (or via a Bonus Game trigger), and only become available again after the next spin. This could not be independently confirmed as a disabled/greyed button state from the static water_auto_cashout.png frame -- the buttons in that frame still display gold-outline 'enabled' styling with computed amounts; see unreadable_or_uncertain."
    },
    "bonus_game": {
      "trigger_earth": "If the green/Earth track reaches its final (6th) step, the Bonus Game is activated (rather than a normal step payout).",
      "trigger_fire": "If the red/Fire track reaches its final (8th) step, the Bonus Game is activated.",
      "earth_bonus_reward": "A random multiplier of the total bet, from 10x to 99x (rules text and the PAYTABLE table on rules_p8.png/rules_p9.png agree on this range).",
      "fire_bonus_reward": "A random multiplier of the total bet; INTERNAL INCONSISTENCY in the game's own rules booklet -- the prose paragraph (rules_p6.png/rules_p7.png) states 'a random multiplier from 10x to 999x', while the dedicated PAYTABLE table (rules_p8.png/rules_p9.png, row 'Step 8') prints 'BONUS (100x - 999x)'. Both are verbatim, on-screen, game-authored texts; which is authoritative could not be determined from the available frames. Documented here as an open discrepancy rather than resolved by guessing.",
      "additional_payout": "In both cases, after the Bonus Game result is awarded, the player ALSO receives the multiplier for the pre-last (second-to-last) step of that same track, and the track is then completely reset to zero.",
      "capture_status": "NOT CAPTURED in gameplay. Confirmed absent as a purchasable feature (no bonus-buy control exists anywhere in the UI: checked base_game.png, settings.png and autoplay.png, and the full 12-page rules text) and did not occur naturally over 498 tracked real spins at 2.00 FUN bet (balance dropped from 1000.00 to 550.99 FUN over the session, confirming real spins occurred). Best observed progress: Earth track reached step 5 of 6 (one step short) twice, both times knocked back by a subsequent Skull landing before it could reach step 6; Fire track never progressed past step 2 of 8. The mechanic and multiplier ranges above are transcribed verbatim from the in-game rules booklet even though no gameplay frame of the Bonus Game itself exists in this capture set."
    },
    "max_win": "The maximum winning amount is x1206 of the bet (printed verbatim on rules_p7.png: 'The maximum winning amount is x1206 of the bet.')."
  },

  "multiplier_paytable": {
    "note": "This is the full step-multiplier ladder for the three tracks, transcribed from the in-game PAYTABLE table (rules_p8.png/rules_p9.png), confirmed to match the values shown in the ring UI itself (base_game.png, preview screens).",
    "columns": ["Step", "Blue/Water Track", "Green/Earth Track", "Red/Fire Track"],
    "rows": [
      {"step": 1, "blue": "1.55x", "green": "2.5x", "red": "4x"},
      {"step": 2, "blue": "4.85x", "green": "7.7x", "red": "12x"},
      {"step": 3, "blue": "10x", "green": "16x", "red": "28x"},
      {"step": 4, "blue": "+7x (automatic, see mechanic.water_track_auto_cashout)", "green": "27.5x", "red": "52x"},
      {"step": 5, "blue": "-- (track has only 4 steps)", "green": "44x", "red": "85x"},
      {"step": 6, "blue": "--", "green": "BONUS (10x - 99x), see mechanic.bonus_game", "red": "133x"},
      {"step": 7, "blue": "--", "green": "-- (track has only 6 steps)", "red": "200x"},
      {"step": 8, "blue": "--", "green": "--", "red": "BONUS (100x - 999x per table / 10x - 999x per prose paragraph -- see mechanic.bonus_game.fire_bonus_reward discrepancy)"}
    ]
  },

  "technical_summary": {
    "rtp_percent": 97,
    "rtp_source": "rules_p13.png / rules_p2.png (final rules page), 'RETURN TO PLAYER' section: 'The overall theoretical Return to Player (RTP) is 97%.'",
    "volatility": "Not stated anywhere in the captured rules text or UI. Not inferred.",
    "bet_min": "0.10 FUN",
    "bet_max": "200.00 FUN",
    "bet_source": "bet_min.png (Total bet stepper dropdown scrolled to its floor; 0.10 highlighted, further down-clicks had no effect) and bet_max.png (scrolled to its ceiling; 200.00 highlighted, further up-clicks had no effect).",
