Fortune Red Packets

Demo, RTP 98.40%, paytable, symbols & full capture data

Free demo · not real-money play 1 plays in 30 days · last one 5 days, 6 hours ago
✓ Working · checked 2 weeks, 3 days ago Verified · 12 Aug 2026
RTP 98.40%
Volatility Low
Max win ×14
Grid
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Asset pack

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

Slot API

GET /v1/slots/fortune-red-packets-b10/

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

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

Captured 12 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
Base game
base_game Base game
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)
Other (see free_label)
other Other (see free_label)
Other (see free_label)
other Other (see free_label)
Other (see free_label)
other Other (see free_label)
Other (see free_label)
other Other (see free_label)
Paytable
paytable Paytable
Preview / Loading screen
preview Preview / Loading screen
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Game settings
settings Game settings
Win screen
win_screen Win screen

What we extracted from Fortune Red Packets

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

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

Specification

verified parameters
provider BGaming
rtp 98.40% · single configuration
volatility Low
max_win_x ×14
bonus_buy No
mechanic Crash
release_date 2026

Bonus modes

1 mode
Base Game Modifier base
Packet Ladder Round

Pick-and-climb Mines/Tower-style round: a 12-row ladder, each row a 5-cell line of identical red envelope ('packet') icons with a fixed multiplier. Round starts at Step 0/12 with all cells unrevealed. Picking a packet in the active row reveals the whole row (4 coins + 1 firecracker); a coin advances the step counter and raises the Cashout readout to that row's multiplier x total bet, a firecracker ends the round immediately and forfeits the stake plus the whole accumulated win (rest of the board auto-reveals). CASH OUT is available once a round is in progress and banks the current accumulated value as a win. No reels, paylines, free spins or bonus-buy in this game.

Colour system

extracted from frames · HEX
Export palette
#0D1020 base dominant 1 base
#9E1309 base dominant 2 base
#DC1906 base dominant 3 base
#212F9C base dominant 4 base
#1B1D68 base dominant 5 base
#526ECF base dominant 6 base

Accessibility

profile for all groups
Color Blind
  • The two packet outcomes are told apart by shape/icon, not color: a round gold coin means win, a pair of red firecrackers means loss, both shown on similarly dark tiles. The player's own pick is marked with a light-purple highlight BORDER (position/outline), and a round-ending losing pick turns solid black (a shape/luminance change) instead of showing the normal firecracker artwork. The one color-only cue is the active row's gold glow outline versus the darker/desaturated locked rows above it, which is reinforced by the active row also being the only clickable one and the only row still showing question-mark icons.
Screen Reader
  • Bottom control-bar layout is stable across states: info/settings/history icons far left, bet stepper with numeric value printed as text center-left, 'Balance' printed as text bottom-left, and one large primary action button bottom-right whose text LABEL changes between START and CASH OUT rather than relying only on its color change.
Motor Accessibility
  • Only three kinds of click targets exist during play: the 5 packets in the single currently-active row, the CASH OUT button, and the bet up/down stepper. No timed reactions are required; each row waits for input indefinitely with no observed auto-timeout.
Hearing Accessibility
  • Every state change (step count, cashout value, win/loss result, balance) is conveyed as on-screen text/numbers; audio is limited to adjustable Music and Sound FX toggles in the settings dialog, implying sound is decorative rather than carrying unique information.

Media & assets

9 files · 9 types
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
Logo
logo
Preview / Loading screen
preview

Data provenance

what we captured and what we didn't
Intro/rules scroll (2 pages: packet-selection instructions, coin-vs-firecracker win/lose diagram), paytable overlay, base game empty grid and round start (Step 0/12), successive winning steps through Step 7/12, ladder auto-scroll behavior, losses at step 1 and step 3 (full-board auto-reveal), a loss auto-revealing rows up to x9.14 (step 10), win/cashout screen, bet stepper at min (1.00 FUN) and max (500.00 FUN), audio settings dialog, empty round-history panel.
RTP is not printed anywhere in this demo build; checked the paytable overlay, both intro-scroll pages, and the audio settings dialog.
Ladder multiplier values for step 11 and step 12 were not read from any screenshot; the deepest row directly observed across all played rounds is step 10 (x9.14), from a loss that auto-revealed rows up to and including it.
Whether the CASH OUT button is genuinely actionable at Step 0/12 (before any successful pick) or only becomes functionally meaningful after the first win could not be determined from static screenshots; it is visibly present at Step 0 but no frame captures the result of pressing it at that exact moment.
The exact function of the 3 small inert icons at the lower-left of the paytable overlay (money bag, clock-history, question mark) is unconfirmed; they do not respond to clicks in this build.

Ask AI about Fortune Red Packets

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 Fortune Red Packets play? Keep it simple.

