155API

Game Rules

Rules, betting markets, settlement, payouts and RTP for every live 155 game


Rules, betting markets, settlement and cancellation policy, and payouts/RTP for every live game on the 155 platform. English is the reference language for all game rules and terms.

1. Introduction and Scope

155 Media Studios operates a platform of live, real-time betting games. All games follow a fixed round-based lifecycle: a betting window opens, players place bets, betting closes, the round outcome is determined and displayed live, and all bets are settled automatically.

This document covers the following live games:

#GameCategoryPlayer objective
1Marble PlinkoMarble racePredict which marble finishes 1st
2Rolling DunesMarble racePredict which marble finishes 1st
3SnakeMarble racePredict which marble finishes 1st
4SurvivorMarble racePredict which marble finishes last
5Fast LaneLive elimination gamePredict the last car standing on the treadmill
6StairpongLive mechanical gamePredict which ball enters the funnel first
7Fish TankLive mechanical gamePredict where a dropped coin lands
8Coin FlipLive mechanical gamePredict heads or tails
9Rush HourCCTV gamePredict how many vehicles the AI counts on live traffic cameras
10Duck RiverCCTV gamePredict how many ducks the AI counts floating past the detection zone
11Snow RunCCTV gamePredict how many skiers/snowboarders the AI counts in the tracking zones
12FootfallCrash gameCash out before a pedestrian walks into frame; hold longer for a higher multiplier

Game identification codes are listed in Appendix B. Game rules, odds, betting windows, and promotional-feature settings are global platform settings, identical across all operators. Only commercial parameters (currency, minimum/maximum bet, maximum payout) are configured per operator; see Appendix C.


2. General Rules (All Games)

2.1 Round Lifecycle

Every game round proceeds through the following phases:

  1. Betting Phase — The betting window opens and players may place bets until the betting timer ends. "Place your bets before time runs out."
  2. Round in Progress — Betting closes and the live event begins. "No more bets accepted."
  3. Result Determination — The outcome is recorded and verified (e.g. "Results recording and winner verification" for races, "Final count confirmed" for CCTV games).
  4. Settlement"Winnings paid out. Next round begins." All bets are settled automatically; winnings are credited to the player balance.

The betting window duration is configured per game.

2.2 Placing Bets

The platform offers two betting interfaces depending on game configuration:

Classic mode

  • One bet per round: "One bet per race. Place your bet before the race starts."
  • Bet controls: set the bet to the minimum, double the bet, clear the placed bet, repeat the last bet, and open Bet History to review past bets. Controls are active only during betting phases.

Chip Placement mode

  • Players place chips on as many options as they want. "Each chip you place is its own bet. Stack multiple chips on the same option for a bigger stake, or spread chips across different options to cover more outcomes."
  • Chip controls: undo the last placed chip, clear all placed chips, double every placed stake, repeat the last round of bets, and open Bet History.
  • Bets lock in when the betting timer ends.
  • Side bets (Forecast/Tricast): When chips are placed on two or more main options, additional side-bet options appear. "Pick 2 marbles → Forecast: backing them to finish 1st and 2nd. Exact Order pays for hitting the order you picked; Any Order pays if both finish in the top 2 in either order. Pick 3 marbles → Tricast: same idea but for the top 3 podium." Side bets are independent stakes that settle separately from main option bets.

2.3 Auto-Betting

Classic mode: The same bet repeats automatically until stopped. Auto-betting can be stopped at any time by clicking the auto-bet button again or by changing the selection or bet amount. Auto-betting stops if the player is disconnected or the game is refreshed.

Chip Placement mode: Auto-bet repeats the placed chip pattern every new round. Auto-bet stops the moment the bet is changed (placing a chip, doubling, undoing, or clearing all), so a modified pattern is never auto-bet accidentally. It can also be turned off at any time, even mid-round. Auto-bet stops if the player runs out of balance, disconnects, or refreshes.

