# STACKED: Stake Studio fields (copy-paste ready)

All figures come from the final publish files (`stacked_math.zip`, v2 math, 2026-10-25). RTP, max win and hit rate were recomputed from the lookup tables at build time (`game/build.mjs` → `src/gen_math.json`); SD, odds and risk figures are from `math/modestats.json`. `verify_publish.py` passes on the unzipped `stacked_math.zip` (output in `SUBMIT_CHECKLIST.md` § E). The in-game rules show the same numbers.

---

## Game name

```
STACKED
```

**Name check against [213]:** passes locally. It contains none of the restricted words (Megaways, xWays, Enhanced, Boosted, RTP, "Gates of", "Bonanza", Olympus, Rush, Kraken, Waylanders) and implies no tie to another publisher or series. The name is the same in the HTML `<title>`, the in-game logo and the loader; the tile carries no text (Stake adds the title).

**For Jacob ([253] distinctness):** run engineplayers' Name check / Game DNA. "Stacked" is a common word in slot titles and promos (e.g. "stacked wilds"), so check for live Engine titles with the same or a near name.

---

## Short description

```
Line clears instead of paylines. Big Rocco's crane drops falling-block pieces into an 8x16 well on a construction site: complete rows to clear them, chain combos up to x10, and fire power-ups like the wrecking ball, QUAKE and SWAP. 3 hard hats start LONG BOI, where one steel girder can clear every full row at once; 4 start TOP OUT, where the stack overloads and breaks through the ceiling to the clouds and into orbit. Max win 10,000x.
```

