Penalty Cup

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

Free demo · not real-money play
✓ Working · checked 2 weeks, 2 days ago Verified · 19 Aug 2026
RTP 96.00%
Volatility Medium
Max win ×2500
Grid —
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Asset pack

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

Slot API

GET /v1/slots/penalty-cup-b23/

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

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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 19 Aug 2026 View capture log

Per-screen breakdown

24 demo screens
24 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
Info / About screen
info Info / About screen
Info / About screen
info Info / About screen
Logo
logo Logo
Preview / Loading screen
preview Preview / Loading screen
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
Rules / How to play
rules Rules / How to play
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

What we extracted from Penalty Cup

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

manual demo playthrough → 24 screens captured → paytable verified (OCR) → catalogued & reviewed

Specification

verified parameters
provider PoggiPlay
rtp 96.00% · single configuration
volatility Medium
max_win_x ×2500
bonus_buy No
mechanic Crash
release_date 2026

Bonus modes

4 modes
Base Game Modifier easy
Easy

Difficulty level selected between rounds via the bottom-bar Difficulty stepper (never mid-round). Max Win cap X500. Starting (pre-goal) goal-zone multipliers: top row x1.7 / x1.3 / x1.7, mid row x1.1 / x1.1, bottom row x1.4 / x1.8 (partially hidden behind goalkeeper's legs) / x1.4. Ladder steps read 1, 2, 5, 10, 25 in every live gameplay frame (rules-booklet illustration prints 1, 2, 8, 10, 25 instead, unreconciled). Per rules text, lower difficulty gives a higher chance of scoring a goal than Medium/Hard, in exchange for lower zone multipliers.

Base Game Modifier medium
Medium

Difficulty level selected between rounds via the bottom-bar Difficulty stepper. Max Win cap X1500 (also the default difficulty shown on the loading splash badge). Starting (pre-goal) goal-zone multipliers: top row x2.6 / x1.7 / x2.6, mid row x1.3 / x1.3, bottom row x1.9 / x3.5 (partially hidden) / x1.9. Same ladder-step sequence as Easy. Per rules text, scoring chance is lower than Easy and higher than Hard.

Base Game Modifier hard
Hard

Difficulty level selected between rounds via the bottom-bar Difficulty stepper. Max Win cap X2500 (the game's overall printed maximum). Starting (pre-goal) goal-zone multipliers: top row x4.8 / x2.5 / x4.8, mid row x1.5 / x1.5, bottom row x3 / x7 (partially hidden) / x3. Per rules text, this level carries the lowest chance of scoring a goal of the three.

Other shootout_round
Penalty Round (goal / save resolution)

Core round loop shared by all three difficulty levels: the player stakes one bet at round start, then shoots at a chosen goal zone. On a scored goal, ALL zone multipliers in the goal increase, the just-scored multiplier is added to the ladder's accumulated total, a green 'Collect' button becomes live showing the current cashable amount, and the player may take another shot or cash out at any time. On a goalkeeper save, the round ends immediately, the accumulated (in-round) multiplier total is forfeited, and the ladder resets to X0 -- only the original stake, already spent at round start, is at risk (no extra deduction on a save). If the next scored shot's new total would exceed the difficulty's Max Win cap, the round is auto-cashed at the cap rather than overshooting it.

Colour system

extracted from frames · HEX
Export palette
#2961A1 base dominant 1 base
#1D2C5E base dominant 2 base
#16192A base dominant 3 base
#2A581C base dominant 4 base
#539C1C base dominant 5 base
#4D6199 base dominant 6 base

Accessibility

profile for all groups
Color Blind
  • Team selection: opponent-country identity is conveyed by flag colour pattern plus a printed country name in white bold text above the grid; the currently selected shield also gets a light-blue highlight box, but the name text is the reliable non-colour cue for telling similarly-patterned tricolour flags apart.
  • Mid-round cashout affordance: the 'Last Win' bottom-bar panel turns solid green and its label switches from 'Last Win FUN' to 'Collect FUN' with the live cashable amount once a goal is scored -- the state change is signalled by both a colour change and a text/label change, not colour alone.
  • Settings panel toggles (Spacebar to spin, Welcome Screen): on/off state is shown by both knob position (left/right) and fill colour (yellow = on), so toggle state is not colour-only.
Motor Accessibility
  • 'Spacebar to spin' in the Settings panel is a leftover reel-slot template label carried into this non-reel game; it most likely triggers the same keyboard shortcut for taking a penalty shot / advancing the round, giving keyboard-only players an alternative to clicking the central shoot button, though the panel text itself was not reworded for this game type.
Low Vision
  • The bottom-centre goal-zone multiplier (behind/between the goalkeeper's legs -- x1.8 on Easy, x3.5 on Medium, x7 on Hard) is only partially visible in the unmodified frame and was legible only after a 5x digital zoom crop; low-vision players relying on default screen size may struggle to read this one label.