    "bet_step_values_partially_observed": "Visible in the two captured dropdown snapshots: 0.10, 0.20, 0.30, 0.50, 0.70, 1.00, 2.00, 3.00 (near the floor) and 10.00, 20.00, 30.00, 50.00, 70.00, 100.00, 150.00, 200.00 (near the ceiling). The full intermediate ladder between 3.00 and 10.00 was not captured, so it is not enumerated here.",
    "currency_shown": "FUN (demo play-money label; live-money currency not observed in this demo capture).",
    "default_demo_balance": "1,000.00 FUN (base_game.png idle state).",
    "default_demo_bet": "2.00 FUN.",
    "max_win_multiplier": "x1206 of the total bet (printed in rules, rules_p7.png). This is a stated cap on the maximum possible win, distinct from any single track's bonus multiplier.",
    "game_rule_version": "1.1, dated April 29, 2026 (printed verbatim on the final rules page, rules_p2.png: 'This is the game rule version 1.1, dated April 29, 2026. Game Version 1.1.0.')",
    "autoplay_round_options": "10, 25, 50, 100, 250, 500, 750, 1000, or unlimited (infinity symbol); a custom number of rounds can also be typed in (autoplay.png).",
    "autoplay_stop_conditions": "Two optional toggles: 'If cash balance decreases by <amount>' and 'If total multiplier increases by <amount>' (both shown unchecked/empty on the captured frame, autoplay.png).",
    "settings_options": "Sound FX volume slider, Music volume slider, and a 'Quick play' on/off toggle (increases game speed) -- settings.png, confirmed by rules_p11.png/rules_p12.png prose ('Sound volume...', 'Music volume...', 'Quick play - increases the speed of the game.').",
    "session_persistence": "Rules text (rules_p2.png, 'ADDITIONAL INFORMATION'): unfinished rounds are terminated every 24 hours; progress is stored for 3 months then resets (except on malfunction or player-ID change by the operator, which also resets progress with no credited payment); if a player resumes with saved progress, Cashout/Part Cashout only become available again after they make at least one spin.",
    "connectivity_disclaimer": "Rules text states that the speed/quality of the player's internet connection may affect the game, and the provider is not responsible for connection-loss consequences on the player's side.",
    "rng_statement": "'The game is based on a certified random number generator. For more information, visit our BGaming site.' (rules_p13.png/rules_p2.png)."
  },

  "ui_layout": {
    "top_bar": "Top-left corner: small yellow/gold square badge with a black letter 'B' (BGaming provider mark), and immediately to its right a live HH:MM clock readout in light grey. Below the badge, running vertically down the far-left edge of the screen, small grey capitalized text reads 'ELEMENTS OF POWER' (sideways/rotated 90 degrees). Top-center: the game's wordmark logo. Top-right: a white speaker/sound-toggle icon, and (on base_game only) a hamburger-menu icon (three horizontal white lines in a translucent dark circle); on overlay panels (settings/rules/autoplay) this is replaced by a white 'X' close icon.",
    "burger_menu_panel": "Opening the hamburger menu reveals a vertical icon column on the right edge: a gear/cog icon (SETTINGS, shown gold/highlighted when its tab is active), an 'i' info icon (opens the 12-page rules/paytable booklet), and a circular counter-clockwise arrow icon (history, presumed 'game history' per rules text 'Game History' reference -- exact panel contents not captured).",
    "center_stage": "Dominates the screen: three concentric multiplier rings (Fire outer/red, Earth middle/green, Water inner/blue) drawn as a dial/gauge, each divided into tick-marked step segments with the multiplier value printed just outside the ring at each step boundary. Two extra unlit dark-grey outer arc segments above the numbered steps are labelled 'BONUS' (one for the Earth ring's final segment, one for the Fire ring's final segment). Three small circular element-icon badges (flame/leaf/droplet) are stacked at the top (12 o'clock) of the dial, one per ring, marking each ring's zero/start point. A large circular medallion sits in the very center showing the most recently landed element (or a grey swirl icon at idle, before the first spin).",
