Knockout Football Rush

Demo, RTP 96.88%, paytable, symbols & full capture data

Free demo · not real-money play
✓ Working · checked 3 weeks, 5 days ago Verified · 09 Sep 2026
RTP 96.88%
Volatility Very High
Max win ×14400
Grid 3×3
For webmasters & affiliates
Embed demo

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

Asset pack

30 screenshots · 5 symbol icons · palette · spec sheet. ZIP — captcha check, no sign-up

Slot API

GET /v1/slots/knockout-football-rush-b29/

10,000 free requests / month · sign-up required

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

Captured 09 Sep 2026 View capture log

Per-screen breakdown

30 demo screens
30 PNG (ZIP)
Autoplay settings
autoplay Autoplay settings
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
Bonus features
bonus Bonus features
Bonus features
bonus Bonus features
Bonus features
bonus Bonus features
Bonus features
bonus Bonus features
Logo
logo Logo
Paytable
paytable Paytable
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
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

Search Demand

monthly search interest · last 12 months
Total demand / month
Sep '25: 60 60 Sep Oct '25: 60 60 Oct Nov '25: 80 80 Nov Dec '25: 50 50 Dec Jan '26: 20 20 Jan Feb '26: 10 10 Feb Mar '26: 10 10 Mar Apr '26: 20 20 Apr May '26: 20 20 May Jun '26: 50 50 Jun Jul '26: 80 80 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
🇳🇬Nigeria 10 0 0 0 0 0 0 0 0 0 0 0
🇧🇷Brazil 0 0 10 0 0 0 0 0 10 20 20 20
🇮🇳India 0 0 0 0 0 0 0 0 0 20 20 20
🇦🇷Argentina 0 0 0 0 0 0 0 0 0 0 0 10
🇮🇹Italy 0 0 0 0 0 0 0 0 0 10 0 0
🇲🇹Malta 0 0 0 0 10 0 0 0 0 0 0 0
🇦🇪United Arab Emirates 0 0 0 0 0 0 0 0 10 0 0 0
🇰🇪Kenya 0 10 10 0 0 0 0 0 0 10 0 0
🇵🇪Peru 0 10 10 0 0 0 0 0 0 0 0 0
🇷🇴Romania 0 10 0 0 0 0 0 0 0 0 0 0
🇿🇦South Africa 10 30 20 20 10 10 10 20 30 20 20 10
🇺🇸United States 0 20 0 0 0 0 0 0 0 0 0 0
Full per-country breakdown via the API →

What we extracted from Knockout Football Rush

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

manual demo playthrough → 30 screens captured → paytable verified (OCR) → catalogued & reviewed

Specification

verified parameters
provider Habanero
rtp 96.88% · single configuration
volatility Very High
max_win_x ×14400
layout 3×3
bonus_buy No
mechanic Video Slot
release_date 2020

Symbols & paytable

5 symbols
5 icons (ZIP)
Wild (Football)
Wild (Football)
Wild

Glossy soccer ball on an orange tile; substitutes for all other symbols; also drives the Penalty Kick sticky-climbing-wild feature.

MatchPayoutUnit
3x 40.00 Multiplier
Stadium
Stadium
High Pay

Floodlit stadium interior, wide landscape image filling the tile; second-highest paying symbol.

MatchPayoutUnit
3x 25.00 Multiplier
Football Boots
Football Boots
Low Pay

Crossed football boots/cleats on a teal tile; mid-low pay.

MatchPayoutUnit
3x 5.00 Multiplier
Goalkeeper Gloves
Goalkeeper Gloves
Low Pay

Crossed goalkeeper gloves on a green tile; low pay.

MatchPayoutUnit
3x 1.00 Multiplier
Whistle
Whistle
Low Pay

Referee's whistle on a purple tile; lowest-paying symbol.

MatchPayoutUnit
3x 0.50 Multiplier

Bonus modes

4 modes
Base Game Modifier base
Base Game

Fixed 3x3 grid, no traditional paylines/ways. Any complete horizontal row or complete vertical column of the same symbol pays ('Horizontal and Vertical Pays'); wins on different rows/columns are added together; wins are multiplied by bet level.

Bonus Mode penalty_kick
Penalty Kick (Sticky Climbing Wild)

Triggered at random, independent of winning or losing: 1-3 Wild (football) symbols are added to row 3. Each subsequent spin every Wild on the reels climbs up exactly one row (row 3 -> row 2 -> row 1); a Wild is removed at the start of the spin after it reaches row 1. Full 4-frame cycle captured (trigger, row 2, row 1, removed); two separate cases of 2 simultaneous Wilds also captured.

Base Game Modifier wild_count_multiplier
Wild Count Win Multiplier

The total number of Wild symbols simultaneously present anywhere on the 3x3 grid multiplies the total win of that spin: 3-5 Wilds on screen = X2, 6-8 = X4, 9 = X60 (printed on the booklet's Wild page). Not observed in captured play: maximum simultaneous Wilds across a 342-spin hunt at minimum bet was 2, below the lowest 3-Wild threshold.

Bonus Mode progressive_jackpot
Progressive Jackpot (Minor / Grand)

Two-tier network progressive jackpot (MINOR JACKPOT and GRAND JACKPOT), triggered at random at the conclusion of any game and added to other wins. Structurally unreachable in this demo/fun-play session: the Help text states jackpots cannot be won during Fun Play or Bonus Play.

