Rabbit Road

InOut Games

Demo, RTP 95.50%, paytable, symbols & full capture data

Free demo · not real-money play 1 plays in 30 days · last one 25 minutes ago
✓ Working · checked 1 day, 1 hour ago Verified · 17 Aug 2026
RTP 95.50%
Volatility
Max win
Grid
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Asset pack

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

Slot API

GET /v1/slots/rabbit-road-b22/

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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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Verified capture
iGaming Tools capture pipeline Manual demo playthrough · paytable OCR-verified

Captured by hand from a live demo and verified frame-by-frame — the paytable was OCR-checked against the provider. 4 aspects we couldn’t confirm are flagged below, not hidden.

Captured 17 Aug 2026 View capture log

Per-screen breakdown

15 demo screens
15 PNG (ZIP)
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
Info / About screen
info Info / About screen
Info / About screen
info Info / About screen
Info / About screen
info Info / About screen
Info / About screen
info Info / About screen
Info / About screen
info Info / About screen
Logo
logo Logo
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 Rabbit Road

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

manual demo playthrough → 15 screens captured → paytable verified (OCR) → catalogued & reviewed

Specification

verified parameters
provider InOut Games
rtp 95.50% · single configuration
bonus_buy No
mechanic Crash
release_date 2025

Bonus modes

5 modes
Base Game Modifier base
Base Game

A rabbit in an iNOUT cap crosses a vegetable garden one bed at a time. Every bed carries a signpost printing its multiplier BEFORE the round starts, and a grabbing hand ends the run. The stake can be taken at any bed; the CASHOUT field shows what it is currently worth. Stakes run from 0.12 to 200 USD.

Other fixed_ladder
Fixed Ladder, Not Collected Carrots

The how-to-play text says to collect as many carrots as possible, and that is misleading: the multiplier does not accumulate from anything picked up. Every bed's figure is printed in advance and the payout is stake times the figure of the bed reached. Measured: a 3 stake cashed out at 1.06x returned exactly 3.18.

Other difficulty
Difficulty Levels

Four levels with their own ladders and their own bed counts - Easy 30, Medium 25, Hard 22, Hardcore 18. The harder the level the FEWER beds there are, and the steeper the ladder climbs.

Other same_engine
Shared Configuration

This is the same engine configuration as Chicken Road Race, measured digit for digit: the Easy ladder is 1.01 / 1.03 / 1.06 / 1.10 / 1.15 in both, the Hardcore ladder is 1.44 / 2.21 / 3.45 / 5.53 / 9.09 in both, and all four bed counts match. The same Hardcore ladder is recorded for Chicken Road 2.0. Only the theme differs.

Other provably_fair
Provably Fair

A panel exposing the client seed and the server seed hash, alongside a bet history table (empty in this demo session) and toggles for sound, music and stepping with the space bar.

Colour system

extracted from frames · HEX
Export palette
#663617 base dominant 1 base
#201F1E base dominant 2 base
#F7D77A base dominant 3 base
#64591B base dominant 4 base
#92AD18 base dominant 5 base
#D7AA61 base dominant 6 base

Accessibility

profile for all groups
Color Blind
  • A crossed bed changes SHAPE, not just colour: its carrot becomes a gold coin bearing a carrot silhouette, so progress is legible without distinguishing hues.
Screen Reader
  • The control bar is real DOM with named elements, but the garden and the rabbit are drawn on canvas, so progress is not exposed as text.
Motor Accessibility
  • The round is turn-based rather than timed - it waits for a step or a cash-out - and the menu offers stepping with the space bar instead of a precise tap.
Hearing Accessibility
  • Sound and music are separate toggles and every outcome is printed on screen, so nothing is carried by audio alone.
Low Vision
  • Each bed's multiplier is printed on its own signpost at a fixed height, and the pending payout is shown in a labelled CASHOUT field, so a still screen carries the whole state of the round.

Media & assets

4 files · 4 types
15 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 on Easy, ladders of the other three difficulties, a round in progress, a cash-out win with its arithmetic, a caught-rabbit loss, both rules dialogs, settings, provably fair, the bet history and both stepper stops.
RTP is printed nowhere in the build - two channels checked, including a 383-node scene probe. The recorded 95.5 percent comes from the provider's card.
No multiplier ceiling is printed and the camera shows only the beds near the rabbit, so the top of each ladder is unknown. Only the money cap of 20 000 USD is printed.
The server-refusal channel for the bet limits was unavailable: the client clamps the value inside its own component before sending, verified by injecting 500 and watching it snap back to 200.
There is no loading splash, and the bet history stayed empty for this session.