---

## Game details (for reviewers)

```
STACKED: a line-clear slot. Falling-block pieces replace symbols and completed rows replace paylines. 5 bet modes, RTP 96.50% in every mode, max win 10,000x the bet (capped).

CORE GAME
- The board is a well 8 blocks wide and 16 high (row 0 at the bottom). Each round a new stack of 5-10 rows lands (it scrolls in like one tall reel and snaps), the 8-cell top slot spins left to right, and Big Rocco's crane holds the pieces it will drop this round. The next piece always hangs from the hook (no preview box).
- Power-ups in the top slot fire left to right before the first drop: GROW (fills the covered holes in its column), QUAKE (every block falls straight down), SWAP (moves a block into a hole), MORPH (changes the hooked piece into the best-fitting one), RIVET (x2/x3/x5/x10 on a row) and the WRECKING BALL (smashes a row and pays it as a single). Each gets a fanfare; they can "fizzle" (set up a near-complete row the drop then misses).
- The crane drops the piece straight down. A completed row clears and pays: SINGLE 0.5x, DOUBLE 1.5x, TRIPLE 4x, QUAD 15x the bet. Every clear earns another drop and steps the combo x1, x2, x3, x5, x8, x10. An empty well after a clear is a PERFECT CLEAR (25x). A drop that clears nothing ends the round.
- TEASE: when a better landing existed, the crane hovers over it with a blueprint outline, then drops there (payoff) or slides to where the book says it lands (near miss). Decoration of a decided result only.
- Wins at or below the stake are stated plainly ("RETURNED $X"): no banners, fanfare, gold styling or coin sounds until the round total is above what the round cost.
- 3 HARD HAT scatters start LONG BOI, 4 or more start TOP OUT (after the base sequence, inside the same book).

BONUSES (triggered and resolved inside one book)
- LONG BOI (10 spins): a fresh well whose stack persists between spins; column 8 stays open as the well; 4 pieces drop per spin. Clears pay line pay x GLOBAL x RIVET. THE LONG BOI: a steel girder fills the open well and clears every full row at once (5+ rows pay 18x up to 135x); it gets more likely as the stack climbs (heat: red light, faster music, Rocco sweats). Every 10 lines: LEVEL UP, +2 spins, global x1 -> x2 -> x3 -> x5 -> x8 -> x10. 3 HARD HATS = +5 spins.
- TOP OUT (5 spins): a fresh well with a multiplier ladder on every row (x1 ... x10); 6 / 6 / 5 pieces per spin at heights 16 / 20 / 24. Clears pay each row (line pay / rows) x its ladder. OVERLOAD (a piece cannot fit): every row detonates bottom to top for filled blocks x 0.35x x ladder, then the CEILING BREAKS: the well grows 4 rows (16 -> 20 -> 24, backgrounds roof -> clouds -> orbit) with ladder values up to x250, the stack is wiped and spins reset to 5. An overload at height 24 is the finale. 3 HARD HATS = +2 spins.
- DOUBLE SHIFT (buy, 10x): one bet that plays 10 rolls on one persistent stack inside one book; each roll spins the top slot and drops its pieces (combo restarts per roll). Bonuses can trigger inside a shift; the shift stack returns afterwards. No state is carried between separate bets.

BET MODES (cost / RTP / max win / hit rate / SD per cost / max-win odds)
- BASE: 1x / 96.50% / 10,000x / hit rate 40.2% / SD 17.11 per cost / max win 1 in 3,745,027.
- OVERTIME: 1.5x / 96.50% / 10,000x / hit rate 40.5% / SD 15.75 per cost / max win 1 in 1,872,513.
- DOUBLE SHIFT: 10x / 96.50% / 10,000x / hit rate 99.9% / SD 4.97 per cost / max win 1 in 374,503.
- LONG BOI: 100x / 96.50% / 1,735.5x / hit rate 100.0% / SD 0.87 per cost / max win 1 in 31,267.
- TOP OUT: 400x / 96.50% / 10,000x / hit rate 100.0% / SD 1.60 per cost / max win 1 in 1,560.
Base: LONG BOI 1 in 300, TOP OUT 1 in 2,400 (OVERTIME halves both). DOUBLE SHIFT: a bonus in about 1 in 27.1 shifts. Bought LONG BOI / TOP OUT win at least 10x the bet (a book-level floor, stated in the rules). Every mode passes the 3-star risk tier: max payout <= 100,000x, cost <= 5,000x, SD/cost <= 60, P(>=10,000x) <= 1% (TOP OUT 0.064%).

PRESENTATION
- One flat cartoon style: Big Rocco (crane operator host, idle / react / celebrate poses with a code rig: breathe, bob, lean, sweat), seven block materials (red girder with a face, blue glass, yellow hazard, orange brick, green plate, violet neon, teal concrete), power-up badges, a steel frame, a separate power-up reel housing, construction backgrounds per scene (site, floodlit yard, roof, clouds, orbit).
- Pieces read as whole pieces: each cell uses its material tile, seams inside a piece are bridged and an outline runs around each piece.
- Animation is code motion (GSAP/Pixi): reel scroll, drops with squash and dust, line blasts with debris, banners, the wrecking ball, the girder slam, overload detonation, camera tilt on the ceiling break, 5 big-win tiers with coin showers. No AI video or frame animation ships.
- Audio: construction-themed SFX (CC0 recordings + synthesis) and code-composed music; the LONG BOI music crossfades to a "heat" layer as the stack climbs.
- Bet bar: Hacksaw-style HUD (BUY BONUS coin, menu, BALANCE | WIN, BET chip with up/down, turbo, ring SPIN, autoplay); phone portrait and landscape layouts sized from visualViewport.

COMPLIANCE HANDLING
- Every outcome comes from the RGS book; the front end only animates it. rgs_url, sessionID, lang, currency, device and social come from the launch URL; nothing is hardcoded. A missing or bad rgs_url shows a plain connection-error screen.
- end-round only for paying rounds; an unfinished round resumes at its own bet and mode; bet levels are exactly the authenticate list (opens on defaultBetLevel); insufficient balance sends no play request.
- Social mode (social=true or jurisdiction.socialCasino): every drawn string goes through the stake.us wording table (rules, menus, banners, replays; the coin reads GET BONUS); SC/GC currency, never "$". No restricted words are baked into any art.
- Replay: loads /bet/replay, makes no wallet calls, shows the bet and the real cost, offers PLAY / PLAY AGAIN, shows a clean error for a missing event.
- Modes costing more than 2x (DOUBLE SHIFT 10x, LONG BOI 100x, TOP OUT 400x) ask for confirmation on their first play each session. Autoplay opens a panel (count + stop conditions) and stops on a bonus, a big win or low balance; BUY is disabled during autoplay.
- Jurisdiction flags honoured: disabledTurbo, disabledAutoplay, disabledBuyFeature, disabledSpacebar, disabledSlamstop, displaySessionTimer, displayNetPosition, minimumRoundDuration, socialCasino.
- No gamble, no jackpots, no early cashout, no state across bets. RTP, max win and hit rate per mode are generated from the publish files; the official disclaimer is verbatim in the rules.
- Space bar spins; 1024x576, 800x450, 400x225 and 425x812 supported; no double-tap zoom.

CONTENT: one fictional adult host (Big Rocco). No real people, no IP: the board is 8x16, pieces use our own material map, the next piece hangs from a crane hook (no preview box), no ghost piece, no licensed music.
```

