What are the key stats for Mine Gems?
RTP 98.40%max win ×14demo ✓
From the verified capture of 15 Aug 2026 — not from the AI’s memory.
Demo, RTP 98.40%, paytable, symbols & full capture data
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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
manual demo playthrough → 13 screens captured → paytable verified (OCR) → catalogued & reviewed
provider
BGaming
rtp
98.40%
· single configuration
max_win_x
×14
bonus_buy
No
mechanic
Crash
release_date
2024
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.
What are the key stats for Mine Gems?
RTP 98.40%max win ×14demo ✓
From the verified capture of 15 Aug 2026 — not from the AI’s memory.
“Find slots like this but medium volatility — with free demos.”
→ matches by mechanics and theme; official free demos only.
“Comparison table: Mine Gems vs Multihand Blackjack — RTP, max win, bonus buy.”
→ side-by-side table, ready for your review page.
“Fact-check my review: RTP, max win, paylines, bonus-buy price, release year.”
→ OCR-verified numbers — all key aspects captured.
“Creative brief: theme, 6 palette hexes and the symbol descriptions.”
→ same palette and symbol data as the sections above, as one brief.
Public data API. Send Authorization: Token <your-token>. Full structured data, media and demo links in one call.
See the API docs.
{
"game": {
"name": "Mine Gems",
"provider": "BGaming",
"genre": "Ladder / climb ('mine sweeper' style) instant-win crash game. NOT a reel slot: there are no reels, paylines, spinning symbols, scatters, wilds, or free-spins feature. Documented per the brief's explicit instruction to describe it on its own terms rather than force reel-slot vocabulary onto it.",
"theme": "Underground diamond mine. The player character is implied, not shown (no avatar) — the visual identity is built entirely from mine/cave scenery and two tile icons: a blue diamond gem (safe) and a lit stick of dynamite (fatal).",
"documentation_purpose": "Exhaustive accessibility documentation (blind/low-vision screen-reader users, deaf/hard-of-hearing users, color-blind users of all types, motor-impaired users) built from desktop screenshots (1280x800), verbatim on-screen text, and zoomed pixel crops.",
"method_notes": "All numbers below were read directly off screenshots or verified arithmetically against real balance deltas (see payout_mechanic). Anything not legible or not directly observed is listed in unreadable_or_uncertain and was NOT invented. The demo balance/currency label 'FUN' is the demo-mode placeholder currency used only for this capture session and is described here only where it appears verbatim on screen (e.g. in the Balance/Total-bet readouts) — it is not documented as a game property.",
"language": "English"
},
"color_palette": {
"overall_background": "Dark, cool blue-grey cave/rock scenery filling the sides of the screen: jagged stone wall silhouettes in near-black and slate blue, with clusters of glowing pale-blue crystal formations (raw amethyst-like shards) decorating the lower-left and lower-right corners of the play area.",
"grid_panel": "The 5x12 tile grid sits on a slightly lighter navy-blue rounded rectangular panel, separated from the cave background by a subtle drop shadow.",
"locked_tile_state": "Rows not yet reached: flat dark navy-blue square tiles with a faint darker diamond-shaped bevel carved into the surface, no icon, low contrast (hard to distinguish from the panel background) — this is the visually 'quietest' state.",
"active_tile_state": "The single row currently awaiting the player's click: tiles switch to a bright icy cyan/white gradient with a visible cracked-ice texture (white fracture lines across a light-blue frosted surface); the specific tile under the mouse cursor becomes almost pure white (hover highlight, brightest state on screen).",
"revealed_safe_tile": "A blue faceted diamond icon (multiple shades of blue with white highlight facets, cartoon gem-cut style) drawn on a dark navy tile background.",
"clicked_safe_tile": "Same blue diamond icon, but the tile behind it is lit bright green (a solid green square with a soft glow/vignette) and the diamond itself appears brighter/lit — this is the ONE tile per row the player actually selected.",