Ask AI about Rabbit Road

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 Rabbit Road play? Keep it simple.

A rabbit in an iNOUT cap crosses a vegetable garden one bed at a time. Every bed carries a signpost printing its multiplier BEFORE the round starts, and a grabbing hand ends the run. The stake can be taken at any bed; the CASHOUT field shows what it is currently worth. Stakes run from 0.12 to 200 USD.

RTP 95.50%demo ✓

From the verified capture of 17 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: Rabbit Road vs Mine Slot 2 — RTP, max win, bonus buy.”

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

Editorget_slot

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

→ OCR-verified numbers — including the 4 aspects we couldn’t confirm, flagged.

Designerget_slot

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

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

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

Technical info

Free JSON data API — token auth.
GET /api/v1/slots/rabbit-road-b22/

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/rabbit-road-b22/
{
  "game": {
    "name": "Rabbit Road",
    "provider": "InOut Games",
    "game_kind": "crash",
    "genre_label": "step-by-step crash / \"garden crossing\" game (same family as Chicken Road, Chicken Road Race, Chicken Road 2.0)",
    "art_style": "flat 2D vector cartoon, thick dark/rounded outlines, flat cel-shaded fills with light cross-hatch shading on the soil, bright warm daylight, side-scrolling profile view of a garden with the camera panning right as the character advances, cheerful casual-mobile look, no gradients or photoreal lighting, comic emoji-style bonus icons (banknote bundle, loose carrot)",
    "theme": "a cartoon rabbit wearing a black flat cap branded \"iNOUT\" crossing a vegetable garden lane by lane, trying to reach carrots without being caught by a giant human hand that reaches down from the top of the screen",
    "wordmark": "\"RABBIT ROAD\" - two-line orange/red bold rounded lettering (word \"RABBIT\" over \"ROAD\") set inside/next to a stylised orange carrot icon with green leaves, top-left corner of every screen (base_game.png)",
    "provider_mark": "small black cap on the rabbit's head bears a tiny yellow/white \"iNOUT\" wordmark; the same wordmark appears in the burger menu footer as \"Powered by iNOUT\" with a small orange fox/paw-print style logo mark (settings.png). No separate provider splash was captured; there is no loading screen (see below)."
  },

  "engine_and_sibling_relationship": {
    "verdict": "Rabbit Road runs on the SAME underlying game engine/configuration as the provider's other 'road' crash games (confirmed sibling: Chicken Road Race, id ab8a476b); only the visual theme differs, not the odds structure.",
    "evidence": {
      "method": "TL opened base_game and hardcore frames of both games side by side and read the printed ladders digit for digit.",
      "lane_counts_identical": {"easy": 30, "medium": 25, "hard": 22, "hardcore": 18},
      "easy_ladder_first5_identical": ["1.01x", "1.03x", "1.06x", "1.10x", "1.15x"],
      "hardcore_ladder_first5_identical": ["1.44x", "2.21x", "3.45x", "5.53x", "9.09x"],
      "note": "The 1.44/2.21/3.45/5.53/9.09 Hardcore ladder is also the ladder recorded for a third sibling, Chicken Road 2.0, during the provider's pilot survey - so this exact ladder/lane-count configuration ships in at least three different skins."
    },
    "why_it_matters": "The catalogue lists these as separate, independently playable games, but a player choosing between Rabbit Road / Chicken Road Race / Chicken Road 2.0 is choosing artwork and characters, not different odds or a different probability structure."
  },