Pick-and-climb Mines/Tower-style round: a 12-row ladder, each row a 5-cell line of identical red envelope ('packet') icons with a fixed multiplier. Round starts at Step 0/12 with all cells unrevealed. Picking a packet in the active row reveals the whole row (4 coins + 1 firecracker); a coin advances the step counter and raises the Cashout readout to that row's multiplier x total bet, a firecracker ends the round immediately and forfeits the stake plus the whole accumulated win (rest of the board auto-reveals). CASH OUT is available once a round is in progress and banks the current accumulated value as a win. No reels, paylines, free spins or bonus-buy in this game.

RTP 98.40%Low volatilitymax win ×14demo ✓

From the verified capture of 12 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: Fortune Red Packets 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 — including the 4 aspects we couldn’t confirm, flagged.

Designerget_slot

“Creative brief: theme, 6 palette hexes and the symbol descriptions.”

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

Verified capture: manual playthrough, paytable OCR-checked Honest gaps: 4 uncaptured aspects flagged, not hidden Read-only · free, no key · per-IP rate limit 18+Free demo data only — no real-money links

Technical info

Free JSON data API — token auth.
GET /api/v1/slots/fortune-red-packets-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/fortune-red-packets-b10/
{
  "game": {
    "name": "Fortune Red Packets",
    "provider": "BGaming",
    "game_kind": "crash",
    "game_kind_note": "This is NOT a reel slot. It is a Mines/Tower-family pick-and-climb game: a vertical ladder of 12 rows, each with a fixed payout multiplier, and a 5-cell row of identical-looking red envelopes ('packets') to pick from at each step. Landing a coin advances the player up the ladder and raises the guaranteed cashout value; landing a firecracker instantly ends the round and forfeits both the original stake and the whole accumulated win. The player can press CASH OUT at any point after at least one successful step to bank the current value. There is no reel grid, no paylines, no slot-style symbol paytable with per-symbol payouts, and no free spins/bonus-buy feature set in the slot sense.",
    "theme": "Chinese Lunar New Year / fortune theme: red hongbao (lucky money) envelopes, gold coins, firecrackers, paper lanterns, a pagoda silhouette and fireworks over a night landscape with waterfalls.",
    "documentation_purpose": "Exhaustive accessibility documentation (blind/low-vision screen-reader users, deaf/hard-of-hearing, color-blind of all types, motor-impaired) built from 19 catalogued screenshots (1280x800 desktop) + OCR + zoomed pixel-level crops.",
    "method_notes": "All numeric claims (ladder multipliers, bet limits, on-screen amounts) were re-verified personally against the source frame with scripts/zoom.py before being written here; OCR (pytesseract) was run as a secondary check but is largely unreliable on this game's decorative cartoon/scroll fonts (garbled output on 'CASHED OUT!', row-multiplier labels, intro-scroll body text) — those values were read visually from the zoomed pixels instead and are marked accordingly. UI-font elements (bottom bar, settings dialog) OCR cleanly and are quoted verbatim.",
    "language": "English"
  },

  "color_palette": {
    "background": "A blue night-time landscape: deep blue sky fading to a lighter cornflower-blue near the horizon, silhouetted dark-blue mountains and a black multi-tiered pagoda roofline on the right, pale blue cascading waterfalls, and bursts of firework sparks in magenta/pink, purple, cyan and orange scattered across the sky.",
    "game_frame": "An ornate red-lacquer Chinese gate/shrine frame around the play grid: red columns with gold ring bands top and bottom, a green tiled pagoda roof with gold ridge trim across the very top of the screen, a red paper lantern with gold caps and a red tassel hanging from the left column, and gold horizontal beams above and below the grid.",
    "grid_cells": "Unrevealed cells: near-black dark-navy square tiles with a thin purple/indigo border. Revealed 'coin' cells: bright gold-yellow circular coin on a dark tile, multiplier text in gold with a red outline. Revealed 'firecracker' cells: a pair of red firecrackers with gold trim on a dark tile. The cell the player personally picked in a completed row is outlined with a light purple/lavender highlight border; the cell that ends a round in a loss is rendered as a solid black silhouette (burnt/exploded) instead of the normal firecracker artwork.",
    "packets_unrevealed": "Bright red envelope ('hongbao') shape with a darker red top flap, gold swirl ornaments at the bottom corners, and a gold circular badge with a yellow question mark in the center.",
    "logo_wordmark": "'FORTUNE' in bold yellow-gold 3D letters with a brown/red outline on a red diamond-shaped banner, with 'RED PACKETS' in smaller yellow-gold letters on a red ribbon beneath it.",
    "buttons": "START and the bet-stepper up/down carets: warm gradient from orange to yellow-gold, dark brown/black text or glyph. CASH OUT: a bright yellow-to-green radial gradient circle with dark green bold text 'CASH OUT'. Left/right carousel arrows on the intro scroll: solid golden-yellow triangles.",
    "progress_track": "A tall vertical rounded-rectangle track on the right edge of the base-game screen: red/gold outer border, black empty portion at the top, a glowing yellow-gold filled portion at the bottom that grows as the player climbs the ladder, with a red Chinese paper lantern (gold cap top and bottom) marking the current fill level.",
    "text_colors": "Row multiplier labels (vertical, along the left edge of the grid) are gold/tan on the dark frame. 'Step N/12' and 'Cashout: X FUN' banners are in a warm orange-to-yellow gradient with a brown outline. Balance/Total bet labels in the bottom bar are pale grey-white on a near-black bar."
  },