Jackpot

Type: Progressive
Grand Jackpot
Progressive
Unknown
Minor Jackpot
Progressive
Unknown

Colour system

extracted from frames · HEX
Export palette
#1863D6 base dominant 1 base
#1698DF base dominant 2 base
#082FA1 base dominant 3 base
#1458AA base dominant 4 base
#191E5F base dominant 5 base
#E2E2F2 base dominant 6 base
#2655D3 bonus dominant 1 bonus
#0B2FA6 bonus dominant 2 bonus
#506CD7 bonus dominant 3 bonus
#144BB3 bonus dominant 4 bonus

Accessibility

profile for all groups
Color Blind
  • Each of the 5 symbols is doubly coded by a unique silhouette/shape (round ball, wide stadium scene, elongated boots, hand-shaped gloves, wedge-shaped whistle) and by a unique flat background tile colour (orange, none/photographic, teal, green, purple), so colour-only confusion between symbols is unlikely. Winning rows/columns are marked with a white/cyan glow outline, a shape-based highlight rather than a colour-only cue.
  • Every interactive control (BET, BET LEVEL, COIN, BALANCE, SPIN, AUTO PLAY) is distinguished by shape and a printed numeric/text label, not colour alone. The two on-screen currency glyphs, the demo token '‡' and the jackpot pool sign '€', are also distinguished by shape, not only by digit colour, so the two are not mistaken for each other.
Screen Reader
  • All numeric game state (BET, BET LEVEL, COIN, BALANCE, WIN) is presented as printed text on the UI bar, not solely via icon or colour, and should map cleanly to text-to-speech. The demo currency glyph '‡' and the jackpot pool glyph '€' are visually distinct shapes and should be verbalised with distinct names, not both read as 'currency sign', to avoid implying the jackpot value is spendable player balance.
Motor Accessibility
  • All controls are large, clearly separated rounded buttons on the bottom bar with a generous hit area. SPIN can also be triggered by the space bar (also used to stop the reels), and Auto Play offers configurable stop conditions (balance-decrease / single-win-exceeds limits), reducing the need for repetitive manual spin-clicking.
Hearing Accessibility
  • Sound toggles ('Sound - Ambient', 'Sound - Effects') are exposed in the settings menu and default to on. No game information observed to be conveyed by audio alone: win amounts, feature triggers and jackpot tickers are all also shown as text/graphics.

Media & assets

4 files · 4 types
30 PNG (ZIP)
Base game
base_game
Base game
base_game
Base game
base_game
Logo
logo

Data provenance

what we captured and what we didn't
Base game, paytable (all 5 symbols with payouts at anchor bet ‡5.00), booklet rules (pages 1-6) and Help screens (RTP, bet limits, jackpots, controls), settings menu, autoplay panel, win screen, and the full 4-frame Penalty Kick sticky-wild cycle (trigger, row 2, row 1, removed) plus two separate frames of 2 simultaneous Wilds.
Maximum bet physically verified: BET LEVEL raised to 10 and COIN raised to 20 by hand (the BET MAX button alone only raises bet level), BET readout showing ‡2,000.00, matching the printed maximum exactly.
Win multiplier for 3+ simultaneous Wilds on screen (X2 for 3-5, X4 for 6-8, X60 for 9, printed on the booklet's Wild page) was not observed in gameplay: the maximum simultaneous Wilds seen across a 342-spin hunt at minimum bet was 2, below the lowest 3-Wild threshold.
Jackpot win screen (MINOR or GRAND) is structurally unreachable in this demo/fun-play session: the game's own Help text states 'Jackpots cannot be won during Fun Play or Bonus Play.'
Maximum win / payout cap is not printed anywhere in this build: all 6 booklet pages and all 11 Help pages were reviewed and contain no 'Max Win' or 'Max Multiplier' field.
No separate 'preview'/FUN PLAY MODE confirmation screenshot was taken: this build's redirect carries the platform parameter 'nofunplaymessage=1', which suppresses that modal on two independent channels (first captured frame is already the interactive base game; session URL confirms the parameter), so such a frame would have been a byte-identical duplicate of base_game.png.
payline_direction left unset: the win rule pays on any complete horizontal row OR complete vertical column of matching symbols on a fixed 3x3 grid ('Horizontal and Vertical Pays'), which is neither a directional payline mechanic (left-to-right / both-ways / right-to-left) nor conventional ways/cluster/pay-anywhere. No value in the field's enum honestly describes row-and-column pays, so it is omitted rather than misrepresented.

Ask AI about Knockout Football Rush

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 Knockout Football Rush play? Keep it simple.

Fixed 3x3 grid, no traditional paylines/ways. Any complete horizontal row or complete vertical column of the same symbol pays ('Horizontal and Vertical Pays'); wins on different rows/columns are added together; wins are multiplied by bet level.

RTP 96.88%Very High volatilitymax win ×14400demo ✓

From the verified capture of 09 Sep 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: Knockout Football Rush vs Wealth Inn — 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 5 aspects we couldn’t confirm, flagged.

Designerget_slot

“Creative brief: theme, 10 palette hexes and all 5 symbol descriptions.”