    "bottom_bar": "A dark rounded pill-shaped bar spans most of the screen width near the bottom, divided into sections left-to-right: 'Balance, FUN' with the current balance value; 'Total bet, FUN' with the current bet value and small up/down triangle stepper arrows (opens a scrollable dropdown list of preset bet values when clicked); a center text area showing contextual messages (e.g. 'Click \"spin\" button to play', or the settled win text 'Win, FUN: X.XX!'); and on the right, two buttons side by side, 'Part Cashout' and 'Cashout', each showing a live FUN amount once there is track progress (disabled/grey with no amount at zero progress).",
    "bottom_right_controls": "Below/right of the ring dial: a white circle-outlined letter 'A' icon (Autoplay, opens the autoplay panel), a large gold/yellow circular Spin button with a black double-curved-arrow icon in the middle, and a small white lightning-bolt icon (Turbo/quick-spin toggle).",
    "carousel_splash": "A 4-page introductory carousel shown before the base game (preview_p3/preview_page2/preview_p1/preview_p2 per the corrected page order -- see discrepancies). Each page reuses the same central ring-dial graphic as a static illustration, with white body text describing one game-concept beat underneath, a row of 4 small dots (filled white = current page, dark grey = other pages) below the text, left/right chevron arrows at the screen edges for manual navigation, and a gold/yellow 'START' button at the bottom that enters the base game.",
    "color_blind_notes": "All primary controls (Spin, Autoplay, Turbo, Menu, Sound, Close) are white/black glyph-on-dark-circle icons distinguished by SHAPE, not by color -- safe for all color-blind types. The Cashout/Part Cashout buttons' enabled-vs-disabled state is distinguished by BOTH a border-outline appearing (shape/presence, not just color) AND the presence/absence of printed text amount -- also safe. The three rings rely on red/green/blue hue to differentiate at a glance, but each ring additionally has a fixed position, a distinct icon shape (flame/leaf/droplet) and printed numeric labels, so identity is never color-only."
  },

  "screens": {
    "preview_page_1_of_4": {
      "file": "preview_p3.png",
      "content": "Static ring-dial illustration (fully rendered as decoration, not reflecting any real progress) with all rings unlit and the center medallion showing the red Fire flame icon. Caption: 'Spin the wheel and boost your multiplier with elements of Flame, Earth, Water and Joker'. Dot indicator: page 1 of 4 (leftmost dot lit)."
    },
    "preview_page_2_of_4": {
      "file": "preview_page2.png",
      "content": "Same ring-dial illustration, center medallion now shows the blue Water droplet icon. Caption: 'Earn Cash Out automatically after filling the last section of Water element'. Dot indicator: page 2 of 4."
    },
    "preview_page_3_of_4": {
      "file": "preview_p1.png",
      "content": "The ring-dial is replaced by a promotional 'reveal' graphic: three digits '1', '8', '2' plus a small 'x' in individual red boxes inside a gold-outlined frame (illustrating a '182x'-style big-win reveal, purely for promotional/illustrative purposes -- not an actual captured win). Caption: 'Fill the final section of Fire or Earth to activate the Bonus Game'. Dot indicator: page 3 of 4."
    },
    "preview_page_4_of_4": {
      "file": "preview_p2.png (see discrepancies -- this untracked stray file holds the true page-4 content; the manifest-listed preview_p4.png is a duplicate of page 1, not page 4)",
      "content": "Two dark rounded-rectangle 'speech bubble' style labels stacked vertically: 'Cashout' (top) and 'Part Cashout' (below, smaller, offset left), separated by a thin horizontal divider line. Caption: 'Press \"Cashout\" to collect your win or \"Part Cashout\" to take part of it and keep playing'. Dot indicator: page 4 of 4 (rightmost dot lit)."