  "grid_and_mechanics": {
    "layout": "5 packets per row (columns), 12 rows total forming the full ladder from bottom (lowest multiplier) to top (highest multiplier). Only 4 rows are visible in the viewport at once; the view auto-scrolls upward as the player advances so that the currently active (selectable) row and the next locked row above it stay visible, while completed rows below scroll out of view.",
    "row_states": {
      "locked_upcoming": "Rows above the active row: dark/near-black tiles with a small green question-mark glyph, not yet selectable.",
      "active_selectable": "The current row: 5 red envelope packets, each with a gold ring and yellow question mark, one of which glows with a gold outline highlight (observed moving to whichever packet the pointer/last action focused on); caption 'Step N/12 — Select a packet' is shown centered over the grid.",
      "completed": "A row the player has already passed: all 5 cells are revealed — 4 show a gold coin with the row's multiplier printed on it, 1 shows a pair of red firecrackers (the cell that would have ended the round). The single cell the player actually clicked is marked with a light-purple outline border, whether it turned out to be a coin (win) or, on the final row of a lost round, a solid black silhouette instead of the firecracker artwork."
    },
    "step_flow": "Round starts at 'Step 0/12' with all cells as unrevealed red '?' packets and the caption 'Choose any packet you want!'. Picking a packet in the bottom-most row (row 1, multiplier x1.23) reveals that whole row (4 coins + 1 firecracker) and advances to 'Step 1/12'; the status line then reads 'Cashout: 1.23 FUN' and 'Step 1/12'. Each further successful pick advances the step counter by one and updates the Cashout readout to that row's multiplier x total bet. This continues up to Step 12/12 (top of the 12-row ladder) if the player survives every row.",
    "loss_behavior": "If the picked cell in the active row is a firecracker, the round ends immediately: the picked cell renders as a solid black silhouette, the rest of that row and any remaining un-revealed rows above are auto-revealed (showing their pre-determined coin/firecracker layout), the status line reverts to 'Press Start to play', and the balance is reduced by the original stake with no partial refund of the already-accumulated cashout value (per the in-game Paytable text, see 'rules_text' below).",
    "cash_out": "A 'CASH OUT' button (bright yellow-green circle, dark green text) appears in the bottom-right control area as soon as a round is in progress (observed present already at Step 0/12, though it is not exercised until at least one row has been won). Pressing it ends the round in a win and shows the win_screen with the accumulated multiplier and amount.",
    "side_progress_indicator": "A vertical lantern-marker gauge on the right edge of the screen, independent of the grid's own auto-scroll, fills from the bottom as the player advances through the 12 steps — a secondary, position-based (non-text) progress cue.",
    "grid_size_note": "The visible play window is a 5-column x 4-row grid, but the full ladder the game scrolls through is 12 rows deep (12 steps), not 4. The 4x5 visible window is a viewport, not the total game structure — do not read it as 'a 20-cell slot grid'."
  },

  "multiplier_ladder": {
    "total_steps": 12,
    "confirmed_via_live_play": {
      "note": "Read directly from on-screen row labels and Cashout readouts across multiple played rounds, verified with zoom crops.",
      "1": 1.23,
      "2": 1.53,
      "3": 1.92,
      "4": 2.4,
      "5": 2.99,
      "6": 3.74,
      "7": 4.68,
      "8": 5.85,
      "9": 7.31,
      "10": 9.14
    },
    "not_confirmed_in_game": {
      "11": "NOT captured on any frame — no round in the capture session survived past step 8 (loss) with the ladder scrolled far enough to show row 11.",
      "12": "NOT captured on any frame, same reason as row 11."
    },
    "evidence_frames": [
      "base_game.png / base_game_round_start.png (rows 1.23, 1.53/1.58-read-as-1.53 confirmed by zoom, 1.92, 2.4 visible on the initial 4-row viewport)",
      "base_game_step1_win.png, base_game_step2_win.png (rows 1.23 and 1.53 revealed with coin+firecracker layout)",
      "base_game_step3_scroll.png (reveals row 2.99 scrolling into view above 2.4)",
      "base_game_step5_win.png (rows up to 3.74 active, 4.68 locked above)",
      "base_game_step7_win.png (rows up to 5.85 active, 7.31 locked above)",
      "ladder_reveal_steps1to9.png (loss at step 8 auto-reveals rows up to and including 9.14 simultaneously — the deepest row directly observed)"
    ],
    "important_caveat": "Rows 11 and 12 are NOT included as measured facts anywhere in this document. Any figure for them would be extrapolation from the geometric growth pattern seen in rows 1-10 (each step being roughly the previous value x~1.25), not a value read off a screenshot, and is therefore intentionally omitted here."
  },