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

Verified capture: manual playthrough, paytable OCR-checked Honest gaps: 5 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/knockout-football-rush-b29/

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/knockout-football-rush-b29/
{
  "game": {
    "name": "Knockout Football Rush",
    "provider": "Habanero",
    "game_kind": "video_slot",
    "grid": "3 columns x 3 rows, fixed 3x3 grid (9 cells total), no reel scrolling animation described beyond a standard spin",
    "theme": "Football (soccer) equipment and stadium theme - a locker-room / match-day kit collection rather than characters or narrative",
    "art_style": "Flat-shaded 2D vector/cartoon illustration with bold black outlines and glossy specular highlights on the objects (ball, boots, gloves, whistle look like polished 3D-rendered product shots pasted onto flat vector background tiles). Bright, saturated, high-contrast palette (electric blue, orange, teal, green, purple). Daytime/artificial-floodlight stadium backdrop, no dark or moody lighting. Overall mood is energetic, casual, arcade-sports style aimed at a broad casual audience, not photorealistic and not gritty/cinematic. Camera/viewpoint on the reels is straight-on/front-facing; the stadium background symbol and the main game backdrop are rendered in a shallow perspective looking down the pitch toward the stands.",
    "wordmark_in_game": "KNOCKOUT FOOTBALL RUSH - two-tier stacked logotype at top center of the game screen: 'KNOCKOUT' in large italicized white letters with a red/blue speed-stripe badge shape behind it, 'FOOTBALL RUSH' in a smaller blue rectangular banner directly below it. This is the same as the catalog name; no separate short in-game wordmark was observed.",
    "provider_wordmark": "'HABANERO' red rectangular badge with white capital letters, bottom-right corner of the service bar on every in-game screen (crop evidence: base_game.png, box approx [1190,778,1268,796])."
  },
  "layout_and_ui": {
    "window": "1280x800, desktop, landscape, no portrait variant observed",
    "main_screen_top": "Game logotype 'KNOCKOUT FOOTBALL RUSH' centered at the very top, overlapping the top row of symbols slightly. Top-right corner: 'Grand Jackpot' label in white text above a large yellow/white euro-denominated number (e.g. '€8,490.16'); this ticker updates roughly once per second and is NOT part of the player's currency.",
    "reel_area": "A 3x3 grid of rounded rectangular tiles, each tile showing one symbol on its own solid or photographic background color (see symbols section). No paylines are drawn on the grid; when a combination wins, the winning row or column is outlined with a bright white/cyan glow border.",
    "bottom_control_bar": "Left to right: red square 'i' (info/paytable) button opening the paytable booklet; 'BET' pill showing total bet in currency with a numeric readout; 'BET LEVEL' pill with a red minus button, the numeric bet level, and a red plus button; a blue 'deposit/coins' icon button (BET MAX - promotes bet level to its maximum); a large circular red 'SPIN' button with a white play-triangle in the center; a circular blue 'AUTO PLAY' button with a looping-arrows icon; 'COIN' pill with red minus/plus buttons and the coin denomination; 'BALANCE' pill on the far right showing the player's currency balance.",
    "service_bar_below_controls": "Thin dark-blue strip beneath the main control bar: gear/settings icon (bottom-left) opening the Game Menu, then centered readouts 'BALANCE $X', 'BET $X' and, when relevant, 'WIN $X'; on the right: a real-time clock (ticks every second - must be excluded from any 'did the frame change' comparison), a lightning-bolt turbo/quick-spin icon, a fullscreen icon, a speaker/sound icon, and the red 'HABANERO' provider wordmark badge at the far right.",
    "currency_symbol": "The player currency is displayed with a double-dagger-like glyph '‡' before the amount (demo/fun-play token), e.g. '‡2,000.00'. This is NOT the euro sign used by the jackpot ticker ('€') - the two symbols must not be confused; the jackpot pool is a separate, real-currency-denominated progressive network.",
    "colorblind_note_ui": "Every interactive control is additionally distinguished by shape and by a printed numeric/text label (BET, BET LEVEL, COIN, BALANCE, SPIN triangle, AUTO PLAY loop icon), so colour is never the only cue for a control's function. The two currency glyphs ('‡' vs '€') are also distinguished by shape, not only by the colour of the digits."
  },
  "symbols": {
    "grid_size": "3x3 (9 cells). Only 5 distinct symbols exist in the whole game - there is no separate scatter/bonus symbol.",
    "winning_rule": "'Horizontal and Vertical Pays' (rules_p3.png, buklet page 4/6, verbatim): 'Any horizontal or vertical line of the same symbol pays according to the paytable.' 'Wins can intersect or overlap on the same row or column.' 'Wins for different combinations are added.' 'Wins are multiplied by bet level.' There are no diagonal wins and no traditional paylines/ways; a payout requires a FULL row (all 3 cells across) or a FULL column (all 3 cells down) of the same symbol. Geometrically that is at most 3 rows + 3 columns = 6 possible winning lines on a static grid, but this count of 6 is OUR arithmetic, not a number printed anywhere by the game - help_facts.py explicitly refused to return a paylines_or_ways value for this title.",
    "list": [
      {
        "name": "Wild (football / soccer ball)",
        "rank": "Highest paying symbol, also the Wild",