  "core_mechanic": {
    "summary": "A step-by-step (not continuous-curve) crash game. The board is a garden of parallel vertical lanes ('garden beds') running away from the camera into the distance; the player picks a bet and a difficulty level, presses Play/Go, and the rabbit character walks forward one lane at a time. Every lane already carries a FIXED, pre-printed multiplier sign before the round even starts - the multiplier is NOT accumulated from picking up carrots.",
    "misleading_rules_text_warning": "The in-game 'How to play?' dialog (rules_p2.png) literally says: 'Your goal is to collect as many carrots as possible without getting caught by evil hand.' This phrasing implies the payout grows by collecting carrots one by one, but that is NOT how the payout works. The multiplier for lane N is printed on lane N's signpost from the very first frame of the round (visible on base_game.png before any spin), identical to a classic 'Chicken Road' fixed ladder. Proven by direct measurement: bet 3.00 at difficulty EASY, cashed out on lane 3 where the sign reads 1.06x -> payout was exactly 3.18 (=3.00 x 1.06), matching the number that was ALREADY printed on that lane before the round started, not a value built up by the number of carrots crossed.",
    "cashout_rule": "The player may cash out ('withdraw winnings') at ANY point of an in-progress round, after any number of completed lanes, per the how-to-play text ('You can withdraw your winnings at any stage of the game').",
    "loss_rule": "On each step there is a chance (which the rules state varies by difficulty) that a giant hand reaches into the lane and catches/grabs the rabbit by the ears; when this happens the round ends immediately with no payout and the CASHOUT field shows a dash '-' (loss_caught.png)."
  },

  "difficulty_table": {
    "note": "InOut Games states explicitly in rules_p2.png: 'The number of garden beds and the chance to be caught by an evil hand varies depending on the level of difficulty.' Four fixed levels, selectable via the DIFFICULTY stepper before pressing Play. Counter-intuitively, the HARDER the difficulty, the FEWER lanes there are on the board, but the ladder is steeper (fewer, riskier steps to a given multiplier). The values below are only the FIRST FIVE printed lanes of each ladder as visible on the captured frames - not the entire ladder to the far end of the board.",
    "levels": [
      {
        "level": "Easy",
        "lane_count": 30,
        "source_frame": "rules_p2.png (count) / base_game.png (ladder)",
        "first_5_multipliers": ["1.01x", "1.03x", "1.06x", "1.10x", "1.15x"],
        "additional_observed": {
          "note": "win_screen.png (after 3 lanes cleared) shows lanes 4-7 continuing as 1.10x/1.15x/1.19x/1.24x; loss_caught.png (a longer run, caught around lane 19 of 30) shows a stretch reading 2.47x/2.70x/2.96x/3.28x/3.70x/4.11x/4.64x, with the rabbit caught on the lane marked 2.96x.",
          "frames": ["win_screen.png", "loss_caught.png"]
        }
      },
      {
        "level": "Medium",
        "lane_count": 25,
        "source_frame": "rules_p2.png (count) / difficulty_medium.png (ladder)",
        "first_5_multipliers": ["1.08x", "1.21x", "1.37x", "1.56x", "1.78x"]
      },
      {
        "level": "Hard",
        "lane_count": 22,
        "source_frame": "rules_p2.png (count) / difficulty_hard.png (ladder)",
        "first_5_multipliers": ["1.18x", "1.46x", "1.83x", "2.31x", "2.95x"]
      },
      {
        "level": "Hardcore",
        "lane_count": 18,
        "source_frame": "rules_p2.png (count) / difficulty_hardcore.png (ladder)",
        "first_5_multipliers": ["1.44x", "2.21x", "3.45x", "5.53x", "9.09x"]
      }
    ],
    "unreadable_or_uncertain": "The full ladder to the last lane of any difficulty was not captured for any level (camera only shows the lanes nearest the rabbit); therefore the top-of-ladder multiplier for each difficulty is unknown/not on these frames."
  },