  "bet_limits": {
    "min_bet": 1.0,
    "max_bet": 500.0,
    "currency_label": "FUN (demo play-money currency)",
    "evidence": "bet_min.png shows 'Total bet 1.00 FUN' with the down-caret rendered dim grey (disabled) and the up-caret bright white (enabled) — confirmed by a zoomed crop of the two carets. bet_max.png shows 'Total bet 500.00 FUN' with the up-caret dim grey (disabled) and the down-caret bright white (enabled) — the mirror-image state, also confirmed by zoom.",
    "method": "Measured by pressing the bet stepper down-arrow to the point the arrow itself visibly disables (min), and the up-arrow to the point it visibly disables (max)."
  },

  "rtp": {
    "printed_in_game": false,
    "not_captured": {
      "claim": "RTP is not printed anywhere in this demo build.",
      "methods": [
        "pixels: the only body-text block in the game, the Paytable overlay (paytable_p1.png), was read in full and contains only the coin/firecracker mechanic explanation, no RTP figure.",
        "pixels: both pages of the intro scroll (rules_p1.png, rules_p2.png) were read in full — page 1 is packet selection instructions, page 2 is the same coin/firecracker mechanic diagram as the Paytable overlay; neither mentions RTP.",
        "pixels: the settings dialog (settings.png) contains only Audio controls (Volume slider, Music checkbox, Sound FX checkbox) — no RTP text."
      ]
    }
  },

  "max_win_and_house_edge": {
    "note": "No explicit 'max win' or house-edge figure is printed on any captured screen. The theoretical maximum payout implied by reaching the top of the ladder (step 12) cannot be stated numerically here because the step-11/step-12 multipliers were not read from a screenshot (see multiplier_ladder.not_confirmed_in_game); stating a computed max win would require those two unverified numbers, so it is intentionally left out rather than estimated."
  },

  "screens": {
    "preview_and_intro_scroll_page1": {
      "type": "preview (also doubles as rules page 1/2)",
      "files": ["preview.png", "rules_p1.png"],
      "note_on_dual_role": "This game has no separate splash/key-art screen distinct from its tutorial. The very first frame after loading IS the first page of a 2-page intro scroll carousel, so the same screen is catalogued once under 'preview' (entry point) and once under 'rules' page 1 (first tutorial card) to keep the rules page numbering unbroken. It is one screen with two documented roles, not a labeling mistake.",
      "content": "Centered red scroll/banner (a red parchment scroll with rolled red-and-gold ends) on the blue firework night background. Above the scroll: a red diamond-shaped banner reading 'FORTUNE' in gold 3D letters, with 'RED PACKETS' in smaller gold letters on a ribbon below it. Inside the scroll, on a cream/tan parchment background: a row of 5 identical red envelope icons, each with a gold ring and yellow question mark. Below that, red cursive-style text: 'Select a packet to reveal the symbol'. Below the scroll: two small navigation dots (left dot solid gold/filled = current page 1, right dot is a hollow gold outline = page 2) and a gold-orange 'START' button. Golden-yellow triangular left/right arrow buttons flank the scroll for manual paging. Top-left corner: a small square yellow-gold badge with a black letter 'B' (a BGaming provider mark). Top-right corner: a speaker/sound icon and a running clock readout (read as '07:51' / '07:11' on different captures — a session timer, not a game statistic).",
      "self_rotating_note": "Page 2 of this same carousel (see 'intro_scroll_page2' below) was observed to auto-return to this page 1 on its own after a short delay — the carousel is self-rotating/auto-advancing, not purely manual."
    },