Media & assets

8 files · 8 types
24 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
Logo
logo
Preview / Loading screen
preview

Data provenance

what we captured and what we didn't
Loading splash, team selection screen (24 national shields), base game idle state at all three difficulties (Easy/Medium/Hard), mid-round scored-goal state with live Collect button, win screen after Collect, goalkeeper-save loss screen, Settings panel, fully-exhausted 12-page rules booklet, bet stepper driven to its floor and ceiling.
Whether the single RTP / Min Bet / Max Bet / Max Win Multiplier summary table on rules page 12 applies to all three difficulty levels or only to Hard -- no separate table exists for Easy/Medium anywhere in the exhausted 12-page booklet.
Ladder-step illustration printed inside the rules booklet reads '1, 2, 8, 10, 25', while every live gameplay frame at every difficulty prints '1, 2, 5, 10, 25'; the discrepancy is not reconciled, live gameplay value is treated as authoritative.
Whether the auto-rotating opponent-team selection affects goal-scoring probability or is purely cosmetic (goalkeeper skin/kit only) -- not addressed anywhere in the rules text and not stress-tested.
Round History panel is not accessible in this demo build (opens an overlay reading 'The game history is not available right now').
Exact selectable zone count: the base game visually prints 8 goal-zone multiplier labels (3 top / 2 mid / 3 bottom incl. one leg-obscured), but no explicit zone count is printed anywhere in the rules booklet; whether the obscured bottom-centre label is an independently selectable 8th zone could not be confirmed by an interactive click-test.

Ask AI about Penalty Cup

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 Penalty Cup play? Keep it simple.

Difficulty level selected between rounds via the bottom-bar Difficulty stepper (never mid-round). Max Win cap X500. Starting (pre-goal) goal-zone multipliers: top row x1.7 / x1.3 / x1.7, mid row x1.1 / x1.1, bottom row x1.4 / x1.8 (partially hidden behind goalkeeper's legs) / x1.4. Ladder steps read 1, 2, 5, 10, 25 in every live gameplay frame (rules-booklet illustration prints 1, 2, 8, 10, 25 instead, unreconciled). Per rules text, lower difficulty gives a higher chance of scoring a goal than Medium/Hard, in exchange for lower zone multipliers.

RTP 96.00%Medium volatilitymax win ×2500demo ✓

From the verified capture of 19 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: Penalty Cup vs Mines — RTP, max win, bonus buy.”

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

Editorget_slot

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

→ OCR-verified numbers — including the 5 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: 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/penalty-cup-b23/