    },
    "base_game": {
      "file": "base_game.png",
      "content": "Idle state immediately after pressing START, before the first spin. Balance 1,000.00 FUN, Total bet 2.00 FUN, all three rings completely unlit (zero progress), center medallion shows the grey neutral swirl icon, center message reads 'Click \"spin\" button to play', and both Part Cashout and Cashout buttons are in their disabled/grey no-amount state."
    },
    "settings": {
      "file": "settings.png",
      "content": "Overlay panel titled 'SETTINGS' (opened via the gear icon inside the hamburger menu). Contains a 'Sound FX' slider (handle roughly 15% across from the left) and a 'Music' slider (handle roughly 55% across), both gold-filled to the left of the handle, plus a 'Quick play' toggle switch shown OFF (knob at the left end of a dark track)."
    },
    "autoplay": {
      "file": "autoplay.png",
      "content": "Overlay panel with two columns: left 'STOP AUTOPLAY...' with two unchecked checkboxes and empty value fields ('If cash balance decreases by', 'If total multiplier increases by'); right 'NUMBERS OF ROUNDS' with a 3x3 grid of round-count buttons (10, 25, 50, 100, 250, 500, 750, 1000, infinity-symbol), each with a small right-pointing play triangle, plus a 'Custom number of rounds' text field with its own play button below the grid."
    },
    "rules_booklet": {
      "total_pages": 12,
      "access": "Opened via the 'i' info icon inside the hamburger menu; a single continuous scrollable document, no separate section-switcher tabs were found (per manifest scroll_panels note).",
      "page_1_about_how_to_play": "rules_intro.png -- 'ABOUT THE GAME' intro paragraph (theme/flavor text) and 'HOW TO PLAY' section beginning: choosing the bet, pressing Play, and the start of the per-element effect list (Fire/Water/Earth all 'moves one step forward').",
      "page_2_remaining_elements_and_cashout_intro": "rules_p4.png -- completes the element effect list (Neutral=unchanged, Skull=all tracks back one step, Joker=all tracks forward), then explains Cashout/Part Cashout availability conditions and their basic formulas verbatim.",
      "page_3_part_cashout_detail_and_bonus_intro": "rules_p5.png -- repeats/continues the Cashout & Part Cashout rules (scroll overlap with page 2), the Water-track auto-cashout rule, and begins the Earth-track Bonus Game rule.",
      "page_4_bonus_rules_and_max_win": "rules_p6.png -- completes the Earth and Fire Bonus Game trigger/reward rules, the post-win Cashout/Part Cashout lock rule, and the max-win statement (x1206).",
      "page_5_paytable_header": "rules_p7.png -- repeats the bonus/max-win text (scroll overlap) then introduces the 'PAYTABLE' section header, table not yet visible.",
      "page_6_paytable_steps_1to4": "rules_p8.png -- PAYTABLE table, Step 1 through Step 4 rows for all three tracks.",
      "page_7_paytable_full": "rules_p9.png -- PAYTABLE table, all 8 steps for all three tracks (full table, see multiplier_paytable above), then 'AUTOPLAY' section header begins.",
      "page_8_autoplay_text": "rules_p10.png -- repeats full paytable (scroll overlap) then the Autoplay explanation paragraph (Auto (A) button, Stop Conditions).",
      "page_9_autoplay_and_settings_start": "rules_p11.png -- Autoplay text (overlap) then 'SETTINGS' section header and its intro sentence.",
      "page_10_settings_detail": "rules_p12.png -- Settings bullet list (sound volume, music volume, quick play) and start of 'RETURN TO PLAYER' section header.",
      "page_11_rtp_and_rng": "rules_p13.png -- Settings text overlap, then 'RETURN TO PLAYER' (97%) and 'RNG' sections.",
      "page_12_final_rng_and_version": "rules_p2.png -- RTP/RNG text overlap, then 'ADDITIONAL INFORMATION' section: 24-hour round termination, 3-month progress storage, connectivity disclaimer, and the game rule version/date footer (v1.1, April 29 2026, Game Version 1.1.0). This is the true final page of the booklet.",
      "stray_untracked_pages_not_in_manifest": "rules_p1.png and rules_p14.png on disk are near-duplicate intermediate scroll positions between page 9 and page 12 (redundant content already covered by rules_p11.png/rules_p12.png/rules_p2.png); intentionally excluded from the shots list per the manifest's own anomalies note. Confirmed by direct comparison: their visible text is a strict subset of pages 9-12."