    "intro_scroll_page2": {
      "type": "rules",
      "page": 2,
      "file": "rules_p2.png",
      "content": "Same scroll/frame/background as page 1. Inside the scroll: two horizontal diagram rows. Row 1: a red envelope with a gold question mark -> (orange arrow) -> a gold coin icon on a dark tile -> (orange arrow) -> the same gold coin icon on a purple-tinted tile (a 'selected/highlighted' win state). Row 2: a red envelope with a gold question mark -> (orange arrow) -> a pair of red firecrackers on a dark tile -> (orange arrow) -> a bright orange-and-white explosion/burst graphic. Below the diagrams, red text: 'Each row has a multiplier. If there is a coin in your packet, the multiplier of the row is applied to your bet. If there is a firecracker in your packet, you lose your original wager and the accumulated win.' Page dots now show the right dot filled gold (page 2 active), left dot hollow.",
      "self_rotating_caveat": "This page auto-reverts to page 1 periodically in this build; it was captured on the third attempt with an immediate burst-confirmation of the on-screen state right before the final shot."
    },

    "base_game_empty": {
      "type": "base_game",
      "file": "base_game.png",
      "content": "The 5x4 packet grid, empty/pre-round, framed by the red-and-gold pagoda-gate structure (green tiled roof across the top, red columns with gold rings on both sides, red paper lantern hanging from the left column). Left edge inside the frame, top to bottom, rotated gold multiplier labels for the 4 visible rows: 'x2.4', 'x1.92', 'x1.53' (confirmed by zoom, not 'x1.58'), 'x1.23' (bottom row). All 20 visible cells are empty dark-navy tiles with thin purple borders, no packet icons shown yet in this particular frame. Right edge: the vertical lantern progress gauge, currently near the bottom (minimal fill). 'FORTUNE RED PACKETS' logo shown small at mid-left, next to the hanging lantern.",
      "bottom_bar": "Dark near-black horizontal bar across the bottom: from left, a round white 'i' info-button, a round white gear/settings icon, a round white clock-with-arrow history icon; then 'Total bet' label with up/down caret stepper and the value '1.00 FUN' beneath it; centered text 'Choose your bet and press Start'; 'Balance 1,000.00 FUN' bottom-left under the icon row; a large yellow-orange circular 'START' button bottom-right.",
      "color_blind_notes": "Bottom-bar icons are white glyphs on dark circles, distinguished by shape (i / gear / clock-arrow), not color."
    },

    "base_game_round_start": {
      "type": "base_game",
      "file": "base_game_round_start.png",
      "content": "Round just started: all 20 visible cells still show unrevealed red '?' packets. Centered orange-gradient caption 'Step 0/12' with smaller text 'Select a packet' beneath it. Only the bottom row (multiplier x1.23) is drawn in bright, saturated red/gold (the active, currently-selectable row); the three rows above it are noticeably darker/desaturated (locked, not yet reachable). Bottom bar center text changes to 'Choose any packet you want!'. A yellow-green circular 'CASH OUT' button (dark green text) now occupies the position where 'START' was."
    },

    "base_game_step1_win": {
      "type": "base_game",
      "file": "base_game_step1_win.png",
      "content": "'Step 1/12' caption. The bottom row (x1.23) is fully revealed: 4 gold coins labelled 'x1.23' and 1 pair of firecrackers; the coin the player actually picked (2nd cell from the left) has a light-purple highlight border. The row above (x1.53) is now the active row, drawn as 5 bright red '?' packets. The two rows above that remain dark/locked with faint green '?' marks. Status line: green text 'Cashout: 1.23 FUN' above 'Step 1/12'. Balance reads 999.00 FUN (down from 1,000.00 — the 1.00 FUN stake has been placed)."
    },

    "base_game_step2_win": {
      "type": "base_game",
      "file": "base_game_step2_win.png",
      "content": "'Step 2/12'. Row x1.53 (now completed) shows 4 coins '(x1.53)' + 1 firecracker, picked cell (2nd from left) purple-highlighted. Row x1.92 is now active (5 red '?' packets). Row x1.23 (from the previous step) is still visible at the very bottom, also fully revealed with its own highlighted pick. Status: 'Cashout: 1.53 FUN', 'Step 2/12'."
    },

    "base_game_step3_scroll": {
      "type": "base_game",
      "file": "base_game_step3_scroll.png",
      "content": "'Step 3/12'. Grid has auto-scrolled up one row: a new locked row labelled 'x2.99' is now visible at the very top (dark, green '?' marks), row x2.4 is now the active row (red '?' packets), rows x1.92 and x1.53 below are shown completed/revealed with their picks highlighted. Status: 'Cashout: 1.92 FUN', 'Step 3/12'. Demonstrates that the visible 4-row window continuously scrolls to track progress up a taller, 12-row ladder."
    },