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/penalty-cup-b23/
{
  "game": {
    "name": "Penalty Cup",
    "provider": "PoggiPlay",
    "studio": null,
    "studio_note": "Footer watermark on preview.png, round_goal_scored.png and base_game_hard.png reads 'Poggi Play' only — no separate sub-studio brand found. studio left empty (studio==brand forbidden by project rule).",
    "game_kind": "instant_win",
    "game_kind_note": "This is NOT a reel slot. There are no reels, paylines, or a symbol paytable. The game is a penalty-shootout instant-win title with a cashout ladder: the player places one bet at the start of a round, then takes free shots at a goal divided into scoring zones. A scored goal raises the round's accumulated multiplier and unlocks a Collect (cashout) button; a goalkeeper save ends the round and forfeits the accumulated win (only the original stake was already spent).",
    "art_style": "flat-shaded 3D-rendered cartoon sports illustration (stylised low-poly-adjacent 3D characters, not 2D vector), thick soft outlines on characters, smooth cel-like shading with soft highlights (not photorealistic skin/fabric), bright stadium night-match lighting (deep blue sky/floodlights, glowing stadium lights in the corners), semi-abstract two-tone (maroon/pink) crowd silhouettes rendered as flat rounded polygon shapes rather than individual people, front-on eye-level camera angle facing the goal, cheerful mainstream sports-game mood (not gritty or photorealistic), no gradient-free flat design — soft gradients and rim lighting are used throughout."
  },
  "sources": {
    "provider_rtp_card_used": false,
    "provider_rtp_card_note": "The RTP shown on PoggiPlay's public game card was deliberately NOT used, per known provider defect P-G07 (this provider's public card RTP has been observed to diverge from the number printed inside the actual build). All numeric values in this document come from in-game frames only."
  },
  "screens_captured": [
    "preview.png (loading splash)",
    "team_select.png (opponent country selection)",
    "base_game.png (Easy difficulty, idle round)",
    "base_game_medium.png (Medium difficulty, idle round)",
    "base_game_hard.png (Hard difficulty, idle round)",
    "round_goal_scored.png (mid-round state after a scored goal, Collect button active)",
    "win_screen.png (after pressing Collect)",
    "round_loss.png (after a goalkeeper save, round reset)",
    "settings.png (Game Settings panel)",
    "rules_p1.png .. rules_p12.png (12-page scrollable rules booklet, fully exhausted)",
    "bet_min.png / bet_max.png (bet stepper physically driven to its floor/ceiling)"
  ],
  "browser_overlay_note": "Every frame carries a thin dark bar across the very top of the viewport reading a clock (e.g. '10:40'), 'Penalty Cup | ec135ece' on the left and 'PoggiPlay' on the right. This is a capture-tooling/page-title overlay outside the game's own canvas, not an in-game UI element, and is excluded from the interface description below.",
  "loading_splash": {
    "frame": "preview.png",
    "description": "Deep blue stadium background with two bright floodlight bursts (upper-left and upper-right corners, radiating white/cyan light streaks). Large white bold wordmark-style title text top-left reading the game's two-word name across two lines. Top-right: a bold white two-line badge reading 'MEDIUM MODE' (the difficulty the session happened to default to at load time). Centre: a white-and-goal-post illustration — a rectangular goal frame with visible net diamond pattern, inside it a large gold/yellow banner reading 'MAX WIN X1500', and a goalkeeper character in a white kit with teal/green trim diving mid-air catching a black-and-white football, with a translucent grey 'PENALTY CUP' wordmark stamped low on the net behind him. Green grass pitch with white line markings at the bottom of the illustration. Purple/pink flat polygon crowd-silhouette shapes line both sides. Bottom-left: an unchecked checkbox with white outline and label 'Don't show next time'. Bottom-centre: white italic-weight tagline text 'Become the GOAT of penalties!'. Bottom-right: a rounded yellow pill button with black bold text 'Play'.",
    "ocr_text": "10 40 Penalty Cup | ec135ece / PoggiPlay / Penalty Cup / MEDIUM MODE / MAX WIN X1500 / PENALTY CUP / Don't show next time / Become the GOAT of penalties! / Play"
  },
  "team_select_screen": {
    "frame": "team_select.png",