        "payout_3_of_a_kind_at_anchor_bet_5.00": "‡200.00 (paytable_p1.png)",
        "role": "Substitutes for all other symbols (rules_p1.png: 'symbol substitutes for all symbols'). Also drives the two special mechanics described below (Penalty Kick sticky-wild feature and the on-screen wild-count win multiplier).",
        "visual_description": "A rounded soccer ball rendered with a glossy 3D-look finish: alternating blue and light cyan pentagon/hexagon panels, a red and orange diagonal accent stripe wrapping around the top of the ball, and one green pentagon panel bearing a small embossed logo (a miniature ball icon inside a red ribbon banner). Sits on a solid bright orange rounded background tile with diagonal darker-orange speed-stripe decoration.",
        "colorblind_note": "Distinguished from the other 4 symbols by its round silhouette (all others are elongated/hand-shaped objects) and by the unique solid orange background tile - shape and background both differ, not just hue.",
        "note_for_logo_generation": "This symbol carries a small embedded ribbon logo with legible text (reads approximately 'Football') baked into its texture on every rendering of the asset (confirmed identical on the reels and in the paytable via 8x zoom). It was therefore EXCLUDED from logo_refs.json to avoid the generator copying that text."
      },
      {
        "name": "Stadium",
        "rank": "2nd highest",
        "payout_3_of_a_kind_at_anchor_bet_5.00": "‡125.00",
        "visual_description": "A photographic-style illustration of a floodlit football stadium interior, seen from pitch level looking up into tiered blue-and-purple seating stands, with bright white floodlight beams radiating from the top edge and a strip of green pitch visible at the bottom of the tile. No background color tile of its own - the stadium image fills the whole rounded tile.",
        "colorblind_note": "Distinguished by its wide/landscape rectangular composition (sky+stands+pitch bands) unlike the compact object icons of the other symbols.",
        "logo_reference": "Used as a clean, text-free logo_refs box (paytable_p1.png, 655,155-862,280)."
      },
      {
        "name": "Football boots (cleats)",
        "rank": "3rd (mid-low pay)",
        "payout_3_of_a_kind_at_anchor_bet_5.00": "‡25.00",
        "visual_description": "A pair of football boots/cleats shown crossed over each other: dark navy-blue upper body with light cyan swirl accents, red/orange toe caps and heel, red-and-purple patterned sole with small silver stud/cleat dots visible on the sole facing the viewer. Sits on a teal/cyan rounded background tile with diagonal lighter-teal stripe decoration.",
        "colorblind_note": "Distinguished by its elongated diagonal boot silhouette and unique teal background tile.",
        "logo_reference": "Used as a clean, text-free logo_refs box (paytable_p1.png, 290,320-520,455)."
      },
      {
        "name": "Goalkeeper gloves",
        "rank": "4th (low pay)",
        "payout_3_of_a_kind_at_anchor_bet_5.00": "‡5.00",
        "visual_description": "A pair of goalkeeper gloves shown palms-together/crossed, bright yellow palm and fingers with maroon/dark-red wrist straps and green piping trim. A small yellow tag on the wrist cuff carries an embossed 'GK10' marking (goalkeeper jersey-number-style branding). Sits on a green rounded background tile with diagonal lighter-green stripe decoration.",
        "colorblind_note": "Distinguished by its hand-shaped silhouette and unique green background tile.",
        "note_for_logo_generation": "Excluded from logo_refs.json because of the embossed 'GK10' text on the wrist cuff."
      },
      {
        "name": "Whistle",
        "rank": "Lowest paying symbol",
        "payout_3_of_a_kind_at_anchor_bet_5.00": "‡2.50",
        "visual_description": "A white/silver referee's whistle with a blue oval mouthpiece opening, an orange accent stripe along the barrel, and a brown/tan cord (lanyard) coiled beneath it. A faint embossed inscription (reads approximately 'Football Sport') runs diagonally along the body of the whistle, visible only under strong zoom. Sits on a purple/violet rounded background tile with diagonal lighter-purple stripe decoration.",
        "colorblind_note": "Distinguished by its narrow wedge/cone silhouette and unique purple background tile.",
        "note_for_logo_generation": "Excluded from logo_refs.json because of the faint embossed lettering on the whistle body."
      }
    ],
    "unreadable_or_uncertain_symbols": "None of the symbol identities or payout numbers are uncertain - all five are legible at BET LEVEL 1 / COIN 0.50 (anchor bet ‡5.00) on paytable_p1.png. Only the embossed micro-text found on 3 of the 5 symbol textures (see notes above) could not be read with full confidence at native resolution and is described as 'reads approximately' rather than transcribed with certainty."
  },
  "betting_mechanics": {
    "coin_denominations": [0.01, 0.02, 0.05, 0.1, 0.2, 0.5, 1, 2, 5, 10, 20],
    "bet_levels": "Fixed, NON-arithmetic set of five values: 1, 2, 5, 7, 10 (rules_p6.png / Help, verbatim: 'Bet level can be selected as 1, 2, 5, 7 & 10.'). This is not a 1-10 range - there are exactly 5 selectable levels, and levels 3, 4, 6, 8, 9 do not exist. A screen-reader description that says 'bet level up to 10' would be misleading; it must enumerate the 5 discrete values.",