    "base_game_step5_win": {
      "type": "base_game",
      "file": "base_game_step5_win.png",
      "content": "'Step 5/12'. Locked row 'x4.68' at top (partially visible, dark). Active row 'x3.74' glows with a gold outline around its whole row of red '?' packets. Row 'x2.99' below is completed (4 coins + 1 firecracker). Row 'x2.4' is partly visible at the very bottom edge, also completed. Status: 'Cashout: 2.99 FUN', 'Step 5/12' (i.e. row 5 = x2.99 was the row just won)."
    },

    "base_game_step7_win": {
      "type": "base_game",
      "file": "base_game_step7_win.png",
      "content": "'Step 7/12'. Locked rows 'x9.1[4]' and 'x7.31' visible at top (dark, cut off). Active row 'x5.85' glows gold. Completed row 'x4.68' below it (4 coins + firecracker). A sliver of the next completed row down is visible at the very bottom edge. Status: 'Cashout: 4.68 FUN', 'Step 7/12' — the longest winning streak captured in this session (7 consecutive successful picks)."
    },

    "paytable_overlay": {
      "type": "paytable",
      "file": "paytable_p1.png",
      "single_page_confirmed": "scroll_capture.py ran against this overlay and reported moved=false — it does not scroll, the entire ruleset fits on one screen.",
      "content": "A dark, dimmed overlay over the game (base grid barely visible/dimmed behind it). 'FORTUNE RED PACKETS' logo shown small at top-center. An 'x' close button top-right. Below the logo, the same two-row diagram as intro-scroll page 2: red envelope -> gold coin -> gold coin on purple tile (win path); red envelope -> firecrackers -> orange/white explosion burst (lose path). Heading 'Paytable' in light grey, then the rules paragraph in grey text: 'Each row has a multiplier. If there is a coin in your packet, the multiplier of the row is applied to your bet. If there is a firecracker in your packet, you lose your original wager and the accumulated win.' Lower-left of the overlay: 3 small circular icons stacked vertically — a white circle with a money-bag+lines glyph, a white circle with a clock/history-with-arrow glyph, and a grey circle with a black question mark. The normal bottom bar (i/gear/history icons, Total bet, Balance, START) remains visible under the dimmed overlay.",
      "inactive_icons_note": "The 3 small circular icons at lower-left (money bag / history / question mark) do not respond to clicks in this demo build — they appear to be non-functional placeholder badges (e.g. fairness/RTP/help shortcuts) in this particular build, not a working control."
    },

    "settings": {
      "type": "settings",
      "file": "settings.png",
      "content": "A dark grey rounded rectangle dialog titled 'Audio', centered over the (empty) grid, with an 'x' close button top-right. Contents: 'Volume' label with a horizontal slider (dark track, light-grey round handle near the right/high end). Below it two checkboxes with white checkmarks already ticked: 'Music' and 'Sound FX'. This is the entire settings surface reachable from the gear icon — audio only, no display/graphics-quality or gameplay options were found here.",
      "color_blind_notes": "Checkbox state is shown by an explicit checkmark glyph (shape), not colour alone."
    },

    "history_panel": {
      "type": "other",
      "file": "history_empty.png",
      "content": "A tall vertical panel opens on the left side of the grid (pushing/overlapping the lantern decoration) showing a grid of small empty dark tiles with faint purple borders — a round-history log. It is empty in this capture.",
      "legitimacy_note": "This is expected: round history is per-session data. A freshly opened demo session has no prior rounds to show, so an empty panel here is a correct/legitimate state, not a missing feature."
    },

    "bet_stepper_min": {
      "type": "other",
      "file": "bet_min.png",
      "content": "Same empty base-grid screen as base_game.png, with 'Total bet' reading '1.00 FUN'. Zoomed crop of the stepper: the up-caret is bright solid white (enabled/clickable), the down-caret is a flat grey silhouette (disabled) — confirms 1.00 FUN is the floor of the bet range."
    },

    "bet_stepper_max": {
      "type": "other",
      "file": "bet_max.png",
      "content": "Same empty base-grid screen, 'Total bet' reading '500.00 FUN'. Zoomed crop: the up-caret is now the flat grey/disabled silhouette, the down-caret is bright solid white (enabled) — confirms 500.00 FUN is the ceiling of the bet range."
    },

    "loss_step1": {
      "type": "other",
      "file": "lose_screen_1.png",
      "content": "Round ended in a loss on the very first pick. Bottom row (x1.23): the picked cell (leftmost) renders as a solid black envelope silhouette (the burnt/exploded 'you lost here' marker) instead of a firecracker icon; the other 4 cells in that row show normal gold coins labelled 'x1.23'. The rows above (x1.53, x1.92, x2.4) are also auto-revealed at round end, each showing its own predetermined mix of 4 coins + 1 firecracker (not player-picked, so no purple highlight on any of them). Center text reverts to 'Press Start to play'. Balance dropped from 1,000.00 to 999.00 FUN (stake lost, no partial win — this was the very first pick of the round, so there was nothing accumulated yet)."
    },