    "description": "A stadium-crowd background (blue upper half showing tiered stands full of spectators, a pink/maroon flat-polygon crowd-silhouette band across the middle, green pitch band at the bottom) hosts a 4-row by 6-column grid of 24 square national shield icons (rounded-corner shield shapes with a national flag pattern inside a grey metallic border), representing opponent countries the player can face. Above the grid, large white bold text shows the currently selected country name (here 'USA'). The last shield in the grid (bottom-right) is visually highlighted with a lighter blue rounded box around it, indicating it is the selected tile — it shows the American stars-and-stripes flag. A translucent grey 'PENALTY CUP' wordmark and a partially visible 'PoggiPlay' brand mark sit in the pink crowd band behind the grid. Top-left: a speaker/sound icon in a dark rounded square. Top-right: a hamburger-style 3-line menu icon in a dark rounded square. Bottom-centre: a wide blue rounded button with white bold text 'CONFIRM'.",
    "identifiable_shields": "Row 1 (left to right): Croatia (red/white checker pattern with crest), Argentina (light-blue/white horizontal bands with sun), Canada (red maple leaf on white/red), Belgium (black/yellow/red vertical bands), Brazil (green field with yellow diamond/blue globe), Czech Republic (white/red with blue triangle). Row 2: Colombia (yellow/blue/red horizontal bands), England (white field, red cross), France (blue/white/red vertical bands), Germany (black/red/gold horizontal bands), Ireland (green/white/orange vertical bands), Italy (green/white/red vertical bands). Row 3: Mexico (green/white/red vertical bands with crest), Netherlands (orange/white/blue horizontal bands, partially covered by the 'Penalty Cup' watermark), Poland (white/red horizontal bands), Portugal (red/green with shield crest), Ivory Coast (orange/white/green vertical bands), Spain (red/yellow horizontal bands). Row 4: Egypt (red/white/black horizontal bands with an emblem), Nigeria (green/white/green vertical bands), Turkey (red field with white star and crescent), Uzbekistan (light-blue/white/green horizontal bands), Uruguay (blue field with golden sun emblem), USA (stars-and-stripes, currently selected/highlighted).",
    "colorblind_note": "Country identity is conveyed only through flag colour patterns plus the printed country name at the top; there is no additional non-colour cue (shape/texture) distinguishing similarly-patterned flags (e.g., red/white/blue tricolours) beyond the pattern and the text label of the currently highlighted one. A colourblind player relies on the printed name text, which is legible."
  },
  "base_game_screen": {
    "frames": [
      "base_game.png (Easy)",
      "base_game_medium.png (Medium)",
      "base_game_hard.png (Hard)"
    ],
    "layout": {
      "top_bar": "A thin dark translucent ticker strip runs across the very top of the game canvas (below the browser overlay), scrolling a live feed of fake/community win notifications: a small grey user-avatar icon, a coloured adjective+noun username (e.g. 'AquaBeautiful', 'BlackProvincial'), and a green '+amount currency' figure in mixed currencies ($, RUB, €). A small green dot and a live player counter (e.g. '5229') sit at the left edge of this strip, with a '<' back-chevron next to it.",
      "top_left": "Speaker/sound icon in a dark rounded square (toggles audio).",
      "top_right": "Hamburger 3-line menu icon in a dark rounded square (opens Settings/History/Rules side panel).",
      "ladder_readout": "Below the top bar, left-aligned: large white bold 'X0' (current accumulated round multiplier, shown as X0 before any goal is scored) above a small football icon marking the ladder's current position at step '0'. To its right, a thin dark horizontal ladder/progress bar prints five step labels in white: '1', '2', '5', '10', '25' (the greyed-out '25' at idle state signals it is not yet reachable).",
      "max_win_badge": "Top-right: white 'MAX WIN' label above a large bold gold/yellow gradient number — 'X500' on Easy, 'X1500' on Medium, 'X2500' on Hard — matching the printed per-difficulty caps from the rules booklet.",
      "goal_area": "Centre of the screen: a 3D rectangular goal frame (light grey/white posts and crossbar) with a blue diamond-mesh net texture behind it, lit against a deep-blue stadium-night backdrop with corner floodlight glare and maroon/pink flat-polygon crowd silhouettes on both sides. A goalkeeper character stands centred in the goal in a ready stance (arms out, knees bent), wearing a kit whose colours vary by round/opponent (observed: white jersey with teal/green geometric trim on Easy vs. USA/Uzbekistan; yellow jersey with blue shorts on Medium/Hard vs. Brazil; a light-blue jersey with black shorts on the mid-round Uruguay frame; a maroon/dark-red jersey with green shorts on the Portugal win-screen frame — kit colour appears to follow the opposing team's national colours). A translucent grey watermark ('PoggiPlay' logo mark or 'PENALTY CUP' wordmark) is faintly visible on the net behind the keeper on some frames.",