"revealed_dynamite_tile": "A stick of dynamite icon: two/three red paper-wrapped cylinders bound with a dark blue-grey strap, brown twisted fuses meeting at a bright glowing orange-yellow spark, drawn on a dark navy tile background — shown on the 4 unclicked tiles of a row once that row is revealed.",
"exploded_tile": "The single dynamite tile the player actually clicked turns into a solid warm orange-red square with a darker brown/black scorched splash pattern radiating from the center (explosion silhouette) and a thin bright-orange border glow; small spark/ember particles are drawn drifting onto the immediately adjacent tile.",
"row_multiplier_labels": "Small vertical text printed outside both the left and right edges of the grid, one per row, reading e.g. 'x1.23' ... 'x14.28'. Color is a muted steel-blue/grey for rows not yet reached, and switches to a warm gold/orange for the row(s) at or below the player's current highest cleared step (seen in the Step 9/12 frame: labels x7.31 down to x1.23 are gold, x9.14 upward are still steel-blue).",
"progress_indicator_bar": "A slim vertical rounded-rect track to the right of the grid, pale steel-blue outline on the cave background; the lower portion (already-climbed height) fills in a brighter sky-blue, and a small diamond-shaped white/blue marker (identical silhouette to the diamond gem icon) sits at the top of the filled portion, marking current height.",
"bottom_bar": "A solid near-black / very dark navy horizontal bar across the bottom of the screen, spanning the full width, containing balance/bet text and control icons in white/light-grey.",
"start_button": "Large circular button, bottom-right of the bottom bar: bright orange-to-yellow radial gradient fill, bold black 'START' label, thin lighter-orange rim.",
"cash_out_button": "Same size/position circular button, shown only mid-round (replaces START): a green-to-yellow-green gradient fill (brighter green at the bottom, yellow-green at the top), bold black 'CASH OUT' label on two lines.",
"top_bar": "Transparent-over-background top strip: BGaming provider badge (an orange/amber square with a bold black capital 'B') at the top-left, followed by the game wordmark; a white speaker/volume icon and a light-grey mm:ss time readout at the top-right.",
"wordmark": "'MINE' in bold white letters, a blue faceted-diamond icon in place of a space, 'GEMS' in bold cyan/turquoise letters — same wordmark repeated as the header of every info-booklet page (About/Paytable/Help).",
"modal_panels": "Info booklet (paytable/help) and the Audio settings dialog both use a dark charcoal-grey/near-black rounded panel with light-grey/white body text and white section headings, overlaid on a dimmed (darkened, ~50% black overlay) view of the grid behind it."
},
"field_structure": {
"grid_size": "Fixed 5 columns x 12 rows. Confirmed both by the in-game rules text ('The field size is 5x12') on help_p1.png and by manually climbing/panning through all 12 rows in a live round.",
"tiles_per_row": "Exactly 4 diamond (safe) tiles and 1 dynamite (fatal) tile per row; column position of the dynamite tile is randomized independently each round and appears different row to row within the same round (verified visually: dynamite sits at a different column in nearly every row of the captured rounds).",
"no_configurable_risk": "There is NO player-configurable setting for number of mines, risk level, or grid size anywhere in the UI. This was verified through two independent channels: (1) behavioral — clicking the vertical progress-indicator bar before a round starts produced no visible change to it or to the multiplier ladder (_probe_slider.png); (2) documentary — the full 4-page rules booklet never mentions a risk/mine-count option, and describes Settings as being limited strictly to audio volume; a single flat RTP figure (98.4%) is given rather than a table of RTP-per-risk-level, which would be expected if risk were adjustable.",
"viewport_note": "At the default 1280x800 desktop viewport the grid panel only shows 5 full rows plus a sliver of a 6th at any time; it pans/scrolls automatically as the player advances up the ladder. The same panning can be triggered manually with the mouse wheel over the grid without spending a step or affecting the round (used to visually confirm the full 12-row ladder in one round)."