    "loss_step3_full_reveal": {
      "type": "other",
      "file": "lose_screen_2_full_reveal.png",
      "content": "A different round, lost on the 3rd pick. Rows are shown fully revealed top to bottom: 'x2.4' row (1 firecracker + 4 coins), 'x1.92' row (the picked cell here renders as a solid black silhouette — this is where the round ended in a loss; the rest of the row is 4 coins + 1 ordinary firecracker elsewhere in the row), 'x1.53' row (completed on a previous successful pick, purple-highlighted win cell + 1 firecracker + 3 plain coins), 'x1.23' row (completed, purple-highlighted win cell + 1 firecracker + 3 plain coins). Demonstrates that on a loss the WHOLE round's remaining board is auto-revealed at once, not just the fatal row.",
      "balance_note": "Balance shown as 998.00 FUN (down 2.00 from the 1,000.00 starting balance across the two rounds played in this session so far)."
    },

    "win_cashout": {
      "type": "win_screen",
      "file": "win_screen_cashout.png",
      "content": "A large glowing purple/violet light burst radiates from behind a red scroll banner centered on screen. On the scroll, orange-gradient 3D text reads: 'CASHED OUT!' then '1.53 FUN' then, in smaller brown-orange text, '1.53x BET'. Below the scroll, grey text: 'CLICK TO CONTINUE'. The rest of the screen (grid, lantern, logo) is dimmed/darkened behind the glow. Balance in the bottom bar reads 997.53 FUN.",
      "confirmed_win_semantics": "This is a directly confirmed win outcome: cashing out after 2 successful picks (rows x1.23 then x1.53) pays exactly the row-2 multiplier (1.53) times the 1.00 FUN total bet = 1.53 FUN, matching both the 'Cashout' readout seen mid-round and this final screen."
    },

    "ladder_reveal_deep": {
      "type": "other",
      "file": "ladder_reveal_steps1to9.png",
      "content": "A round lost on the 8th pick, with the board auto-revealed deep enough to show rows up to 'x9.14' simultaneously — the deepest row directly observed in this capture session. Top to bottom: 'x9.14' row (4 coins + 1 firecracker), 'x7.31' row (4 coins + 1 firecracker), 'x5.85' row (the losing pick here is the solid black silhouette in the leftmost cell, plus 3 plain coins and this row's own separate firecracker elsewhere is NOT present in this specific row image — the black silhouette IS the row's firecracker cell, occupied by the player), 'x4.68' row (completed on an earlier successful pick, purple-highlighted win + 1 firecracker + 3 coins), and a sliver of the 'x3.74' row cut off at the very bottom edge.",
      "significance": "This is the direct-evidence source for confirming multiplier row values 7 through 10 (4.68, 5.85, 7.31, 9.14) all in one frame."
    }
  },

  "controls_summary": {
    "bottom_bar_left_icons": "Three round white-glyph buttons on dark circles: 'i' (information — opens the intro-scroll rules), a gear (settings — opens the Audio dialog), and a clock-with-arrow (round history — opens the history panel).",
    "bet_control": "A 'Total bet' numeric readout with a small up-caret above and down-caret below, stepping the stake between 1.00 and 500.00 FUN.",
    "balance_readout": "'Balance' label, bottom-left, always visible, updates immediately after stake deduction and after any cashout/loss.",
    "primary_action_button": "One button that changes role: a yellow-orange 'START' button before a round begins, replaced by a yellow-green 'CASH OUT' button once a round is in progress.",
    "packet_selection": "Clicking any of the 5 unrevealed packets in the currently active (bright, undimmed) row makes the pick for that step; the other rows are not clickable until they become active.",
    "keyboard_or_autoplay": "No autoplay control and no keyboard-shortcut hint text were found anywhere in the captured screens (see 'not_captured' below)."
  },

  "features_present_in_this_build": {
    "free_spins": false,
    "bonus_buy": false,
    "autoplay": false,
    "win_screen": true,
    "gamble_feature": false,
    "note": "The single mechanic of the entire game is the 12-step packet ladder described above under 'grid_and_mechanics'; there are no additional bonus rounds, multipliers-on-top, or side features observed or referenced in the rules text."
  },