      "goal_zones": "The goal is overlaid with bold white multiplier labels in a 3-row arrangement: a top row of 3 labels spanning the full width, a middle row of 2 labels flanking the goalkeeper's torso (no label is printed on the cell directly behind his torso/chest — it is fully covered by the character model), and a bottom row where 2 side labels are fully visible and a further label sits low, centred, directly behind/between the goalkeeper's legs and is only partially readable in the unmodified screenshot (confirmed legible only after a 5x digital zoom crop). See 'goal_zone_multipliers' below for the exact printed values per difficulty. NOTE ON ZONE COUNT: the task brief describes the goal as divided into 7 zones; this document's own pixel inspection of base_game.png (Easy) counted 8 distinct printed multiplier numbers across the 3-row layout (3 top + 2 middle-sides + 3 bottom row including the leg-obscured centre one). No explicit zone count is printed anywhere in the 12-page rules booklet. It is possible the centre-bottom label is not an independently selectable 8th zone (e.g. it may represent 'shoot straight at the keeper') rather than one of 7 distinct target zones, but this could not be confirmed by an interactive click-test in this documentation pass — flagged in 'uncertain_or_uncertain'.",
      "team_row": "Below the goal: two small national-shield icons separated by a white 'VS' label, showing the player's chosen country (left, e.g. USA) versus the current round's random opponent (right; observed opponents across frames: Uzbekistan, Brazil, Uruguay, Portugal).",
      "bottom_control_bar": "A row of dark-blue rounded rectangle panels: (1) 'Difficulty' label with up/down chevron arrows and the current level name below in bold white ('EASY' / 'MEDIUM' / 'HARD'); (2) 'Balance FUN' label with the numeric balance below in bold white (e.g. '1 000 000'); (3) centre: a circular football-icon button ringed by an animated green glow/arc — the primary shoot/interact control; (4) 'Last Win FUN' label with a numeric value below (0 when idle, otherwise the most recently collected amount) — this panel turns solid green and its label changes to 'Collect FUN' with the current cashable amount once a goal has been scored mid-round (see round_goal_scored.png); (5) a small light-blue '+' / dark-blue '−' bet-stepper pair; (6) 'Bet FUN' label with the current stake below in bold white."
    },
    "goal_zone_multipliers": {
      "easy": {
        "frame": "base_game.png",
        "top_left": "x1.7",
        "top_center": "x1.3",
        "top_right": "x1.7",
        "mid_left": "x1.1",
        "mid_right": "x1.1",
        "bottom_left": "x1.4",
        "bottom_center_partially_hidden": "x1.8",
        "bottom_right": "x1.4",
        "how_read": "top row, mid-side and bottom-side values read directly off the frame; bottom-centre 'x1.8' confirmed only after a 5x zoom crop (screenshots/_base_gamegoalzone7.png) because the goalkeeper's legs cover most of the digits."
      },
      "medium": {
        "frame": "base_game_medium.png",
        "top_left": "x2.6",
        "top_center": "x1.7",
        "top_right": "x2.6",
        "mid_left": "x1.3",
        "mid_right": "x1.3",
        "bottom_left": "x1.9",
        "bottom_center_partially_hidden": "x3.5",
        "bottom_right": "x1.9"
      },
      "hard": {
        "frame": "base_game_hard.png",
        "top_left": "x4.8",
        "top_center": "x2.5",
        "top_right": "x4.8",
        "mid_left": "x1.5",
        "mid_right": "x1.5",
        "bottom_left": "x3",
        "bottom_center_partially_hidden": "x7",
        "bottom_right": "x3"
      },
      "note": "Higher difficulty prints strictly higher zone multipliers on every zone (e.g. top-left rises 1.7 -> 2.6 -> 4.8 from Easy to Hard) while, per the rules text, the chance of actually scoring a goal drops as difficulty increases. These are the STARTING (pre-goal) zone values; scoring a goal raises all zone multipliers in-round (see 'mid_round_state' below) rather than the base table changing permanently."
    },
    "bet_and_balance_reads": {
      "easy_frame": "1000 FUN bet shown in base_game.png with balance 1 000 000 FUN",
      "min_bet_frame": "bet_min.png: Bet FUN stepped down to its floor with the minus button repeatedly pressed = 50 (matches the printed Min Bet in rules_p12)",
      "max_bet_frame": "bet_max.png: Bet FUN stepped up to its ceiling with the plus button repeatedly pressed = 100000 (matches the printed Max Bet in rules_p12)"
    }
  },