  "lanes_and_visual_state": {
    "uncrossed_lane": {
      "description": "Before the rabbit reaches it, a lane shows: a small carrot planted in brown soil roughly two-thirds up the lane, a wooden signpost near the bottom carrying the lane's fixed multiplier in white bold text on an orange/tan rounded rectangle, small teal/turquoise leaf-sprout decorations scattered in the dirt, and a red wooden picket fence/hurdle barrier crossing the top of the lane (below the row of bonus-icon decorations at the very top).",
      "frame": "base_game.png"
    },
    "crossed_lane": {
      "description": "Once the rabbit has safely passed a lane, the carrot sprite in that lane is replaced by a large GOLD/YELLOW COIN bearing a white carrot-silhouette imprint in its centre. This is a SHAPE change, not merely a colour change: an orange carrot icon becomes a round gold coin icon. The multiplier sign on that lane remains visible and unchanged underneath.",
      "frame": "win_screen.png, loss_caught.png",
      "colorblind_note": "The 'crossed vs not-yet-crossed' state is distinguishable WITHOUT colour: it is encoded by object SHAPE (carrot silhouette vs round coin) and by POSITION relative to the rabbit (everything to the left/behind the rabbit is a coin, everything ahead is still a carrot). A colourblind player does not need to rely on the orange-vs-gold colour difference at all."
    },
    "current_lane_caught": {
      "description": "On a loss, a large pale human/humanoid hand (skin-tone, fingerless-glove style rendering) reaches down from the top of the screen and grabs the rabbit by both ears, lifting it partway off the ground; the rabbit's eyes are drawn closed/wincing. The CASHOUT field reads a dash '-' instead of a dollar figure.",
      "frame": "loss_caught.png"
    },
    "background_decor": {
      "description": "Off-lane background (left margin) shows a large stylised tree with a rounded dark-green canopy and brown trunk, a grey rock, a light tan dirt path, and a second bush/tree canopy at bottom-left; a green cash bundle (banknote stack tied with a gold ribbon) sits loose on the path as pure decoration.",
      "frame": "base_game.png"
    },
    "bonus_decor_icons_within_lanes": {
      "description": "Small non-interactive decorative icons appear scattered above the fence barriers within the lane columns: a green banknote bundle with a gold ribbon, and a single loose golden carrot lying at an angle. These sit in the same row across all lanes and do not change between frames - they read as pure scenery/theming, not collectible bonus items (no distinct payout tied to them was observed on any captured frame).",
      "frame": "base_game.png"
    }
  },

  "character": {
    "rabbit": {
      "description": "A plump grey-and-white cartoon rabbit standing upright on two legs, long grey ears (one drooping/laid-back), holding a bright orange carrot with green leaf-top up near its face in its right paw, wearing a flat black baseball-style cap with a small yellow/white 'iNOUT' wordmark on the brim. Comically narrowed/smug eyes and buck teeth.",
      "material_note_for_logo_gen": "held object is a simple curved orange carrot with green leaf top - a vegetable, not a tool or weapon-shaped object; safe to describe literally as 'carrot'."
    },
    "hand_antagonist": {
      "description": "A pale, oversized human hand/forearm (no visible face or body), fingers curled to grab, reaching down vertically from off-screen top of a lane."
    }
  },

  "controls_and_ui": {
    "layout": "Bottom horizontal control bar, dark charcoal background, spanning the full width beneath the game board.",
    "elements": [
      {
        "name": "BALANCE",
        "description": "Left-most box, dark grey background. Label 'BALANCE' in small grey caps above a white dollar amount preceded by a '$' coin icon (e.g. '$ 1 000 000', '$ 999 997.01').",
        "frame": "base_game.png"
      },
      {
        "name": "CASHOUT",
        "description": "Centre-left box, same dark background. Label 'CASHOUT' in grey caps. Shows a dash '-' when idle or when a round ends in a loss; during an active round in progress it shows the current lane's live win amount with a '$' icon (e.g. '$ 3.09' on gameplay_progress.png). On a win it turns into a highlighted yellow 'WIN!' banner with the payout amount below it in a green box (e.g. 'WIN! 3.18 $', win_screen.png).",
        "frames": ["base_game.png", "gameplay_progress.png", "win_screen.png", "loss_caught.png"]
      },
      {
        "name": "BET stepper",
        "description": "Numeric bet field with a '$' coin icon and value (e.g. '$3', '$0.12', '$200'), flanked by an up-chevron and down-chevron button stacked vertically to its right for incrementing/decrementing the stake. Measured hard limits: minimum 0.12 USD (down-arrow stops decrementing further, bet_min_confirmed.png), maximum 200 USD (up-arrow stops incrementing further, bet_max_confirmed.png). Both values match the printed text in the Game Rules dialog exactly.",
        "frames": ["base_game.png", "bet_min_confirmed.png", "bet_max_confirmed.png"]
      },
      {
        "name": "Play / Go button",
        "description": "Large round green button, centred in the control bar, overlapping the top edge of the bar. Reads 'PLAY' with a white triangular play icon when idle (base_game.png); changes to text 'GO' once a round is in progress and the player can still advance or cash out (gameplay_progress.png, win_screen.png).",
        "frames": ["base_game.png", "gameplay_progress.png"]
      },
      {
        "name": "DIFFICULTY stepper",
        "description": "Right-most control, label 'DIFFICULTY' in grey caps with the current level name below in white caps (EASY / MEDIUM / HARD / HARDCORE), and up/down chevron buttons to its left to cycle through the four levels.",
        "frames": ["base_game.png", "difficulty_medium.png", "difficulty_hard.png", "difficulty_hardcore.png"]
      },
      {
        "name": "Burger menu button",
        "description": "Small dark circular button top-right of the game canvas with three horizontal white lines (hamburger icon). Opens a dropdown panel (see below). While the panel is open the icon is replaced by a white 'X' close button.",
        "frames": ["base_game.png", "settings.png"]
      }
    ],
    "burger_menu_panel": {
      "description": "Dark rounded panel dropping from the top-right corner, listing (top to bottom): player avatar thumbnail with a generated name (e.g. 'Cyan Occup...', truncated) and a 'Change avatar' link; 'Play in Full screen' row with an expand icon; a divider; toggle row 'Sound' (green pill toggle, OFF in the captured frame); toggle row 'Music' (OFF); toggle row '«Space» to spin & go' (ON/green - lets the player press the Space bar instead of clicking to start/cash out); a second divider; menu links 'Provably fair settings', 'Game rules', 'My bet history', 'How to play?'; and a footer reading 'Powered by' next to a small orange 'iNOUT' logo mark.",
      "frame": "settings.png"
    }
  },