2.4 Bet Settlement and Bet States

Every bet passes through exactly one of the following terminal states:

StateMeaning
PendingBet placed and accepted; awaiting round settlement
WonWinning outcome; payout credited to player balance
LostLosing outcome; stake retained by the house
VoidedBet cancelled (e.g. round cancelled); full stake refunded to player balance
Cashed OutFootfall only: the player cashed out before the crash; the realised payout (stake × multiplier at cash-out) is credited

Selections are validated at bet placement: Forecast bet types require exactly 2 selections and Tricast types exactly 3, while Winner accepts one or more selections up to the game's maximum (see Section 3). The CCTV count markets and Footfall use no selection-based bet types (Sections 10–11). Invalid selections are rejected before the bet is accepted.

2.5 Bet Limits

Minimum and maximum bet amounts are configured per operator and currency. Per-bet-type minimum/maximum limits (Winner, Forecast, Tricast variants) are global platform settings, identical across all operators. The applicable limits are displayed to the player in the game client.

2.6 Maximum Payout

Each operator sets a maximum payout per bet. When the combined effect of the base multiplier and any active boosts (lightning rounds, multiplier boosters, streak bonuses, level boosts) would push the potential payout above this limit, the payout is capped at the operator's maximum.

  • The bet is still placed normally — the cap only limits the maximum win.
  • The capped amount is shown as the potential payout in the player's bet history, so the displayed potential payout is always the amount that can actually be won.
  • The cap is set per operator and applies to all bets, including high-multiplier outcomes during lightning rounds.

In addition to the operator payout cap, every game except Footfall has a maximum win multiplier, listed per game in Section 4. Footfall's multiplier is uncapped (Section 11.3); a Footfall win is limited only by the operator's maximum payout.

2.7 Round Cancellation and Refunds

If a round encounters an error or technical issue, the round is paused and players are notified immediately. If the issue can be resolved without affecting the integrity of the round, it continues normally. Otherwise, the round is cancelled and all bets are automatically refunded in full, typically within a few minutes. This ensures all outcomes can be properly verified and shown to players.

Grounds for cancellation include (per game specifics in Sections 5–11):

  • Camera malfunction, sequence interruption, or visibility problems at the finish line (races)
  • Machine malfunction or a result that cannot be 100% verified (mechanical games)
  • Complete stream failure, confirmed AI malfunction, or system processing delay (CCTV games)
  • Complete stream failure, a crash point that cannot be published, or a phase-change processing delay (Footfall)
  • Fewer than the required minimum number of finishers (races)

Cancelled bets are set to Voided and the original stake is returned to the player balance.

2.8 Disconnection Policy

If a player disconnects during a round, any placed bets remain valid and are settled normally. Upon reconnecting, the player can view all bet outcomes in the Bet History panel. Auto-betting stops on disconnection (see Section 2.3).

2.9 Promotional Features

Promotional features are global platform settings, configured per game and identical across all operators. All boosted payouts remain subject to the operator's maximum payout cap (Section 2.6).

Lightning Rounds. Random rounds where one option receives a boosted multiplier. The boost is hidden until betting closes — when the round starts, the boosted option lights up. A winning bet on it pays its base multiplier multiplied by the tier factor:

TierBoost factor (weighted draw)Average factorOptions boosted
Common1.1× (60%), 1.2× (30%), 1.5× (10%)1.17×1
Rare1.5× (50%), 2× (30%), 3× (20%)1.95×1
Epic2× (50%), 3× (30%), 4× (20%)2.7×1
Legendary3× (50%), 4× (30%), 5× (20%)3.7×1

The maximum 5× therefore lands on about one Legendary round in five. Trigger chances are configured per game; tiers are checked rarest-first and only one can fire in a round, so the realised rate of the commoner tiers is slightly below the figure shown:

TierMarble Plinko, Rolling Dunes, Snake, Fast LaneStairpong, Survivor, Fish TankRush Hour, Duck River, Snow Run
Common1 in 31 in 31 in 3
Rare1 in 251 in 1201 in 60
Epic1 in 601 in 2001 in 400
Legendary1 in 2001 in 6001 in 1,000

In the CCTV games the Rare tier is configured to trigger more often than the Epic tier. Coin Flip and Footfall have no Lightning Rounds configured.