  "mid_round_state": {
    "frame": "round_goal_scored.png",
    "description": "Captured on Easy difficulty (Max Win X500 badge, USA vs Uruguay) after the player has scored exactly one goal. The ladder readout now reads 'X1.4' in large white text, and the progress bar below it is drawn as a green filled segment covering step '0' through step '1' with the football icon sitting on step '1' (steps '2','5','10','25' remain unfilled/upcoming). Because a goal was scored, ALL eight printed goal-zone multipliers have increased versus the idle Easy table: top row 'x2.3 / x1.8 / x2.3', middle row 'x1.5 / x1.5', bottom row 'x1.9 / (partially hidden, ~x2.3) / x1.9' — consistent with the rules text 'Goal! The player wins, and all multipliers in the goal increase.' The bottom control bar's fourth panel is now solid bright green with the label 'Collect FUN' and the value '1400' in bold white/black, replacing the idle 'Last Win FUN / 0' state — this is the cash-out button, clickable at any point after a goal to end the round and bank the shown amount. Balance reads '998 000' (the 1000 FUN stake already deducted at round start; no further deduction for extra shots within the round)."
  },
  "win_screen": {
    "frame": "win_screen.png",
    "description": "Same goal/keeper layout as the base game (idle state, ladder back at 'X0', no progress-bar fill), captured immediately after pressing Collect. The bottom-bar fourth panel has reverted to its default blue styling with label 'Last Win FUN' and value '1400' in bold white — the amount just cashed out. Balance has increased to '999 400' (998 000 + 1400), consistent with the Collect amount from the immediately preceding round_goal_scored.png frame. Difficulty remains 'EASY', Max Win badge remains 'X500'. The opponent shield on the right has already changed to a new country (Portugal) for the next round, and the goalkeeper model/kit has changed accordingly (maroon/dark-red jersey, green shorts, matching Portugal's colours)."
  },
  "loss_screen": {
    "frame": "round_loss.png",
    "description": "Same idle-state goal/keeper layout (Easy difficulty, Max Win X500 badge). Ladder readout shows 'X0' with no progress-bar fill (reset to zero), 'Last Win FUN' panel reads '0' in its default blue styling (not green), confirming the round ended in a save rather than a cashout. Balance reads '998 400'. Opponent shield shows Brazil, keeper kit yellow jersey/blue shorts matching Brazil colours, ready for the next round.",
    "rules_confirmation": "rules_p6/p7 text: 'Or it's a save! The goalkeeper stops the ball. The round ends, and the accumulated total multiplier is lost.' — only the round's IN-PROGRESS accumulated win is forfeited; the original stake was already spent at round start and is not deducted a second time."
  },
  "settings_panel": {
    "frame": "settings.png",
    "description": "Dark navy-blue full-panel overlay titled 'Game Settings' in large white bold text, with a white 'X' close button in a rounded white square top-right. Six rows, each pairing a dark-blue rounded-square icon button on the left with a white text label on the right: (1) an 'arrows pointing outward' icon — 'Fullscreen'; (2) a speaker icon — 'Sound'; (3) a musical-note icon — 'Music'; (4) a house icon — 'Home'; (5) a yellow pill toggle switch, shown ON (knob to the right, yellow fill) — 'Spacebar to spin'; (6) a yellow pill toggle switch, shown ON — 'Welcome Screen'. On the right edge of the panel, outside the settings list, sit three vertically-stacked circular icon buttons that persist across all overlay panels: a gear icon (Settings, currently active/highlighted blue), a clock-with-counter-clockwise-arrow icon (History), and a question-mark icon (Help/Rules) — these are the panel switcher, not settings options themselves.",
    "colorblind_note": "Toggle state (Fullscreen/Sound/Music/Home are simple buttons, not toggles; Spacebar-to-spin and Welcome Screen ARE toggles) is conveyed by both switch position (knob left/right) and fill colour (yellow=on), so it is not colour-only.",
    "accessibility_gap": "'Spacebar to spin' is a leftover reel-slot-style label baked into this non-reel game's settings template; it very likely governs the same keyboard shortcut for taking a penalty shot / advancing the round rather than 'spinning', but the panel text itself was not changed for this game type."
  },
  "rules_booklet": {
    "pages": 12,
    "panel": "rules",
    "exhausted": true,
    "scroll_tool": "scroll_capture.py --region 0 0 1128 800 --dy 300, settle-verified per manifest.json scroll_panels entry",
    "full_text_by_page": {