    "spin_cost_formula": "Total bet in coins = 10 (fixed) x bet level. Total bet in player currency = total bet in coins x coin denomination. (Help, rules_p6.png, verbatim: 'Total bet in coins is 10 multiplied by the bet level.' and 'Total bet in player currency is the total bet in coins multiplied by the coin denomination.') Booklet confirmation (rules_p5.png, 'Other Rules'): 'Play for 10 coins only.'",
    "min_max_bet": {
      "min_total_bet_coins": 10,
      "min_total_bet_currency": "‡0.10 (at coin 0.01)",
      "max_total_bet_coins": 100,
      "max_total_bet_currency": "‡2,000.00 (at coin 20)",
      "source": "Help, rules_p6.png, verbatim: 'Minimum total bet in coins is 10.' / 'Minimum total bet in player currency is ‡0.10.' / 'Maximum total bet in coins is 100.' / 'Maximum total bet in player currency is ‡2,000.00.'",
      "physically_verified": "bet_limits_max.png shows BET LEVEL manually raised to 10 and COIN manually raised to 20, with the BET readout showing ‡2,000.00 - matches the printed maximum exactly. The 'BET MAX' button alone only raises the bet level to its maximum (10) without touching the coin denomination, so pressing it once does NOT reach the true maximum bet - the coin value has to be raised separately by hand (same pattern documented elsewhere in this provider's games)."
    },
    "no_lines_no_ways": "This game has neither paylines nor ways in the conventional sense. It pays on any full row or full column of matching symbols (see 'winning_rule' under symbols). The number of such potential lines (3 rows + 3 columns = 6) is our own count of the geometry, not a number printed by the game anywhere in the booklet or the Help screen.",
    "payout_basis": {
      "value": "total_bet (i.e. the currency amount printed for each symbol tier already reflects the whole current bet, not a fraction of it 'per line')",
      "correction_from_TL": "An earlier draft of this field (following the capturer's manifest note) described the base_game_win.png measurement as a 'non-degenerate' arithmetic proof of total_bet versus a per-line basis. The TL flagged this as wrong and it has been corrected here: with a fixed number of positions, per_line and total_bet differ only by a constant factor, and normalising the tier by the anchor bet cancels that factor - so the arithmetic (2.50/5.00 x 10.00 = 5.00, matching the printed win) predicts the SAME number under either hypothesis at any bet, anchor-equal or not. The anchor (‡5.00) differing from the win-frame bet (‡10.00) only avoids the D-197 degenerate-measurement LINTER trip; it adds no actual evidence distinguishing the two hypotheses. This is a case where the manifest note is unreliable and the number/reasoning had to be re-derived, not just copied - see 'manifest_vs_observation_discrepancies'.",
      "actual_basis_for_total_bet": [
        "1. The number of lines is never printed anywhere in this build (booklet or Help), and help_facts.py explicitly refused to return a paylines_or_ways value - there is no 'per line' unit for this game to express a payout in, because there is no line count to divide by.",
        "2. Help states the betting unit directly, as a WHOLE-BET quantity, not a per-line one: 'Total bet in coins is 10 multiplied by the bet level.' (rules_p6.png).",
        "3. The booklet's payout rule ('Wins are multiplied by bet level', rules_p3.png) is stated in a game that has no lines at all, so 'bet level' multiplication necessarily applies to the total bet as a whole, not to a per-line fraction of it that does not exist.",
        "4. The observation that all five paytable tiers exactly doubled when BET LEVEL went 1->2 (coin held at ‡0.50) is reported here only as a description of paytable BEHAVIOUR (the paytable re-prints the currency value for the currently selected total bet), not as proof of the basis - it does not distinguish per_line from total_bet either, for the same constant-factor reason given above."
      ],
      "evidence_frame_for_reference": "base_game_win.png: BET LEVEL 2, COIN 0.50 (total bet ‡10.00), 3 Whistle symbols in a complete horizontal line, WIN ‡5.00 - consistent with, but not proof of, the total_bet basis; kept here only as an anchored numeric example."
    }
  },
  "manifest_vs_observation_discrepancies": [
    "manifest.json's payout_basis.text_confirmation field, and the capturer's underlying reasoning, characterised the base_game_win.png arithmetic as a 'non-degenerate' measurement that proves the total_bet basis over a per-line one. Per direct TL correction, this arithmetic does NOT distinguish the two hypotheses (they differ only by a constant factor that cancels out when normalising by the anchor bet), regardless of whether the anchor bet equals the win-frame bet. The total_bet VALUE itself is still correct - the reasoning was wrong, not the conclusion. The real justification is the absence of any printed line count for this game (see betting_mechanics.payout_basis.actual_basis_for_total_bet above)."
  ],
  "core_feature_sticky_wild_penalty_kick": {
    "name": "Penalty Kick feature (sticky, climbing Wild)",
    "source": "rules_p1.png / rules_p2.png (booklet pages 1-2/6, header 'Wild')",
    "rules_verbatim": [
      "A penalty kick feature is triggered at random where 1-3 [Wild] are added to row 3 for any game.",
      "All [Wild] stick to the reels and move up 1 row at the start of every game.",
      "All [Wild] symbols on row 1 are removed at the start of every game."
    ],
    "mechanic_description": "At random, independent of winning or losing, between 1 and 3 Wild (football) symbols are dropped onto row 3 (the bottom row) of the grid after the reels stop. On every subsequent spin, any Wild symbol still on the reels climbs up exactly one row (row 3 -> row 2 -> row 1). Once a Wild reaches row 1, it is removed at the start of the NEXT spin (i.e. it is present and can contribute to a win on the spin where it sits in row 1, then disappears before the following spin begins).",