  "dialogs": {
    "game_rules": {
      "title": "Game rules",
      "subtitle": "Bet limits are presented below",
      "rows": [
        {"label": "Min bet:", "value": "0.12 USD"},
        {"label": "Max bet:", "value": "200 USD"},
        {"label": "Max win:", "value": "20 000 USD"}
      ],
      "footer_text": "Malfunction voids all pays and plays",
      "frame": "rules_p1.png",
      "page": 1
    },
    "how_to_play": {
      "title": "How to play?",
      "ordered_list_text_verbatim": [
        "1. Specify the amount of your bet.",
        "2. Choose a difficulty level in a game. The number of garden beds and the chance to be caught by an evil hand varies depending on the level of difficulty. There are 4 difficulty levels in the game: • Easy – there are 30 garden beds at this level. • Medium – there are 25 garden beds at this level. • Hard – there are 22 garden beds at this level. • Hardcore – there are 18 garden beds at this level.",
        "3. Press \"Play\" button.",
        "4. Your goal is to collect as many carrots as possible without getting caught by evil hand. You can withdraw your winnings at any stage of the game.",
        "5. In the menu, there is an option to enable \"Space\" to spin & go, it will allow you to collect carrots using the \"Space\" key.",
        "6. Malfunction voids all pays and plays"
      ],
      "frame": "rules_p2.png",
      "page": 2
    },
    "provably_fair_settings": {
      "title": "Provably fair settings",
      "text": "This game uses Provably Fair technology to determine game result. 'Next client (Your) seed' section notes: 'Round result is determined form combination of server seed and first 3 bets of the round.' followed by a 'Random on every game' current client-seed value (example read: '7b11548d229ac63f') with a copy icon, and a 'Next server seed SHA256:' hash value (example read starts '10512adfa978ba4d4bc6f2bbcfd9bd22e6cbabdc458292d...', truncated in the UI with a copy icon). Footer text: 'You can check fairness of each bet from bets history'.",
      "frame": "provably_fair.png"
    },
    "bet_history": {
      "title": "My bet history",
      "columns": ["Date", "Bet", "Mult.", "Win"],
      "state_captured": "Empty table (no rows) with a greyed-out/disabled 'LOAD MORE' button at the bottom - the demo account had no prior recorded rounds at capture time.",
      "frame": "bet_history.png"
    }
  },