Only one lightning tier can occur per round; if multiple would trigger, the rarer tier applies. The boosted option is drawn uniformly at random from that tier's eligible pool, and the pool is configured per game. In Marble Plinko, Rolling Dunes, Snake and Fast Lane every tier draws from the full field. In Stairpong, Survivor, Fish Tank, Rush Hour, Duck River and Snow Run the three rarer tiers are restricted to the game's longest-priced options — Stairpong: Pink (Legendary), plus Blue (Epic), plus Green (Rare); Survivor: White, plus Green, plus Inferno; Fish Tank: Red cup, plus White cup, plus Treasure chest; the CCTV games: Exact, plus Over, plus Under — so in those six games those options carry the whole Legendary, Epic and Rare boost and every other option is boosted only by the Common tier. In the CCTV games, Exact Low and Exact High belong to the separate Exact Boundary market and are in no tier's pool, so they never receive a Lightning boost at all. The per-game "maximum win (lightning)" figures in Section 4 reflect the legendary 5× factor applied to the highest base multiplier that the game's pools actually include. Lightning boosts also apply to side bets — the multiplier shown on each side-bet option already includes any active boost.

Lightning is a promotional overlay on top of the round result, not part of it. The tier roll and the choice of boosted option come from an independent cryptographically secure draw and are recorded on the round when it is created, before betting opens. They are not derived from the round's provably-fair seed and cannot be recomputed from the revealed seed. The round outcome the boost is applied to remains fully verifiable (Section 2.12).

Streak Multipliers. Win streaks give increasing multiplier boosts; losing streaks give a comeback boost. Streak boost values are configured per game.

Player Levels. Players earn XP by wagering, unlocking permanent multiplier boosts at configured level thresholds.

Daily Check-in. Players can check in daily for multiplier boosts and rewards that stack with other bonuses.

Free Bets. Free bets are bonus funds that can be used to place bets without using the real balance. A winning free bet pays the full stake × multiplier as real money — the stake itself was never debited. Only one free bet can be active at a time (classic mode); in chip-placement mode free bets auto-apply to the first option a chip is placed on, locking that option to the free-bet amount. Some free bets are valid only for specific games.

Multiplier Boosters. Provide a percentage boost on top of the base multiplier. Earned through daily check-ins, promotions, or other rewards. Boosters stack with Lightning Rounds and streak/level bonuses. In chip-placement mode boosters auto-apply per placed chip, oldest first, and each booster is consumed when the bet is placed.

2.10 Return to Player (RTP)

Each game and betting market has its own RTP (Return to Player) percentage and house edge (see Section 4). RTP percentages are theoretical, calculated over a large number of plays, and are not a guarantee for any single session. The effective RTP additionally includes the average contribution from Lightning Rounds over many bets. The figures published in Section 4 are quoted at player level 0 and cover Lightning Rounds only; Streak Multipliers and Player Level bonuses add further on top where a game offers them. The full RTP table for the active game is available to players at all times in the in-game rules panel.

2.11 Currency and Language

All bets, balances, and payouts are denominated in the operator-configured currency. All monetary computation is performed in integer minor units at the currency's wire precision to avoid rounding errors; payouts are rounded down to the nearest minor unit.

Game rules are available in 15 languages, offered as 16 language codes — the extra code en-soc is a SweepStakes variant of English. See Languages for the full list. English is the reference language for all game rules and terms.

2.12 Provable Fairness

Every game on the platform is provably fair. Each round's outcome is fixed by a secret seed that is committed (published as its cryptographic fingerprint) before betting closes, and revealed after the round settles — so the outcome cannot be influenced by the bets placed, and anyone can reproduce it from the revealed seed with no trust in the operator. For games with weighted markets, the exact probabilities are published with every round and the draw provably uses them, so the stated odds are enforced round by round and independently verifiable.

Players can verify any settled round three ways: in-game (a fairness panel on every past round), by round-ID lookup, or with the open-source, in-browser verifier. See Provably Fair for the full explanation and links.


3. Bet Types Reference

The platform supports the following bet types. Availability per game is listed in each game's section.