},
"gameplay_loop": {
"start": "Player sets Total Bet with the +/- stepper, then presses the START button. A wager equal to Total Bet is deducted from the balance immediately when the first tile of row 1 is clicked (not when START is pressed) — confirmed by comparing balance before/after a lost round vs. a not-yet-started round.",
"step_prompt": "During an active round, the center of the bottom bar (where 'Choose your bet and press Start' normally sits) is replaced by two stacked lines: a green 'Cashout: <amount> FUN' readout (updates after each cleared row) above a plain white 'Step N/12' counter.",
"on-screen_prompt_overlay": "While a round is active and awaiting input, a large overlay appears centered over the grid: 'Step N/12' in bold orange/gold, and 'Select a tile' below it in white with the word 'tile' in cyan — this overlay is present at least on early/mid steps (seen at Step 3/12 and Step 9/12); it appears to fade once the player has interacted with that step (not visible on the very first base_game frame where no round is active).",
"click_tile": "Clicking any one of the 5 tiles in the currently highlighted (icy/frosted) row: if it is one of the 4 diamonds, that tile lights up bright green, the other 4 tiles in the row are revealed (diamonds show as plain diamond icons, or the one dynamite shows as its icon), and the highlighted row advances one level up the ladder. If the clicked tile is the dynamite, that tile turns into the orange 'exploded' tile and the round ends immediately in a loss.",
"loss_condition": "Clicking the row's dynamite tile ends the round: 'you lose your original wager and any previous winnings' (help_p1.png, verbatim). The balance shown after a loss equals the balance from before the round started (verified: bet 5.00 FUN, dynamite hit at step 5, balance unchanged from 1,019.25 to 1,019.25).",
"cash_out": "A CASH OUT button (green/yellow gradient, bottom-right, same position as START) is available and enabled from the moment step 1 is cleared onward. Clicking it ends the round immediately and pays Total Bet x (multiplier of the last fully-cleared row) to the balance.",
"auto-complete_cap": "Per help_p1.png (verbatim): 'you can also proceed to the next field row for a much greater payout! Once 1,000.00 FUN is reached, the winning amount is paid to the player and the game round stops.' I.e. reaching a cumulative payout of 1,000.00 FUN (in whatever currency the session uses) during a round auto-cashes-out and ends the round, even without the player clicking CASH OUT.",
"collect_note": "help_p4.png additional-information text states: 'If the game requires \"Collect\" - \"Collect\" will take place and the win from the round will be added to the player balance. If the game requires action from a player, the result is counted assuming that the player has chosen the action with no risk without raising the initial bet.' — this is boilerplate malfunction/interruption-handling language (what happens if a round is abandoned mid-way), not a distinct game feature."
},
"multiplier_ladder": {
"rows": 12,
"values_bottom_to_top": [1.23, 1.53, 1.92, 2.4, 2.99, 3.74, 4.68, 5.85, 7.31, 9.14, 11.42, 14.28],
"how_read": "Each value is a static per-row label printed on both the left and right edge of the grid next to that row (e.g. 'x1.23' beside the bottom row, 'x14.28' beside the top row) — not a dynamically-computed number. Read directly off row labels while climbing/panning a single round (steps 1-9 clicked live, steps 10-12 read via wheel-pan over the same round without spending additional steps).",
"consistency_check": "Ladder values are identical regardless of bet size — confirmed at bet = 1.00, 5.00, and 100.00 FUN (bet_min.png, win_screen.png/round_lost.png at bet 5.00, bet_max.png), all showing the same 12 printed values.",
"label_color_state": "Row labels for rows at-or-below the player's current progress turn warm gold/orange; rows not yet reached remain steel-blue/grey — a second, non-numeric visual cue for progress alongside the 'Step N/12' text and the vertical progress bar."
},
"payout_mechanic": {
"rule_text_verbatim": "'Payouts are given beside each row and multiplied by the total bet. When all the levels are reached successfully, payout will be automatically added to the balance. If you land on a dynamite, you lose your original wager and any previous winnings. You can cash out any time by clicking CASH OUT.' (help_p1.png)",
"formula": "Payout = Total Bet x (printed multiplier of the LAST fully-cleared row), paid on CASH OUT or automatically on clearing all 12 rows / reaching the 1,000.00 auto-cap.",
"verified_examples": [
{
"bet": 5.0,
"row_cleared": 9,
"row_multiplier": 5.85,
"cashout_balance_before": 995.0,
"cashout_balance_after": 1024.25,
"delta": 29.25,
"check": "5.00 x 5.85 = 29.25 -- matches exactly"
},
{
"bet": 5.0,
"row_cleared": 1,
"row_multiplier": 1.23,
"cashout_balance_before": 1014.25,
"cashout_balance_after": 1020.4,
"delta": 6.15,
"check": "5.00 x 1.23 = 6.15 -- matches exactly"
},
{
"bet": 5.0,
"row_cleared": 4,
"outcome": "dynamite hit at step 5 (row multiplier x2.99, never reached)",
"balance_before_round": 1019.25,
"balance_after_round": 1019.25,
"check": "no payout, wager was already deducted when step 1 was played; loss confirmed by unchanged balance"
}
],
"on_screen_cashout_readout": "During an active round, a green 'Cashout: <amount> FUN' line at the bottom center shows the payout that CASH OUT would currently give (e.g. 'Cashout: 29.25 FUN' at Step 9/12, 'Cashout: 7.65 FUN' at Step 3/12 = 5.00 x 1.53, matching row 2's multiplier since step 3 in progress means rows 1-2 are cleared)."