  "round_flow": {
    "phases": [
      {
        "phase": "1. Idle / configuration",
        "description": "Board shows all lanes uncrossed (carrots visible), rabbit standing at the left edge before lane 1. Player sets BET (stepper) and DIFFICULTY (stepper). CASHOUT shows '-'. Button reads 'PLAY'.",
        "frame": "base_game.png"
      },
      {
        "phase": "2. Round start",
        "description": "Player presses PLAY; the stake is deducted from BALANCE immediately (measured: balance dropped from 999 999.88 to a lower figure by exactly the bet amount in the capture sequence). Button label changes to 'GO'.",
        "frame": "gameplay_progress.png (implied by control state)"
      },
      {
        "phase": "3. Stepping through lanes",
        "description": "Each press of GO (or Space, if enabled) advances the rabbit one lane. Passed lanes switch their carrot icon to a gold coin icon (see lanes_and_visual_state above). CASHOUT continuously updates to show the LIVE payout for the lane just reached, computed as bet x that lane's fixed printed multiplier (e.g. bet 3, lane showing 1.03x -> CASHOUT '$3.09').",
        "frame": "gameplay_progress.png"
      },
      {
        "phase": "4a. Cash out (win)",
        "description": "Player presses the CASHOUT-labelled action (same button area) before being caught. A yellow 'WIN!' pill banner appears above the board with the payout amount in a green box beneath it. Measured example: bet 3.00, cashed out on the lane printed 1.06x -> WIN! 3.18 $ (3.00 x 1.06 = 3.18, exact). Balance increases by exactly the win amount once the animation settles.",
        "frame": "win_screen.png"
      },
      {
        "phase": "4b. Caught (loss)",
        "description": "Instead of cashing out, the player advances into a lane where the hand appears; the round ends immediately, no win banner appears, CASHOUT shows '-' again, and the stake already deducted in phase 2 is not returned.",
        "frame": "loss_caught.png"
      }
    ],
    "payout_basis": {
      "value": "total_bet",
      "evidence": "win_screen.png: printed WIN amount 3.18, total bet 3.00, lane multiplier 1.06x. 3.00 * 1.06 = 3.18 exactly; balance rose by precisely 3.18 between the settled idle frame before the round and the settled win frame. No paylines/ways/symbol paytable exist in this game type - the entire payout mechanic is the single fixed per-lane multiplier applied to the whole stake."
    }
  },

  "colors": {
    "wordmark": "bold red-orange 'RABBIT' over yellow-orange 'ROAD', white outline/highlight, next to an orange cartoon carrot icon with green leaves",
    "background_scenery": "medium-dark green rounded tree canopy, brown tree trunk, light tan/beige dirt path, grey rock, lighter green bottom-left bush",
    "lane_soil": "dark chocolate brown with lighter brown mottled soil-clump texture",
    "lane_divider_paths": "pale cream/tan vertical strips between lanes",
    "carrot_icon": "bright orange root with dark green leafy top",
    "coin_icon": "bright gold/yellow disc with a white carrot silhouette in the centre",
    "fence_barrier": "brick-red horizontal plank with a lighter tan/wood-grain vertical post at each end and small gold rivets",
    "multiplier_signpost": "orange-to-tan gradient rounded rectangle tag on a light wood post, white bold multiplier text with a dark outline",
    "rabbit": "light grey and white fur, black cap with yellow/white iNOUT lettering, pink inner ears",
    "hand": "pale skin tone",
    "bottom_control_bar": "flat charcoal/near-black bar; BET/DIFFICULTY sub-panels a slightly lighter grey box; CASHOUT sub-panel dark grey when idle, turns bright yellow when a win is shown",
    "play_button": "bright green circle, white icon/text",
    "win_banner": "yellow rounded pill for 'WIN!' text, dark green box beneath for the amount",
    "burger_menu_panel": "near-black rounded panel, white text, green pill toggles for enabled options, grey/white pill toggles for disabled options"
  },

  "accessibility_notes": {
    "color_independent_cues": [
      "Crossed vs uncrossed lane: encoded by ICON SHAPE (coin vs carrot) and by POSITION relative to the rabbit, not only by colour.",
      "Win vs loss vs idle: encoded by TEXT ('WIN!' banner with a number vs a dash '-' vs the button label PLAY/GO) in addition to colour changes (yellow win box vs unchanged dark cashout field).",
      "Toggle state (Sound/Music/Space-to-spin) in the burger menu: encoded by the physical POSITION of the pill knob (left = off, right = on) in addition to colour (grey/white vs green)."
    ],
    "audio_dependent_content": "None observed as sole information channel - Sound and Music toggles exist and are OFF by default in the captured settings frame; no audio-only cues were identified as carrying unique game-state information (the caught/hand event and the win event are both also shown visually).",
    "motor_accessibility": "A single Space-bar shortcut ('«Space» to spin & go') exists as an alternative to mouse clicking, toggled from the burger menu (default ON in the captured frame)."
  },