    },
    "water_track_auto_cashout_win": {
      "file": "water_auto_cashout.png",
      "content": "Mid-gameplay frame: Water ring shown fully lit (all steps up to its 4th/final step), with a '+7x WIN' badge to the upper-left of the ring; Earth ring lit up to its step-5 mark (44x); Fire ring lit up to its step-2 mark (12x). Balance 574.80 FUN, Total bet 2.00 FUN, center-bar text 'Win, FUN: 14.00!' shown in a dim/fading style suggesting a mid-transition frame. Part Cashout button reads 'Part Cashout, FUN 59.30' and Cashout button reads 'Cashout, FUN 132.00', both in the gold-outlined enabled style -- see mechanic.water_track_auto_cashout.post_payout_lock for the open question about whether these were truly clickable at this instant."
    },
    "bet_range_minimum": {
      "file": "bet_min.png",
      "content": "Total bet stepper dropdown open, scrolled to its floor: values visible top-to-bottom 3.00, 2.00, 1.00, 0.70, 0.50, 0.30, 0.20, 0.10 (0.10 highlighted/selected at the bottom with a light-grey filled row background)."
    },
    "bet_range_maximum": {
      "file": "bet_max.png",
      "content": "Total bet stepper dropdown open, scrolled to its ceiling: values visible top-to-bottom 200.00, 150.00, 100.00, 70.00, 50.00, 30.00, 20.00, 10.00 (200.00 highlighted/selected at the top with a light-grey filled row background); the Total bet field in the bottom bar also reads 200.00."
    },
    "cashout_win_reveal": {
      "file": "cashout_win.png",
      "content": "Early animation frame of a full-Cashout win reveal: large white 'WIN!' text, three glowing element icons (red flame, green leaf, blue droplet) each with a colored halo, and a placeholder amount '0.00 FUN' with '16.55x' already shown underneath (the multiplier resolves before the credited amount counts up). Behind the overlay, Part Cashout/Cashout buttons are dimmed/greyed (blocked during the reveal animation)."
    },
    "cashout_win_settled": {
      "file": "cashout_result.png",
      "content": "Same overlay, later frame: amount has counted up to '33.10 FUN', multiplier '16.55x' unchanged. Balance shown mid-credit at 970.00 FUN. Behind the overlay, Part Cashout button reads 17.00 and Cashout reads 33.10 (both still showing the pre-cashout track state, about to reset)."
    },
    "part_cashout_popup": {
      "file": "part_cashout_result.png",
      "content": "Smaller centered popup (not full-screen) reading '6.38 FUN' / '3.3x' (mid-count-up animation; settled value per payout_basis evidence is 6.60 FUN). Behind the popup, the Earth ring is lit only to its step-1 mark (2.5x) and the Water ring is visibly shortened compared to its pre-action state (from step 2 down to step 1), consistent with the 'tracks that participated are set back one step' rule. Bottom bar shows Balance 963.10 FUN, Total bet 2.00 FUN, Part Cashout button reading 6.60 and Cashout reading 14.70."