Bet typeSelectionsWin condition
Winner (Pick Winner)1 or more (up to the game's maximum)A selected runner achieves the game's winning position (1st place; in Survivor and Fast Lane, the last remaining)
Straight Forecast (Pick Order, Exact — 2)Exactly 2, in orderSelections finish 1st and 2nd in the exact order picked
Reverse Forecast (Pick Order, Any — 2)Exactly 2Both selections finish in the top 2, in any order
Tricast (Pick Order, Exact — 3)Exactly 3, in orderSelections finish 1st, 2nd, and 3rd in the exact order picked
Combination Tricast (Pick Order, Any — 3)Exactly 3All three selections finish in the top 3, in any order

CCTV games use count-based markets instead (Under / Over / Range / Exact / Exact Boundary) — see Section 10. Footfall (crash game) has no fixed markets at all — the only decision is when to cash out — see Section 11.

For Pick Winner with multiple selections, the bet wins if any of the selected runners achieves the winning position. In chip-placement mode each chip is an independent bet at the displayed multiplier of its option; in classic mode a multi-selection Pick Winner bet is a single bet whose odds shorten proportionally to the number of selections.


4. Odds, Payouts, and RTP

4.1 Methodology

  • Every betting option carries a fixed payout multiplier, displayed to the player before bet placement and locked when the bet is accepted.
  • The theoretical RTP of an option equals its payout multiplier × its true win probability. Multipliers are derived from true odds less the game's margin (house edge).
  • Payouts are computed as floor(multiplier × stake) in minor currency units.
  • The effective RTP of an option is its base RTP scaled by the average Lightning boost that option receives over the long run: effective = base × (1 + Σ P_t · q_t · (E[B_t] − 1)), summed over the tiers, where P_t is a tier's fire probability, E[B_t] its mean boost factor, and q_t the share of that tier's eligible pool the bet covers. An option a tier's pool excludes contributes nothing for that tier, so effective RTP differs per selection and not merely per market. Ranges below are the minimum and maximum across a game's selections, at player level 0.
  • The maximum win (lightning) equals 5 × (legendary tier, Section 2.9) the highest multiplier that sits inside a Lightning boost pool. Where a game's highest-paying option is outside every pool — as Exact Low and Exact High are in the CCTV games — the lightning maximum is below 5 × the base maximum.

4.2 Game Summary Table

GameBase RTPEffective RTPMax win (base)Max win (lightning)
Marble Plinko85.00–91.74%87.81–93.25%285.6x1,428x
Rolling Dunes86.00–94.34%90.26–95.90%288.96x1,444.8x
Snake88.00–94.34%91.87–96.42%26.4x132x
Survivor94.34%95.39–96.47%15.09x75.45x
Fast Lane91.74%92.95%9.17x45.85x
Stairpong89.62%90.62–91.64%95x475x
Fish Tank90.09%91.10–92.12%50x250x
Coin Flip90.91%90.91%†1.82xN/A†
Rush Hour90.00%90.00–92.16%36x90x‡
Duck River90.00%90.00–92.16%36x90x‡
Snow Run90.00%90.00–92.16%36x90x‡
Footfall94.00%94.00%Uncapped*N/A

Where a game offers multiple markets (e.g. Winner plus Forecast/Tricast side bets), the Base RTP column shows the range across its markets. Per-market multipliers and RTPs are listed in each game's section below. The same figures, plus per-selection tables, staging codes and a CSV download, are on Game Payouts & RTP — regenerated from the live production configuration.

*Footfall (crash game) has no maximum win multiplier — the multiplier climbs without an upper cap, so the win is limited only by the operator's maximum payout (Section 2.6). Lightning Rounds and Streak Multipliers are not offered on Footfall, so it has no "lightning" maximum win.

†Coin Flip has no Lightning Rounds configured, so it has no lightning maximum and its effective RTP is its base RTP.

‡In the CCTV games the 36x maximum is carried by Exact Low and Exact High, which sit in the Exact Boundary market and are never in a Lightning boost pool. The highest boostable multiplier is Exact at 18x, so the lightning maximum is 90x.


5. Marble Racing Games — Common Rules

The following rules apply to Marble Plinko, Rolling Dunes, Snake, and Survivor (Sections 5.1–5.4). Marble races are run on physical tracks and streamed live to players.