  "not_captured": [
    {
      "claim": "Ladder multiplier values for step 11 and step 12 were not read from any screenshot.",
      "methods": [
        "balance/state: multiple full rounds were played synchronously (not via a background batch) in the capture session; the deepest any round reached before ending (win or loss) was step 8, with the auto-reveal-on-loss showing rows up to and including row 10 (x9.14).",
        "pixels: no frame in the manifest shows a row above x9.14."
      ]
    },
    {
      "claim": "RTP is not printed anywhere in this demo build.",
      "methods": [
        "pixels: the Paytable overlay, both intro-scroll pages, and the Audio settings dialog were read in full — none mention RTP."
      ]
    },
    {
      "claim": "Autoplay does not exist as a feature in this build (no button/toggle for it anywhere).",
      "methods": [
        "pixels: the full bottom bar was inspected on every base_game-family frame (empty grid, round in progress, min/max bet) — only i/gear/history, bet stepper, balance and the START/CASH OUT button are present, no autoplay icon.",
        "ui_survey: the only reachable menus in the build are the Audio settings dialog and the round-history panel, neither of which contains autoplay options."
      ]
    }
  ],

  "anomalies": [
    "Intro-scroll page 2 (rules_p2.png) is a self-rotating carousel card: it periodically auto-reverts to page 1 on its own after a short delay, independent of user input. It was captured on the third attempt with an immediate state-confirmation burst right before the final saved shot.",
    "preview.png and rules_p1.png are pixel-identical in composition (both show the exact same first carousel card) because this game has no separate loading splash distinct from its tutorial — the first frame after load IS tutorial page 1. Both are catalogued deliberately, not a mislabeling error.",
    "3 small circular icons at the lower-left of the Paytable overlay (money bag / clock-history / question mark) do not respond to clicks in this build — treated as inert decorative/placeholder badges.",
    "The round-history panel is legitimately empty on a fresh demo session (session-scoped data, not a game characteristic).",
    "base_game.png / settings.png / bet_min.png / bet_max.png share the same background scene (the empty grid) with only small differences (a dialog overlay, or the Total bet value) — this is expected for this UI, not an accidental duplicate capture.",
    "game_kind is recorded as 'crash' per project convention for this pick-and-climb/cash-out mechanic family (Mines/Tower-style), matching prior catalogue entries for structurally similar titles — this is a categorization choice, not a claim the game literally shows an ascending multiplier curve/plane like a classic crash game."
  ],

  "accessibility_observations": {
    "screen_reader": "Bottom-bar control positions are stable across all states: info/settings/history icons far-left, bet stepper center-left with the numeric value printed as text, balance printed as text bottom-left, single large primary action button bottom-right whose LABEL changes (START vs CASH OUT) rather than only its color — friendly to state announcement via text rather than color alone.",
    "motor": "Only 3 kinds of click targets exist during play: the 5 packets in the single active row, the CASH OUT button, and the bet stepper. No timed reactions are required — each row waits for input indefinitely (no observed auto-timeout in the captured session).",
    "color_blind": "The two possible outcomes per packet (coin=win vs firecracker=lose) are differentiated by SHAPE/ICON (round coin vs. paired red firecrackers), not by color alone — both icons are on similarly dark tiles. The player's own pick is marked by a highlight BORDER (position/outline), and a round-ending losing pick is marked by turning solid black (a shape/luminance change), both readable without color discrimination. The one residual color-only cue is the active-row 'glow' outline versus the darker/desaturated locked rows — this is reinforced by the row also being non-clickable when locked and by the literal question-mark icons only appearing as clickable on the active row.",
    "deaf_hard_of_hearing": "All state changes observed (step count, cashout value, win/loss result, balance) are conveyed as on-screen text/numbers; sound in the settings dialog is described as adjustable Music/Sound FX only, implying it is decorative rather than carrying unique information."
  },

  "unreadable_or_uncertain": [
    "Row 3's multiplier label reads as 'x1.53' after a dedicated zoom crop (5x scale) — an earlier casual read of the same label at low resolution looked like 'x1.58'; the zoomed reading is what is recorded throughout this document, and 1.53 is also independently confirmed by the Step-2 'Cashout: 1.53 FUN' readout on base_game_step2_win.png.",
    "OCR (pytesseract) output for the decorative scroll/parchment-textured text (intro-scroll body copy, Paytable overlay body copy, 'CASHED OUT!' banner, row-multiplier labels) is garbled/unusable on this build's stylized cartoon font; all such text in this document was transcribed by visual reading of zoomed crops instead, and is marked as such rather than quoted from OCR.",
    "Whether the CASH OUT button is genuinely actionable at Step 0/12 (before any successful pick) or only becomes functionally meaningful after the first win could not be determined from static screenshots alone — it is visually present at Step 0 in base_game_round_start.png, but no frame captures the result of pressing it at that exact moment.",
    "The exact meaning/destination of the 3 inert lower-left icons on the Paytable overlay (money bag / history / question mark) is not stated anywhere on screen since they do not respond to clicks in this build; their icons are described visually but their intended function is not confirmed."
  ]
}

API documentation for this slot

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