    }
  },

  "feature_coverage": [
    {"feature": "cashout", "status": "captured", "frames": ["cashout_win.png", "cashout_result.png"]},
    {"feature": "part_cashout", "status": "captured", "frames": ["part_cashout_result.png"]},
    {"feature": "water_track_auto_cashout", "status": "captured", "frames": ["water_auto_cashout.png"]},
    {"feature": "bonus_game_earth (10x-99x)", "status": "NOT captured in gameplay; documented from rules text only", "frames": []},
    {"feature": "bonus_game_fire (100x-999x or 10x-999x, see discrepancy)", "status": "NOT captured in gameplay; documented from rules text only", "frames": []},
    {"feature": "skull_element_landing", "status": "NOT directly captured landing on the center wheel; inferred only from its resetting effect on ring lengths across other frames", "frames": []},
    {"feature": "joker_element_landing", "status": "NOT captured landing on the center wheel and not described by color in the rules text", "frames": []}
  ],

  "discrepancies": {
    "note": "Findings from independently re-reading pixels against the manifest's own descriptions/anomaly notes (second observation channel), per task instructions.",
    "items": [
      "preview_p4.png mislabel: the manifest lists preview_p4.png as carousel 'page 4/4' with the Cashout/Part Cashout explainer text and dot 4 lit. Direct pixel inspection shows preview_p4.png actually displays PAGE 1 content (dot 1 lit, 'Spin the wheel and boost your multiplier...' text) -- identical to preview_p3.png. The genuine page-4 content (Cashout/Part Cashout explainer, dot 4 lit) is instead found in the untracked stray file preview_p2.png. The manifest's own anomalies entry describes this backwards, calling preview_p2.png 'a leftover duplicate of preview_p4.png's page 4' -- but preview_p4.png does not contain page-4 content at all; it is preview_p2.png that holds it, and preview_p4.png is the actual duplicate (of page 1). Documented in the screens section above using the corrected mapping.",
      "Fire-track Bonus Game reward range: the manifest note for rules_p6.png says 'random multiplier 100x-999x' for the red track. The prose paragraph on that same page actually reads '10x to 999x' (verified twice by direct read, rules_p6.png and its repeat on rules_p7.png), while the separate PAYTABLE TABLE on rules_p8.png/rules_p9.png prints 'BONUS (100x - 999x)'. So the manifest note matches only the table half of an internal 10x-vs-100x conflict that exists within the game's own two texts -- not a manifest-vs-pixel error, but worth surfacing since it was stated as a single unambiguous fact in the manifest.",
      "water_auto_cashout.png Part Cashout/Cashout button amounts were not stated in the manifest note at all; they were independently read and used to reverse-engineer and cross-verify the exact Part Cashout formula (see mechanic.part_cashout.derived_formula) -- this is a positive addition rather than a conflict, noted here for traceability."
    ]
  },

  "unreadable_or_uncertain": [
    "Volatility rating: not stated anywhere in the 12-page rules booklet or on any UI screen. Not inferred.",
    "Joker element's icon design/color: never landed-on and shown on the center wheel in any captured frame, and the rules text does not describe its color (unlike Skull, explicitly called out as violet). Left undetermined.",
    "Skull element's exact icon design on the center wheel: rules text calls it 'violet' but no captured frame shows it actually landed/displayed there (only its resetting EFFECT on ring lengths is inferable from spin-to-spin frames, not shown in this documentation set).",
    "Two small decorative crescent/lens-shaped markers visible on the base_game.png ring dial (a pink/red lens shape just beneath the blue water-drop icon, and a violet/purple crescent further down near the '10x'/'4.85x' step boundary): their function is not explained on any captured screen. They do not match the described appearance of any of the six wheel outcomes and are most likely static decorative ring dividers or start-position pointers, but this is not confirmed.",
    "Whether the Cashout/Part Cashout buttons shown in water_auto_cashout.png were actually clickable at that instant: the rules text states these should be BLOCKED immediately following an auto-credited win (until the next spin), but the frame shows them in the normal gold-outlined 'enabled' visual style with plausible live-computed amounts. Could not be resolved from a static screenshot.",
    "Full bet-stepper ladder between 3.00 FUN and 10.00 FUN, and any values between 200.00 and the true top of the visible list beyond what two dropdown snapshots show: not captured.",
    "Fire/red track Bonus Game reward range: 10x-999x (prose) vs 100x-999x (paytable table) -- see discrepancies; not resolved.",
    "Whether the small clock readout next to the yellow 'B' badge (top-left) is a real-time-of-day display or some other session/game timer: its exact purpose is not explained on any captured screen; assumed to be a live clock based on its HH:MM format and its values increasing consistently with the frames' capture order.",
    "Currency/paytable behaviour in a real-money mode: this capture is entirely in FUN (demo) currency; no live-currency screen was available to confirm labeling conventions would carry over unchanged."
  ]
}

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