Field setup:

  • Equal odds: marbles start from random positions for fair play; positions are revealed after betting closes, or are visible when betting opens, depending on track configuration. On bucket-start tracks, the marbles are randomly shuffled in a bucket and shown when the race starts.
  • Fixed odds: set start positions with fixed odds per marble displayed before betting.

Settlement rules:

  • The first marble to cross the finish line wins (Survivor: the last marble on the track wins — see Section 5.4).
  • Any marble that leaves the track or gets stuck on the track is disqualified. In the first-past-the-post races (Marble Plinko, Rolling Dunes, Snake) a disqualified marble is placed at the end of the finishing order. A disqualified marble can never take the winning position — in Survivor, where the last marble on the track wins, the round is settled on the last marble that was not disqualified.
  • A minimum number of finishers (configured per game) is required; otherwise the race is cancelled and all bets are refunded.

Technical issues: If a race encounters any error or technical issue (such as camera malfunction, sequence interruption, or visibility problems at the finish line), the race is paused and players are notified immediately. If the issue can be resolved without affecting race integrity, the race continues normally; otherwise it is cancelled and all bets refunded, typically within a few minutes.

5.1 Marble Plinko

A field of 8 marbles (Orange, Black, Blue, White, Red, Green, Yellow, Sky) races on the Plinko track — predict which marble finishes 1st.

MarketSelectionMultiplierRTP
WinnerAny single marble7.34x91.74%
Side betStraight Forecast47.6x85.00%
Side betReverse Forecast23.8x85.00%
Side betTricast285.6x85.00%
Side betCombination Tricast47.6x85.00%

Effective RTP: 87.81–93.25%. Maximum win: 285.6x (1,428x with lightning).

5.2 Rolling Dunes

A field of 8 marbles (Tiger, Jade, Beachball, Ocean, Midnight, Inferno, Neptune, Bee) races on the Rolling Dunes track — predict which marble finishes 1st.

MarketSelectionMultiplierRTP
WinnerAny single marble7.55x94.34%
Side betStraight Forecast49.28x88.00%
Side betReverse Forecast25.2x90.00%
Side betTricast288.96x86.00%
Side betCombination Tricast49.28x88.00%

Effective RTP: 90.26–95.90%. Maximum win: 288.96x (1,444.8x with lightning).

5.3 Snake

A field of 6 marbles (Capri, Inferno, White, Blue, Bee, Green) races on the Snake track — predict which marble finishes 1st.

MarketSelectionMultiplierRTP
WinnerAny single marble5.66x94.34%
Side betStraight Forecast26.4x88.00%
Side betReverse Forecast13.5x90.00%

Tricast bets are not offered on Snake. Effective RTP: 91.87–96.42%. Maximum win: 26.4x (132x with lightning).

5.4 Survivor

A field of 5 marbles races — predict which marble finishes last. The last marble on the track wins. Each marble carries its own fixed odds, reflecting its win probability, displayed before betting:

MarketSelectionMultiplierRTP
WinnerNeptune2.52x94.34%
WinnerBee3.77x94.34%
WinnerInferno5.03x94.34%
WinnerGreen7.55x94.34%
WinnerWhite15.09x94.34%

Winner market only — no side bets. Effective RTP: 95.39–96.47%. Maximum win: 15.09x (75.45x with lightning).


6. Fast Lane

Objective: 20 cars run on a treadmill (10 unique models, 2 of each) — pick up to 3 models and predict which car is the last one standing.

Game flow:

  1. Pick your cars — select up to 3 cars before betting closes.
  2. Treadmill starts — cars are eliminated one by one as they fall off the treadmill.
  3. Last car wins — if a picked car is the last one standing, the bet wins.

Settlement: The last car on the treadmill wins. A bet on a car model wins if the last car standing is of that model (two identical cars of each model run).

MarketSelectionMultiplierRTP
WinnerHonda Civic9.17x91.74%
WinnerHonda CR-X9.17x91.74%
WinnerShelby Cobra9.17x91.74%
WinnerHW Wrap Speeder9.17x91.74%
WinnerThe Nash9.17x91.74%
WinnerCorvette Gasser9.17x91.74%
WinnerMad Splash9.17x91.74%
WinnerTime Attaxi9.17x91.74%
WinnerThe Haulinator9.17x91.74%
WinnerAudi R8 Spyder9.17x91.74%

Winner market only — no side bets. Effective RTP: 92.95%. Maximum win: 9.17x (45.85x with lightning).