    "observed_full_cycle_evidence": [
      "feature_penalty_kick_trigger.png - full-screen animation frame: empty goal on the pitch with a large 'WILD' banner (football on an orange tag) shown mid-animation, marking the moment the feature triggers.",
      "feature_wild_row2.png - the spin right after the trigger: a Wild sits in column 3, row 2, forming a winning vertical line with the Gloves symbols above and below it (WIN ‡0.15 at BET ‡0.10).",
      "feature_wild_row1_moved.png - the next spin: the same Wild (column 3) is now shown mid-animation moving from row 2 up into row 1 (motion-blurred ball sprite), confirming the 'move up 1 row' rule.",
      "feature_wild_removed_row1.png - the following spin: no Wild remains anywhere on the grid (row 1 shows 3 Gloves symbols with a ‡0.01 win overlay from an unrelated combination), confirming the 'removed from row 1 at the start of the next game' rule."
    ],
    "multiple_wilds_observed": "Two independent cases of TWO Wilds present on the grid simultaneously were captured: feature_two_wilds.png (column 3, rows 1 and 2 both Wild, immediately preceding a BIG WIN ‡0.25 shown on win_screen.png) and feature_two_wilds_2.png (column 1, rows 2 and 3 both Wild, combining with a Gloves symbol in row 1 to form a winning vertical line, WIN ‡0.15 at BET ‡0.10).",
    "win_multiplier_by_wild_count": {
      "source": "rules_p2.png (booklet page 2/6, header 'Wild'), verbatim",
      "tiers": [
        {"wild_count_on_screen": "3-5", "multiplier": "X2"},
        {"wild_count_on_screen": "6-8", "multiplier": "X4"},
        {"wild_count_on_screen": "9", "multiplier": "X60"}
      ],
      "rule_text": "'[count] symbols on screen multiplies all wins by [X-multiplier]' - applies to the TOTAL number of Wild symbols simultaneously present anywhere on the 3x3 grid (not per-line), multiplying the total win of that spin.",
      "captured": false,
      "why_not_captured": "Over 342 spins at the minimum bet (‡0.10, coin 0.01, bet level 1) the maximum number of simultaneous Wilds observed on the grid was 2 (see feature_two_wilds.png / feature_two_wilds_2.png). The lowest multiplier threshold requires at least 3 simultaneous Wilds, which never occurred in the recorded hunt.",
      "evidence_methods": [
        "Pixel channel: every frame of the hunt series (~342 spins across bursts _hunt2 through _huntD) was reviewed; a colour/position detector calibrated on confirmed-positive Wild frames (feature_wild_row2.png etc.) found a maximum of 2 simultaneous Wilds in any single frame.",
        "Text channel: rules_p2.png prints the thresholds themselves (3-5/6-8/9), confirming the mechanic exists and is described precisely, independent of whether it was triggered."
      ],
      "conclusion": "This is an honest not_captured gap with two independent channels of evidence for why, not a guess at what the multiplier screen would look like."
    }
  },
  "jackpots": {
    "type": "Progressive network jackpot, two tiers: MINOR JACKPOT and GRAND JACKPOT",
    "currency_note": "Jackpot values are denominated in EUR ('€') and shown as tickers ('Minor Jackpot €94.90'-style / 'Grand Jackpot €8,490.16' as observed) above the reels, which is a DIFFERENT currency/label than the player's demo balance (shown with the '‡' glyph). The observed live value (e.g. €8,490.16 for GRAND) is a shared network pool value at the moment of capture and is NOT a fixed characteristic of this specific game - do not treat the observed number as a game constant.",
    "rules_source": "rules_p4.png (booklet, 'Progressive Jackpot') and rules_p13/p14/p15.png (Help, 'Jackpots')",
    "booklet_rules_verbatim": [
      "A Progressive Jackpot can be won at the conclusion of any game.",
      "The Jackpot is triggered at random.",
      "Progressive Jackpot wins are added to other wins."
    ],
    "help_contribution_and_seed_verbatim": [
      "\"Knockout Football Rush\" offers MINOR JACKPOT & GRAND JACKPOT.",
      "0.250% of the bet is contributed to MINOR JACKPOT.",
      "The initial value of MINOR JACKPOT is €50.00 (EUR)",
      "0.250% of the bet is contributed to GRAND JACKPOT.",
      "The initial value of GRAND JACKPOT is €5,000.00 (EUR)"
    ],
    "help_rtp_verbatim": [
      "The theoretical RTP for MINOR JACKPOT is 0.50%",
      "The theoretical RTP for GRAND JACKPOT is 0.50%"
    ],
    "internal_numeric_discrepancy_flagged_not_smoothed_over": "The Help screen prints the CONTRIBUTION rate to each jackpot tier as 0.250% of the bet (rules_p13.png), but separately prints the theoretical RTP of each jackpot tier as 0.50% (rules_p15.png) - i.e. the printed RTP figure is exactly DOUBLE the printed contribution rate, for BOTH tiers. Both numbers are transcribed here exactly as printed; no attempt was made to reconcile or explain the 2x relationship - it is reported as an internal inconsistency in the game's own Help text for the TL to judge.",
    "additional_jackpot_rules_verbatim": [
      "A portion of the bet is allocated to the Jackpots.",
      "Jackpots update with every debit action.",
      "Jackpots do not have a ceiling or upper limit.",
      "Jackpots are triggered at random.",
      "The chances of winning a Jackpot will increase in correlation with the amount contributed.",
      "If a Jackpot is won, no other player can win the Jackpot at the same time.",