---

## Game Info: one description per mode

The same text is in the game's rules (MODES tab) and the buy menu.

| Mode id | Name | Cost | Description |
|---|---|---|---|
| `base` | BASE | 1x | The standard round. A stack lands, the 8-cell top slot spins (power-ups and HARD HAT scatters), then Big Rocco's crane drops its pieces. Completed rows clear and pay (SINGLE 0.5x, DOUBLE 1.5x, TRIPLE 4x, QUAD 15x the bet); every clear earns another drop and steps the combo x1/x2/x3/x5/x8/x10. 3 HARD HATS start LONG BOI, 4 or more start TOP OUT. RTP 96.50%, max win 10,000x. |
| `ante` | OVERTIME | 1.5x | OVERTIME: switched on in the BUY BONUS menu. Each round costs 1.5x the bet and HARD HATS land about twice as often (LONG BOI about 1 in 150 instead of 1 in 300, TOP OUT about 1 in 1,200 instead of 1 in 2,400). While it is on, the BET display reads OVERTIME and the BUY BONUS coin reads DISABLE: tap the coin to switch it off. RTP 96.50%, max win 10,000x. |
| `shift` | DOUBLE SHIFT | 10x | Costs 10x the bet. DOUBLE SHIFT: one round of 10 rolls on one stack. A base stack lands once and stays for every roll; each roll spins the top slot and the crane drops its pieces, with combos as in the base game (the combo restarts each roll). HARD HATS can still start LONG BOI or TOP OUT inside the shift; afterwards the shift stack comes back and the rolls continue. The round pays the total of all rolls. RTP 96.50%, max win 10,000x. |
| `longboi` | LONG BOI | 100x | Costs 100x the bet. Instantly starts LONG BOI: 10 spins on an empty well that keeps its stack between spins, 4 drops per spin, column 8 kept open as the well. THE LONG BOI girder fills the open well and clears every full row at once (more likely the higher the stack). Every 10 lines is a LEVEL UP: +2 spins and the global multiplier steps x1/x2/x3/x5/x8/x10. Wins at least 10x the bet. RTP 96.50%, max win 1,735.5x. |
| `topout` | TOP OUT | 400x | Costs 400x the bet. Instantly starts TOP OUT: 5 spins on an empty well with a multiplier ladder painted on every row (x1 at the bottom up to x10 at the top), 6 / 6 / 5 drops per spin. OVERLOAD (a piece that cannot fit) detonates every row for filled blocks x ladder, then the CEILING BREAKS: +4 rows with bigger multipliers (up to x250), stack wiped, spins reset to 5. An overload at height 24 is the finale. Wins at least 10x the bet. RTP 96.50%, max win 10,000x. |

## Official disclaimer (verbatim, in-game: MENU → GAME RULES → INFO)

```
Malfunction voids all wins and plays. A consistent internet connection is required. In the event of a disconnection, reload the game to finish any uncompleted rounds. The expected return is calculated over many plays. The game display is not representative of any physical device and is for illustrative purposes only. Winnings are settled according to the amount received from the Remote Game Server and not from events within the web browser. TM and © 2026 Engine.
```