},
"bet_limits": {
"min_bet": "1.00 FUN",
"max_bet": "100.00 FUN",
"default_demo_bet": "5.00 FUN",
"how_verified": "Total Bet +/- stepper pressed to saturation: the down-triangle button settled at 1.00 and stopped responding (bet_min.png), the up-triangle button settled at 100.00 and stopped responding (bet_max.png). No separate bet-selection menu/list exists; only the +/- stepper.",
"stepper_control": "Located left of the bottom-center of the bar: label 'Total bet' above the numeric value (e.g. '5.00 FUN'), with a small up-pointing triangle button directly above the value and a down-pointing triangle button directly below it."
},
"rtp_and_rng": {
"rtp_percent": 98.4,
"rtp_source": "help_p2.png / help_p3.png, verbatim: 'The overall theoretical Return to Player (RTP) is 98.4%.' Given as a single flat figure, not a range or a table (consistent with there being no adjustable risk setting).",
"rng_statement": "help_p3.png, verbatim: 'The game is based on a certified random number generator. For more information, visit our BGaming site.'",
"rule_version": "help_p4.png, verbatim: 'This is the game rule version 1.0, August 6, 2024. Game Version 1.0.0.'",
"malfunction_clause": "help_p4.png, verbatim: 'Malfunction voids all plays and pays! All unfinished rounds will be terminated every 24 hours.'"
},
"ui_elements": {
"top_left": "BGaming provider badge (amber/orange rounded-square tile with a bold black capital letter 'B') immediately followed by the 'MINE GEMS' wordmark (see color_palette.wordmark).",
"top_right": "A white speaker/volume icon (filled speaker body with 2 sound-wave arcs, indicating audio is currently on/unmuted) followed by a light-grey mm:ss time readout (observed values increased steadily across the capture session, e.g. 03:03 to 03:34) — most likely an elapsed session/runtime clock rather than a gameplay countdown; its exact purpose is not stated anywhere in the rules text, so its function beyond 'elapsed time' is uncertain.",
"bottom_bar_left_icons": "Three flat white outline icons in a row, no background circles, left of the balance text: (1) an 'i' inside a circle (Information) — opens the large dark info booklet (About/Paytable/Help pages); (2) a gear/cog (Settings) — opens a small 'Audio' dialog directly over the grid; (3) a circular clock face with a counter-clockwise arrow around it (History) — icon matches the History tab inside the info booklet's left rail; in the demo build clicking it did not change the panel content when tested (see accessibility_observations / anomalies).",
"balance_readout": "Directly below the three icons: 'Balance <amount> FUN' in light-grey text, updates immediately after every wager and every payout/loss.",
"bottom_bar_center": "Idle: 'Choose your bet and press Start' in white text. Mid-round: replaced by a green 'Cashout: <amount> FUN' line above a white 'Step N/12' line.",
"bottom_bar_right": "A single large circular action button: 'START' (orange/yellow gradient) when no round is active, replaced by 'CASH OUT' (green/yellow gradient) once step 1 of an active round has been cleared.",
"info_booklet_header": "Every page of the info booklet (Paytable and Help sections) repeats the 'MINE GEMS' wordmark centered at the top, with a light-grey 'X' close button at the top-right corner and a thin vertical scrollbar track at the far right edge of the panel (visible as a short grey bar, moves down as the page is scrolled).",
"info_booklet_left_rail": "Inside the info booklet, a vertical column of 3 round icon buttons near the bottom-left of the panel: a money-bag/coin icon (Payments/Paytable section, opens by default), a clock-with-counter-clockwise-arrow icon (History section), and a '?' question-mark icon (Help section). The active/selected section's icon has a white filled circular background; the two inactive icons have a flat grey circular background.",
"audio_dialog": "A smaller dark charcoal rounded rectangle titled 'Audio', centered over the (dimmed) grid, with a light-grey 'X' close icon at its top-right. Contents: a 'Volume' label next to a horizontal slider (grey track, round grey handle, positioned near the right/high end in the captured frame) and two checkbox rows below it, each with a small square checkbox (checked/ticked in the captured frame) and a label: 'Music' and 'Sound FX'."