7. Stairpong

Objective: Balls roll down a stepped course — predict which ball enters the funnel first.

Field setup: Balls are randomly shuffled in a bucket and shown when the round starts.

Settlement rules:

  • The first ball to enter the funnel wins.
  • If no ball enters the funnel, the round is repeated, up to a maximum of 3 times. If after 3 repeats there is still no valid result, the round is cancelled and all bets are refunded.

Each ball carries its own fixed odds, displayed before betting:

MarketSelectionMultiplierRTP
WinnerWhite1.9x89.62%
WinnerOrange2.38x89.62%
WinnerGreen9.5x89.62%
WinnerBlue19x89.62%
WinnerPink95x89.62%

Winner market only — no side bets. Effective RTP: 90.62–91.64%. Maximum win: 95x (475x with lightning).


8. Fish Tank

Objective: Each round, a coin is dropped into a water tank — predict where it lands: on the left or right side of the tank, inside the treasure chest, or in the white or red cup.

MarketSelectionMultiplierRTP
WinnerLeft side2.26x90.09%
WinnerRight side2.26x90.09%
WinnerTreasure chest8x90.09%
WinnerWhite cup12.36x90.09%
WinnerRed cup50x90.09%

Winner market only — no side bets. Effective RTP: 91.10–92.12%. Maximum win: 50x (250x with lightning).

Cancellation: Rounds are cancelled and bets refunded if technical issues occur, including camera failures, machine malfunctions, or any situation where the result cannot be 100% verified.


9. Coin Flip

Objective: Predict heads or tails.

MarketSelectionMultiplierRTP
WinnerHeads1.82x90.91%
WinnerTails1.82x90.91%

Winner market only — no side bets. Coin Flip has no Lightning Rounds, so its effective RTP equals its base RTP of 90.91%. Maximum win: 1.82x.

Cancellation: If a flip encounters any error or technical issue (such as the coin getting stuck, machine malfunction, or detection problems), the round is cancelled and all plays refunded. This ensures all flip outcomes can be properly verified and shown to players.


10. CCTV Games — Common Rules

The following rules apply to Rush Hour, Duck River, and Snow Run (Sections 10.1–10.3). All three share the same betting logic, markets, and payouts. In CCTV games, players predict how many objects an AI detection model will count in a segment of real video footage.

10.0.1 Markets and Payouts

MarketSelectionWin conditionMultiplierRTP
Race WinnerUnderThe AI count is below the lower boundary number3x90.00%
Race WinnerOverThe AI count is above the upper boundary number3.6x90.00%
Race WinnerRangeThe AI count falls strictly between the two boundary numbers2.25x90.00%
Race WinnerExactThe AI count matches either of the two displayed numbers18x90.00%
Exact BoundaryExact LowThe AI count exactly matches the lower boundary number36x90.00%
Exact BoundaryExact HighThe AI count exactly matches the upper boundary number36x90.00%

Base RTP: 90.00% on all markets. Effective RTP: 90.00–92.16% — Exact Low and Exact High are never in a Lightning boost pool, so they receive no uplift and stay at 90.00%. Maximum win: 36x (90x with lightning, on Exact).

10.0.2 The AI Is the Referee

The AI count is final — like a referee's call in sport. The game is not "how many objects were really there" — it is "how many the AI detected." Players are informed of this before every round via an on-screen disclaimer (e.g. "Only vehicles detected by the AI will be counted").

The AI may not detect every object due to:

  • Partial visibility — objects at the edge of frame or partially hidden may not be picked up.
  • Overlapping objects — when two pass at the same time, the model may register them as one.
  • Environmental factors — lighting, weather, and camera angle can all affect detection.

This is fair because: every player sees the same footage and the same detections; the rules and disclaimer are shown before every round; it works both ways — missed detections can also cause "Under" bets to win that otherwise would have lost; and the system is fully automated with zero human intervention.