      "p1_p2_partial": "Game Rules\n\nAt the start of the game, the player chooses one of three difficulty levels. Increasing the difficulty level increases the multipliers but lowers the chance of scoring a goal.\n\nAfter choosing the zone where the player wants to shoot the ball, there are two possible outcomes.\n\n[illustration: ladder 'X0' with steps 1, 2, 8, 10, 25 and 'MAX WIN X1500' badge over a goal showing zone multipliers x2.6 / x1.7 / x2.6 (top), x1.3 / x1.3 (mid), x1.9 / x3.5(partially hidden) / x1.9 (bottom) with a yellow-and-blue goalkeeper]",
      "p4_p5_p6": "Goal! The player wins, and all multipliers in the goal increase. The winning multiplier moves up to the multiplier meter. If the player scores the next shot, the selected multiplier also moves up, adding its value to the previous multipliers. The player can cash out at any time after scoring a goal.\n\n[illustration: ladder now shows 'X1.9' highlighted with the ball marker sitting between steps 1 and 2, steps '8','10','25' still ahead, 'MAX WIN X1500' badge, same Medium-table zone values x2.6/x1.7/x2.6, x1.3/x1.3, x1.9/(hidden)/x1.9, with a small glowing highlight on the top-right x1.9-labelled cell as the just-selected zone]\n\nOr it's a save! The goalkeeper stops the ball. The round ends, and the accumulated total multiplier is lost.",
      "p7": "Each zone always displays the current multiplier, allowing the player to make an informed choice between risk and reward.\n\nDifficulty Levels\n\nThe level determines the starting multipliers and the maximum win. Difficulty can only be changed between rounds and never in the middle of the game.\n\nThere are three difficulty levels: Easy (max win 500x), Medium (max win 1500x), and Hard (max win 2500x).",
      "p8_p9_p10": "[three stacked 'Difficulty' selector illustrations, each showing up/down chevrons and a difficulty name paired with its 'MAX WIN' badge]\nDifficulty Easy -> MAX WIN X500\nDifficulty Medium -> MAX WIN X1500\nDifficulty Hard -> MAX WIN X2500",
      "p11_p12": "When the maximum win is reached, it is automatically credited to the balance.\n\nThe game automatically awards the current win if the next selection exceeds the Max Win\n\n[summary table]\nRTP: 96.00 %\nMin Bet: 50 FUN\nMax Bet: 100000 FUN\nMax Win Multiplier: 2500 x\n\n[build footer, small grey text, NOT a game release date]: facade : 8.54.0 / workbench : 5.20.2 / release name : 1.0.0@production:ec135ece14b5fc0f91919813a0c56baa32cb59a7 / release date : 2026-08-11T06:37:04.286Z"
    },
    "illustration_number_discrepancy": {
      "claim": "The ladder step illustration printed inside the rules booklet (rules_p1.png / rules_p2.png, under the Medium 'MAX WIN X1500' badge) reads steps '1, 2, 8, 10, 25'.",
      "counter_claim": "Every LIVE gameplay frame at every difficulty (base_game.png/Easy, base_game_medium.png/Medium, base_game_hard.png/Hard, round_goal_scored.png/Easy) prints the ladder steps as '1, 2, 5, 10, 25' — i.e. the third step is '5', not '8'.",
      "resolution": "Not resolved; both are read as printed, exactly as instructed. The rules-booklet illustration and the live gameplay UI disagree on the third ladder step's face value ('8' in the static rules picture vs '5' in every live capture). Treated as a documentation/illustration inconsistency in the booklet rather than a live game mechanic — the actual playable ladder step sequence observed in every gameplay frame is 1, 2, 5, 10, 25."
    }
  },
  "verified_numbers": {
    "rtp_percent": {
      "value": 96.0,
      "frame": "rules_p12.png",
      "source": "in-game rules booklet summary table"
    },
    "min_bet": {
      "value": 50,
      "unit": "FUN (demo balance denomination, see currency_note)",
      "frame": "rules_p12.png",
      "cross_check_frame": "bet_min.png (bet stepper physically driven to its floor)"
    },
    "max_bet": {
      "value": 100000,
      "unit": "FUN (demo balance denomination, see currency_note)",
      "frame": "rules_p12.png",
      "cross_check_frame": "bet_max.png (bet stepper physically driven to its ceiling)"
    },
    "max_win_multiplier_absolute": {
      "value": 2500,
      "unit": "x total stake",
      "frame": "rules_p12.png / base_game_hard.png",
      "note": "This is the Hard-difficulty ceiling, which is also the game's overall printed maximum."
    },
    "max_win_multiplier_by_difficulty": {
      "easy": {
        "value": 500,
        "frames": [
          "base_game.png",
          "rules_p8.png/rules_p9.png text"
        ]
      },
      "medium": {
        "value": 1500,
        "frames": [
          "base_game_medium.png",
          "preview.png",
          "rules_p9.png text"
        ]
      },
      "hard": {
        "value": 2500,
        "frames": [
          "base_game_hard.png",
          "rules_p10.png/rules_p11.png text"