      "If a Jackpot is won, it will be re-seeded to its initial value on the server.",
      "The Jackpot win amount is the Jackpot value on the server, rounded up to 2 decimals.",
      "Jackpots can be of a different currency to the player's currency. If this is the case, the Jackpot display and win amount will be converted using exchange rates from HTTPS://OPENEXCHANGERATES.ORG/.",
      "Jackpot wins are added to other wins.",
      "Jackpots cannot be won during Fun Play or Bonus Play."
    ],
    "demo_reachability": "The jackpot win screen is structurally unreachable in this demo/fun-play session, not merely rare. Direct textual proof: 'Jackpots cannot be won during Fun Play or Bonus Play.' Documented as an honest not_captured entry."
  },
  "rtp_and_build_info": {
    "game_rtp": {
      "value_percent": 96.88,
      "source": "rules_p15.png / rules_p16.png (Help, 'Return To Player (RTP)'), verbatim: 'The theoretical RTP for Knockout Football Rush is 96.88%'"
    },
    "rtp_methodology_note": "Verbatim from Help: 'RTP calculation is based on the statistical analysis of the game logic and can not be affected by the player strategy (unless stated otherwise)' and 'RTP calculation is based on the average results of 2 x 500,000,000 game cycles.'",
    "jackpot_rtp_is_separate": "0.50% MINOR + 0.50% GRAND are printed SEPARATELY from the 96.88% game RTP and must not be added to it (see jackpots section above for the discrepancy against the printed 0.250% contribution rate).",
    "build_stamps_not_release_date": {
      "warning": "Two different date stamps exist in this build and NEITHER is the game's release date - both are build/deployment stamps.",
      "booklet_footer_stamp": "rules_p1.png through rules_p5.png footer: 'Last modified 2026/07/14 13:10:45 (UTC)' - a client booklet build stamp.",
      "help_file_date_stamp": "rules_p16.png, 'File Date': '2026/08/17 07:32:50 (UTC)' - a server/file deployment stamp, about a month later than the booklet stamp.",
      "version_numbers": {
        "client_version": "1.1.23117.592",
        "server_version": "5.1.5575.326",
        "rng_version": "5.1.4478.308",
        "jackpot_version": "5.1.4326.325"
      },
      "conclusion": "Actual release date was not found on any captured screen and must be sourced externally; these are only build/version stamps."
    },
    "max_win_cap": {
      "value": null,
      "status": "Not printed anywhere in this build. All 6 booklet pages and all 11 Help pages were reviewed; no 'Max Win' / 'Max Multiplier' section exists in the sborka. Left null rather than guessed."
    }
  },
  "other_screens": {
    "settings_menu": {
      "trigger": "Gear/settings icon in the service bar, bottom-left",
      "contents": "A dark popup panel anchored bottom-left listing: 'Help' (opens the Help/rules HTML screen), 'More Games!' (platform cross-promo, not this game's content), and three toggle switches - 'Sound - Ambient' (ON by default, orange toggle), 'Sound - Effects' (ON by default, orange toggle), 'Quick Spin' (OFF by default, grey toggle). Evidence: settings.png."
    },
    "autoplay_panel": {
      "trigger": "Blue looping-arrows 'AUTO PLAY' button on the main control bar",
      "contents": "A modal titled 'Number Of Spins' with six preset spin-count buttons: 10, 20, 30, 50, 100, 500 (50 selected/highlighted white in the captured frame). Below: 'Stop Auto Play:' section with two optional numeric-limit fields - 'If balance decreases by' and 'If a single win exceeds' (both empty/unset in the captured frame). A fixed text line: 'Auto Play will stop if a jackpot is won.' A live calculation readout ('‡0.10 x 50 spins = ‡5.00' in the captured frame) shows the total cost of the selected run at the current bet. Two buttons at the bottom: 'Cancel' and a green 'Start Auto Play'. Evidence: autoplay.png.",
      "help_cross_reference": "The Help screen (rules_p10-p11) confirms the same two stop conditions in prose: 'Stops Auto Play if your balance decreases by the amount you specify.' and 'Stops Auto Play if a single win exceeds the amount you specify.'"
    },
    "win_screen": {
      "trigger": "A win of sufficient size (here: ‡0.25 at bet ‡0.10, i.e. 2.5x the bet) plays a full-screen celebratory overlay instead of only an in-line amount.",
      "contents": "Full-bleed magenta/purple/orange gradient background with halftone-dot decoration. Large white bold italic text 'BIG WIN' in the upper-left/centre area, with the numeric amount '0.25' beneath it in a slightly smaller matching bold italic white/light-blue style. On the right side, a large photorealistic white-and-black football is shown bursting through a white net, with gold coin icons (each bearing a small football emblem) scattered around it, some mid-fall. A red circular 'skip/fast-forward' button (double chevron icon) sits bottom-centre to dismiss the screen. Evidence: win_screen.png.",
      "colorblind_note": "The win tier label ('BIG WIN') and the exact numeric amount are both given as text, so the win is legible without relying on the background colour gradient."
    },
    "no_preview_splash": "This build's redirect includes the platform-added query parameter 'nofunplaymessage=1' (present in the resolved session URL but NOT in the original demo_url), which suppresses the usual 'FUN PLAY MODE' confirmation modal. Confirmed on two independent channels: (1) pixel channel - the very first captured frame after navigation is already the interactive base game with no overlay/dimming; (2) network/session channel - sess.py state after opening the demo returned the final URL containing 'nofunplaymessage=1'. Because of this, no separate 'preview' screenshot was taken (it would have been a byte-identical duplicate of base_game.png)."