},
"screens": {
"base_game_idle": {
"type": "base_game",
"content": "Pre-round idle state: full grid visible (5 rows shown, all tiles in the locked/unopened dark-navy state, no icons), row multiplier labels in steel-blue on both edges, empty progress-indicator bar with its diamond marker resting at the very bottom, Total bet = 5.00 FUN, Balance = 1,000.00 FUN (fresh demo balance), center prompt 'Choose your bet and press Start', orange START button bottom-right.",
"note": "This is also the very first frame the demo shows on load (verified: an independent reload at wait_ms=0 with a 3-frame burst matched this same state) — there is no separate splash/loading/promo screen in this build; see not_captured."
},
"round_in_progress": {
"type": "base_game (mid-round)",
"content": "Example at Step 9/12 (row x7.31 active): rows 1-8 (x1.23 through x5.85 partially visible) show revealed diamond/dynamite icons with the player's chosen tile per row lit green; row 9 (x7.31) shows all 5 tiles in the bright icy 'awaiting selection' state; rows 10-12 remain dark/locked. Overlay text 'Step 9/12 / Select a tile' centered over the grid. Bottom bar center shows 'Cashout: 29.25 FUN' above 'Step 9/12'. CASH OUT button (green/yellow) replaces START at bottom-right. Progress-indicator bar is filled roughly 3/4 of the way up with the diamond marker near the top of the fill.",
"example_early_step": "At Step 3/12 (row x1.92 active): row 1 (x1.23) and row 2 (x1.53) already show a green-lit diamond at the clicked column plus plain diamond/dynamite icons on the other 4 tiles each; row 3 (x1.92) shows all 5 tiles bright icy/frosted, with the specific tile under the mouse cursor rendered almost pure white (hover state); Cashout reads 7.65 FUN (5.00 x 1.53, i.e. the multiplier of the last row actually cleared, row 2)."
},
"win_screen": {
"type": "win_screen",
"content": "Captured immediately after a successful CASH OUT at row 9 (x5.85): the entire grid, progress bar, and bottom bar are shown darkened under a heavy blue-tinted overlay (round-end dimming), START button also dimmed/inactive-looking, center text 'Press Start to play'. Balance reads 1,024.25 FUN, up from a pre-cashout 995.00 FUN — a gain of 29.25 FUN, matching 5.00 x 5.85. No dedicated 'congratulations'/win-amount popup was observed; the win is communicated purely via the updated Balance figure and the dimmed 'round over' state of the board (the grid itself, still visible through the dim overlay, retains the green-highlighted/diamond icons from the round just played)."
},
"round_lost": {
"type": "other",
"content": "Captured right after clicking a dynamite tile at Step 5 (row x2.99): that tile has turned into the solid orange/scorched 'exploded' square, with small ember/spark particles drawn drifting onto the adjacent tile to its right; the other 3 tiles in that row show plain revealed diamond icons (not clicked, no green glow). Rows below (x2.4, x1.92, ...) show the green-highlighted diamond at the previously-clicked column plus plain diamond/dynamite icons elsewhere, i.e. the path successfully climbed before the loss. Bottom center shows 'Press Start to play' (round over). Balance unchanged from the round's start (1,019.25 FUN before and after), confirming the wager (5.00 FUN) and any interim progress were forfeited with no payout.",
"color_blind_note": "Win vs. loss at the fatal tile is distinguishable by SHAPE (orange scorched/splash silhouette vs. blue faceted diamond silhouette) in addition to the red/orange-vs-blue color difference, so it does not rely on color alone."
},
"paytable": {
"type": "paytable",
"pages": "2 pages (identical content, page 2 is simply the same content after scrolling the panel to the bottom; the panel is short enough that page 1 already shows nearly everything).",
"content_verbatim": "Two labeled rows of icon->icon->icon diagrams under the 'Paytable' heading: row 1: unopened ice tile -> blue diamond icon -> green-lit diamond tile (safe reveal sequence); row 2: unopened ice tile -> dynamite icon -> orange scorched tile (fatal reveal sequence). Below the diagrams, verbatim: 'Each row has a multiplier. If you land on a diamond, the multiplier of the row is applied to your bet. If you land on a dynamite, you lose your original wager and any previous winnings.'",
"icon_descriptions": {
"ice_tile": "A pale cyan/white cracked-ice square with visible white fracture lines across a frosted-glass-like surface, representing an unopened tile.",
"diamond_icon": "A blue faceted gem in a stylized diamond-cut silhouette (flat top, pointed bottom), multiple shades of blue with white highlight facets on a dark navy tile.",
"green_tile": "A solid bright green square with soft glow, representing a successfully-opened safe tile (no icon drawn on it in this diagram — the paytable simplifies it to a plain green square, whereas in actual gameplay the green tile keeps the diamond icon visible on top of the green glow).",
"dynamite_icon": "Red paper-wrapped cylindrical sticks bound with a strap, brown fuses meeting at a bright orange spark, on a dark navy tile.",
"orange_tile": "A solid warm orange/red square with a darker brown scorched splash pattern, representing the fatal outcome."