        ]
      }
    },
    "auto_award_rule": {
      "text": "When the maximum win is reached, it is automatically credited to the balance. The game automatically awards the current win if the next selection exceeds the Max Win.",
      "frame": "rules_p12.png",
      "meaning": "If a scored goal's new multiplier would exceed the difficulty's Max Win cap, the game does not let the round overshoot the cap — it auto-cashes the round at (implicitly) the max win value rather than the raw computed multiplier."
    }
  },
  "currency_note": "All in-game numeric balances/bets/wins are labelled 'FUN' on every screen (e.g. 'Balance FUN', 'Bet FUN', 'Last Win FUN', 'Collect FUN', and the rules-table 'Min Bet 50 FUN / Max Bet 100000 FUN'). This is the demo balance's denomination label, not a real-money currency, and is not recorded as the game's currency field — amounts are reported here exactly as printed on screen.",
  "features_not_present": {
    "bonus_buy": "Not present. Confirmed by the provider's own game card (Buy Bonus: No) and by a scene-tree/DOM probe of the live game screen (control list: difficulty, bet +/-, collect, bet display, sound, menu — no purchase control).",
    "autoplay": "Not present. Confirmed by the Settings panel (settings.png: only Fullscreen/Sound/Music/Home/Spacebar-to-spin/Welcome Screen, no autoplay section) and by the same scene-tree/DOM probe.",
    "round_history": "Not accessible in this demo build. The History panel (icon: clock with counter-clockwise arrow) opens an overlay whose printed text reads 'Not available / The game history is not available right now', also confirmed empty of interactive elements via the scene-tree/DOM probe.",
    "free_spins_symbols_paylines": "Not applicable — there are no reels, symbols, paylines, wilds or scatters in this game; the only 'symbol' on screen is the football icon used as the shoot/interact control and the ladder-position marker."
  },
  "team_selection_mechanic": {
    "description": "Before each round the player picks one of 24 national teams via team_select.png (see identifiable_shields above); the chosen team's shield is then shown on the left of the 'VS' row on the main game screen for the rest of the session, while the OPPONENT team/goalkeeper changes automatically every round (observed rotating across at least Uzbekistan, Brazil, Uruguay, Portugal within the captured frames) with no separate opponent-selection step. The opponent choice appears purely cosmetic (goalkeeper skin/kit only) — no evidence was found in the rules booklet that different opponents carry different save probabilities; this could not be independently tested and is left uncertain."
  },
  "uncertain_or_uncertain": [
    "Whether the single RTP/Min Bet/Max Bet/Max Win Multiplier table on rules_p12 (visually anchored directly under the 'Hard' difficulty widget) applies to all three difficulty levels or only to Hard specifically. There is no separate table for Easy/Medium anywhere in the fully-exhausted 12-page booklet (scroll_panels.exhausted=true in manifest.json), and Min Bet/Max Bet were independently confirmed by physically driving the bet stepper (which does not vary by difficulty), which supports — but does not prove — that RTP is likewise shared across all three levels.",
    "Ladder step illustration mismatch inside the rules booklet: the static illustration on rules_p1/rules_p2 prints ladder steps '1, 2, 8, 10, 25' while every live gameplay frame at every difficulty prints '1, 2, 5, 10, 25'. Both are reported verbatim; not reconciled (see 'illustration_number_discrepancy').",
    "Whether opponent-team selection (post-team_select.png, auto-rotating each round) affects goal-scoring probability or is purely cosmetic — no rules text addresses this and it was not stress-tested.",
    "manifest.json 'anomalies' also records inconsistent click-to-resolve UI behaviour during capture (single click sometimes resolving a shot immediately, sometimes requiring a second click on the ball) attributed by the capturer to a possible animation race condition in headless mode; balance deltas confirmed no double-charging. Noted here for completeness, not treated as a documented game mechanic."
  ],
  "logo_reference": {
    "file": "logo_refs.json",
    "content": "One box on preview.png (x1=555,y1=325,x2=685,y2=445) framing a plain black-and-white football held by the diving goalkeeper, free of any title text/wordmark.",
    "note_for_generator": "Do not render any letters/wordmark/title text on the generated logo — describe only the football, goal, goalkeeper, pitch and stadium-light visual elements."
  }
}

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.