  },
  "not_captured": [
    {
      "claim": "Win multiplier applied when 3 or more Wild symbols are simultaneously present on the grid (X2 for 3-5, X4 for 6-8, X60 for 9), as printed on rules_p2.png.",
      "reason": "Maximum simultaneous Wilds observed across a 342-spin hunt at minimum bet was 2 (below the lowest threshold of 3).",
      "evidence_channels": [
        "Pixel review of the full hunt burst series (~342 spins, files _hunt2_* through _huntD_*), Wild positions tracked frame by frame against confirmed-positive reference frames.",
        "Textual confirmation that the rule and its thresholds exist and are legible (rules_p2.png), independent of the trigger not occurring."
      ]
    },
    {
      "claim": "Jackpot win screen (MINOR or GRAND).",
      "reason": "Structurally unreachable in this demo/fun-play session, not a matter of insufficient spins.",
      "evidence_channels": [
        "Direct printed statement, Help (rules_p15.png): 'Jackpots cannot be won during Fun Play or Bonus Play.'"
      ]
    },
    {
      "claim": "Maximum win / payout cap (max_win).",
      "reason": "Not printed anywhere in this build - all 6 booklet pages and all 11 Help pages were reviewed and contain no such field.",
      "evidence_channels": [
        "Exhaustive read of both scrollable/paginated documents in the game (booklet 6/6 pages with confirmed wrap-around, Help 11/11 pages with confirmed scroll exhaustion)."
      ]
    }
  ],
  "anomalies": [
    "Betting mechanic has neither traditional paylines nor ways - it pays on any complete row or column of matching symbols on a fixed 3x3 grid ('Horizontal and Vertical Pays'). The number of possible winning lines (6 = 3 rows + 3 columns) is a derived count, not a number the game itself prints.",
    "Only 5 symbols exist in total, and 3 of the 5 (Wild/ball, Whistle, Gloves) carry small embossed/printed decorative text baked into their artwork ('Football' ribbon on the ball, 'Football Sport' engraving on the whistle, 'GK10' tag on the gloves), visible only under strong zoom (8x). This affected which symbols were usable as clean logo references (see logo_refs.json).",
    "The jackpot Help text states a 0.250% contribution rate per tier but a 0.50% RTP per tier (exactly double) - reported as-is without reconciliation, see 'jackpots' section.",
    "Two different, unreconciled build-date stamps exist (booklet footer 2026/07/14 vs Help 'File Date' 2026/08/17) - neither is a release date.",
    "The demo launches directly into the interactive base game with no loading splash and no 'FUN PLAY MODE' confirmation modal, because the platform's own redirect adds 'nofunplaymessage=1' - this is a property of the current build/session, not necessarily of the provider in general.",
    "The 'BET MAX' button only raises BET LEVEL to its maximum (10); the coin denomination must be raised separately to reach the true maximum total bet of ‡2,000.00.",
    "Bet levels are a fixed, non-consecutive set {1, 2, 5, 7, 10}, not a 1-10 range."
  ],
  "unreadable_or_uncertain": [
    "Exact wording of the micro-embossed brand-style text on the Wild/ball symbol and the Whistle symbol could only be approximated ('Football' / 'Football Sport') even after 8x zoom, due to the small scale and glossy-highlight rendering; transcribed as 'reads approximately'.",
    "Release date of the game is not present on any captured screen (only build/deployment stamps, see rtp_and_build_info.build_stamps_not_release_date) and must be sourced externally.",
    "max_win / payout cap: confirmed absent from the sborka rather than merely unfound - see not_captured."
  ],
  "accessibility_summary": {
    "screen_reader": "All numeric game state (BET, BET LEVEL, COIN, BALANCE, WIN) is presented as printed text on the UI bar, not solely via icon/colour, and should map cleanly to text-to-speech. The two currency glyphs ('‡' demo token vs '€' jackpot pool) are visually distinct shapes and should be verbalised with distinct names, not both read as 'currency sign', to avoid implying the jackpot value is spendable player balance.",
    "colorblind": "Each of the 5 symbols is doubly coded by BOTH a unique silhouette/shape (ball/stadium-scene/boots/hand-shaped gloves/whistle) AND a unique flat background tile colour (orange/none-photographic/teal/green/purple), so colour-only confusion between symbols is unlikely. Winning rows/columns are marked with a white/cyan glow outline (shape-based highlight, not colour-only).",
    "hearing": "Sound toggles ('Sound - Ambient', 'Sound - Effects') are exposed in the settings menu and default to ON; no game information observed to be conveyed by audio alone without an on-screen textual/visual equivalent (win amounts, feature triggers and jackpot tickers are all also shown as text/graphics).",
    "motor": "All controls are large, clearly separated rounded buttons on the bottom bar with a generous hit area; SPIN can also be triggered by the space bar (Help, rules_p9.png: 'Space bar can be used to spin the reels' / 'Space bar can be used to stop the reels'), which is helpful for users who find precise mouse clicks difficult. Auto Play with configurable stop conditions (balance-decrease / single-win-exceeds limits) reduces the need for repetitive manual spin-clicking."
  }
}

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.

Discuss this slot

Our breakdown is live on —