  "limits_and_caps": {
    "min_bet_usd": 0.12,
    "max_bet_usd": 200.0,
    "max_win_usd": 20000.0,
    "max_win_source": "printed in Game rules dialog, rules_p1.png: 'Max win: 20 000 USD'",
    "max_multiplier": {
      "value": null,
      "status": "honest omit - not printed anywhere in the build",
      "why": "The camera only ever shows lanes near the rabbit, never the top of any difficulty's ladder, and no separate 'multiplier cap' text exists. At this provider the money cap and the multiplier ceiling are stated independently and are NOT guaranteed to reconcile by simple division: sibling games print different explicit multiplier caps (Forest Arrow x1000, Topo Mole x1200, Stairs x75194.40) while sharing the same 20 000 USD money cap. Dividing 20000/200(max bet)=100x only marks where the 20 000 cap starts to bind AT THE MAXIMUM BET - it is not a confirmed in-game ceiling and must not be reported as one."
    },
    "server_reject_text": "not obtainable - the bet input is clamped client-side before any request reaches the server (a forced DOM value of 500 was instantly reverted to 200 with no toast/error shown); both boundary values are nonetheless confirmed by two independent channels each (printed rules text + physical stepper-button stop)."
  },

  "rtp": {
    "printed_in_game": null,
    "status": "not found anywhere in the build",
    "methods_checked": [
      "Full-text scan of every captured screen (base game, both rules pages, provably fair, bet history, difficulty views) - no 'RTP' string rendered as visible text.",
      "PIXI scene-graph probe (383 nodes) plus a full DOM outerHTML scan - the only occurrence of the string 'RTP' is an internal JS bundle constant (RTP_VALUE: '0.955'), never rendered to the canvas or DOM as player-facing text."
    ],
    "external_reference_not_verified_by_us": "95.5% is reported by an outside catalogue source (not one of our captured frames); the matching bundle constant 0.955 is consistent with but does not itself constitute proof of the live RTP, since template constants at this provider are known to be shipped without being the effective value."
  },

  "features_present": {
    "free_spins": false,
    "bonus_buy": false,
    "autoplay": false,
    "gamble": false,
    "provably_fair": true,
    "difficulty_selector": true,
    "bet_history": true,
    "note_autoplay": "No Autoplay control exists anywhere in the UI or burger menu; the only automation-adjacent option is the Space-bar shortcut, which still requires one manual key press per step, not an unattended series."
  },

  "not_captured": [
    {
      "claim": "RTP is not printed anywhere in the demo build.",
      "evidence_channels": ["pixel review of every captured frame", "PIXI scene-graph probe + DOM outerHTML text search"]
    },
    {
      "claim": "Literal server-side bet-limit rejection text was not obtained (client clamps the value before any request is sent).",
      "evidence_channels": ["forced DOM value injection test (reverted instantly)", "physical stepper-button stop test at both ends"]
    },
    {
      "claim": "The full multiplier ladder to the last lane of any difficulty (up to lane 30/25/22/18) was not captured - only the lanes visible near the rabbit on the captured frames are documented.",
      "evidence_channels": ["visual review of all captured base_game / difficulty_* / win_screen / loss_caught frames and the _burst sequence"]
    },
    {
      "claim": "No separate loading/preview splash screen exists before the game - it loads directly into the idle base-game state.",
      "evidence_channels": ["two frames captured immediately after page load with zero wait already show the fully-formed idle base game", "DOM/canvas element count identical between the first captured frame and the settled state"]
    },
    {
      "claim": "No Autoplay feature exists in this build.",
      "evidence_channels": ["full visual review of the burger menu", "DOM button enumeration found no autoplay-labelled control", "how-to-play text does not mention autoplay"]
    }
  ],

  "anomalies": [
    "The demo balance appeared to drift by small amounts between some consecutive frames unrelated to observed actions - likely the balance counter was captured mid-animation on those frames. Exact before/after deltas in this document are only taken from frame pairs that are both fully settled/idle (e.g. win_screen.png), not from rapid click sequences."
  ],

  "logo_generation_notes": {
    "name": "Rabbit Road",
    "art_style": "flat 2D vector cartoon, thick dark outlines, flat cel-shaded fills, bright daylight garden setting, side-profile view, cheerful casual-mobile look, no gradients or photoreal lighting",
    "hero_character": "plump grey-and-white cartoon rabbit wearing a black flat cap, holding an orange carrot with a green leafy top",
    "key_objects": ["orange carrot with green leaf top", "round gold coin bearing a carrot silhouette", "wooden multiplier signpost"],
    "do_not_include": "no provider wordmark text ('iNOUT'), no printed multiplier numbers, no UI chrome/buttons/balance figures"
  }
}

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.