}
},
"help_booklet": {
"type": "rules",
"pages": 4,
"page_1": {
"heading": "About The Game",
"text_verbatim": "Mine Gems is a simple game where your purpose is to make your way through the diamond mine avoiding the dynamite. The longer you will be able to go without landing on a dynamite, the greater your winning will be!"
},
"page_1_how_to_play": {
"heading": "How To Play",
"text_verbatim": "The field size is 5x12. Each row contains one dynamite and 4 diamonds. Select your bet in the Total Bet field. To start the game press START. Walk through the diamond mine. Click any square in the highlighted row. If you land on a safe spot, you win. Payouts are given beside each row and multiplied by the total bet. When all the levels are reached successfully, payout will be automatically added to the balance. If you land on a dynamite, you lose your original wager and any previous winnings. You can cash out any time by clicking CASH OUT. But you can also proceed to the next field row for a much greater payout! Once 1,000.00 FUN is reached, the winning amount is paid to the player and the game round stops."
},
"page_2_settings": {
"heading": "Settings",
"text_verbatim": "The setting button opens a panel with volume settings.",
"bullets": ["Volume adjustment, including its complete turn off", "Turning the music (using checkmark)", "Turning the sound effects (using checkmark)"]
},
"page_2_rtp": {
"heading": "Return to Player",
"text_verbatim": "The overall theoretical Return to Player (RTP) is 98.4%."
},
"page_3_rng": {
"heading": "RNG",
"text_verbatim": "The game is based on a certified random number generator. For more information, visit our BGaming site."
},
"page_4_additional_information": {
"heading": "Additional information",
"text_verbatim": "Malfunction voids all plays and pays! All unfinished rounds will be terminated every 24 hours. If the game requires \"Collect\" - \"Collect\" will take place and the win from the round will be added to the player balance. If the game requires action from a player, the result is counted assuming that the player has chosen the action with no risk without raising the initial bet. This is the game rule version 1.0, August 6, 2024. Game Version 1.0.0."
},
"navigation": "Same left-rail 3-icon tab switcher (Payments/History/Help) as the paytable panel; content scrolls vertically within the panel (thin scrollbar track visible at far right of panel), no page-number footer like a traditional multi-page slot booklet — pages here refer to scroll-capture segments, not printed page indicators in the UI itself."
},
"settings_dialog": {
"type": "settings",
"content": "Small 'Audio' dialog (see ui_elements.audio_dialog): Volume slider + Music checkbox (checked) + Sound FX checkbox (checked). This is the ENTIRE settings surface of the game — there is no autoplay configuration, no display/graphics-quality option, and no risk/mine-count option anywhere in the UI.",
"features_present_note": "features_present.autoplay = false: confirmed both by the absence of any autoplay control in this dialog or the bottom bar, and by the rules text never mentioning autoplay (logical also because every step requires an individual manual tile choice)."
},
"bet_extremes": {
"bet_min": {"type": "info", "content": "Total bet field pinned at '1.00 FUN' after repeated down-clicks; grid, balance (1,020.40 FUN), and layout otherwise identical to the idle base_game frame."},
"bet_max": {"type": "info", "content": "Total bet field pinned at '100.00 FUN' after repeated up-clicks; same balance and layout otherwise."}
}
},
"accessibility_observations": {
"screen_reader": "Control layout is stable across all game states: 3 flat icon buttons (Info / Settings / History) bottom-left, balance text below them, bet stepper and its printed value bottom-center-left, single large round action button (START/CASH OUT, position and size constant, only label/color/gradient changes) bottom-right. The active grid row is always the one nearest the vertical center of the panel and is the only row with interactive tiles at any moment, which simplifies focus/announcement design (only 5 tiles are ever actionable at once).",
"motor": "Only two kinds of input are ever required: (1) pressing the bet +/- stepper or START/CASH OUT (all large circular/triangular targets), and (2) clicking one of 5 tiles in the single active row. No drag, no timed reaction, no simultaneous multi-target actions. Mouse-wheel panning of the grid is optional/cosmetic and does not affect the round.",
"color_blind": "The three critical states are each doubled with a non-color cue: locked tile = flat/no icon (shape+texture), active/selectable tile = frosted-ice texture with crack lines (texture, not just brighter blue), safe/diamond = distinct diamond silhouette icon, fatal/dynamite = distinct dynamite-stick silhouette icon, and the outcome of a fatal click = distinct scorched-splash silhouette. Row multiplier labels are also printed as plain text numbers (e.g. 'x5.85'), not conveyed by color alone. Residual risk: the 'cleared row, player's chosen tile' state IS conveyed primarily by a green glow with no accompanying icon change beyond the diamond already being there — but since only diamonds (never dynamite) can be green-lit, the diamond shape itself remains the safe non-color signal.",
"deaf_hard_of_hearing": "No information appears to be audio-only; all round outcomes (cash-out amount, step count, win/loss) are shown as on-screen text/icons. Sound is limited to decorative music and sound-effects toggles in the Audio dialog."
},
"features_present": {
"free_spins": false,
"bonus_buy": false,
"win_screen": true,
"autoplay": false,
"settings": true,
"configurable_risk": false,
"note": "This game has no bonus/free-spins feature to buy or trigger; the entire game IS the single climb-and-cashout loop described above."
},
"not_captured": [
{
"item": "Dedicated loading/splash/promo screen",
"reason": "This build has no separate loading or promotional splash screen distinct from the playable idle base_game state.",
"channels": [
"capturer's first frame of the session matched the base_game idle state pixel-for-pixel (_preview_dup.png)",
"independent TL reload at wait_ms=0 with a 3-frame burst (_splash0/1/2.png) showed the same idle state in all three frames"
]
},
{
"item": "History panel content",
"reason": "The History tab (clock icon, both in the bottom bar and inside the info booklet's left rail) does not render any different content in this demo build — clicking it left the panel showing the same Paytable content, tested twice.",
"channels": [
"scroll_panels.history entry in manifest.json: clicked twice with fresh modal opens, content identical before/after both times",
"control channel (same click mechanism against the adjacent '?' icon) DID change panel content correctly in the same session, confirming the click input itself works and the flat result is a property of the History section in demo mode, not a broken click"
]
}
],
"unreadable_or_uncertain": [
"Exact purpose of the mm:ss timer next to the speaker icon at the top-right (top_right in ui_elements) — values increase steadily across the session but no rules text describes this readout; most likely an elapsed session/runtime clock, not confirmed.",
"Whether the bottom-bar clock/History icon is meant to be a direct shortcut into the info booklet's History tab, versus opening the booklet on its default (Paytable) tab like the 'i' icon — both were only tested as opening the same booklet, and since the History tab itself renders no distinct content in this demo (see not_captured), the two entry points could not be visually distinguished.",
"Whether the auto-complete payout cap described in help_p1.png ('Once 1,000.00 FUN is reached...') is a fixed absolute number in every currency/session or scales with bet size — the rules text states it as a flat '1,000.00 FUN' figure and this was not independently reached/tested during capture (would require an extremely high bet and long clean run)."
],
"anomalies": [
"Not a reel slot: no paylines/reels/scatter/wild vocabulary applies. reel_layout and payout_basis fields are intentionally left null at the manifest level per the brief.",
"No configurable risk/mine-count setting exists despite the 'sapper/minesweeper' genre family sometimes offering one in other titles — verified via two independent channels, see field_structure.no_configurable_risk.",
"The vertical bar beside the grid is a passive progress indicator only, not a slider/control, despite visually resembling a slider track (verified by clicking it pre-round with no effect, _probe_slider.png).",
"No autoplay exists anywhere in the UI or rules text; every step requires a manual per-tile click."
],
"provider_known": true,
"novelty": false,
"novelty_notes": "Genre and provider match the prior BGaming crash/climb precedent (Limbo). Actual field structure (fixed 5x12 grid, no configurable risk) was confirmed empirically and differs from a naive assumption of a variable mine-count Minesweeper clone; this is reflected explicitly in field_structure and anomalies rather than assumed from genre alone."
}
Ready-to-run request examples in curl, Python, JavaScript & PHP — plus the full structured-data field reference for this exact slot, on GitHub.