Fairness of odds: The payout multipliers are fixed per market (Section 10.0.1), shown before betting, and locked into each bet when it is accepted. The round's boundary numbers are not chosen by hand: the winning outcome is drawn from the round's committed seed against the published probability distribution, and the boundaries are then placed around the segment's count to realise that outcome. Because the commitment is published before betting opens, the line cannot be moved in response to the bets placed, and the reveal lets anyone confirm the drawn outcome and the weights it was drawn against (Section 2.12). The only thing that can change an accepted bet's payout is a Lightning boost, which is likewise fixed before betting opens and can only increase a payout (Section 2.9). The same RTP applies every round: if the AI counts 8, all bets settle around 8 — a missed detection does not advantage or disadvantage any bet.

10.0.3 Game Flow

  1. Betting Phase — location revealed; players place bets before time runs out.
  2. Counting Phase — the AI counts objects crossing the detection zone. Detection is shown on screen in real time (tracking brackets, counting flashes, and a progress bar).
  3. Count Locked — final count confirmed.
  4. Round Settled — winnings paid out; next round begins.

10.0.4 Stream Quality and Cancellation

Streams may occasionally experience brief lag, frame drops, or lower quality due to weather, network conditions, or camera limitations. This is normal and does not affect fairness — the AI analyses the exact same segment the players see, so all bets are settled on identical footage regardless of stream conditions.

A round is cancelled, and all bets automatically refunded, when:

  • Complete stream failure — no footage is captured for the round.
  • Confirmed AI malfunction — no count can be produced.
  • System processing delay — if the system is slow to respond during the transition from betting to counting, or during result settlement, the round is cancelled as a safety measure so no bet is left unresolved.

Visual lag, brief buffering, or lower stream quality are not grounds for cancellation: the AI and all players see the same segment, ensuring a fair outcome every round.

10.1 Rush Hour

"Watch a live traffic camera and predict the car count! Bet on Over, Under, or the exact number of cars passing through during the round."

Real-world CCTV from cities worldwide, running 24/7. Every round is a fresh, unique segment — never reused — captured within approximately the last 60 seconds. Locations are selected automatically based on time of day and traffic patterns; the current location is shown during betting.

10.2 Duck River

"Real segments from the duck river. You predict how many ducks the AI will detect floating past the zone. Bet under, over, range or exact value."

The stream runs from the duck river; each round captures a unique segment of the action.

10.3 Snow Run

"Watch skiers and snowboarders through GoPro POV, aerial drones, and slope-side cameras. Predict how many hit the tracking zones — over, under, range or exact."

Each round uses one of three camera modes, each with its own counting rules (shown to the player before the round):

  • Slope-Side Camera (Static): A fixed camera with a single detection line across the slope. When a skier crosses it, they are counted once.
  • GoPro POV (Dwell): First-person view down the slope. A countdown arc fills on each person in the zone — when it completes, they are counted, and the cycle repeats every 10 seconds while they remain in the zone. Leaving the zone pauses the countdown. A streak badge (x1, x2, x3) tracks each person's count.
  • Aerial Drone (Scan): Bird's-eye view with a tracking zone that drifts across the slope. Altitude, overlapping paths, and snow conditions can affect detection; what the drone sees is what counts, and all players get the same result.

The footage is real footage from real ski slopes; every round is a unique segment. Every detection is shown on screen.


11. Footfall (Crash Game)

Objective: A real street, real footage, and a multiplier climbing from 1.00x. Cash out before someone walks into frame — the instant a pedestrian enters, the round crashes and the multiplier locks. Hold longer for a bigger multiplier, but the walk-in can come at any second. Cash out in time and you keep your stake times the multiplier at which you cashed out.

Footfall is a crash-style game. Unlike the count-based CCTV games (Section 10) it has no Under / Over / Range / Exact markets — there is a single decision, when to cash out, and the round ends the moment a pedestrian walks into frame. The crash point is decided before the round starts and is provably fair; the footage is matched to the pre-decided crash point, so the walk-in always lands exactly on cue. The footage is genuine — the person you are waiting for really does step into frame.

11.1 Game Flow

  1. Betting Phase — the next street is revealed. Place up to two stakes before the betting timer ends. Optionally set an auto cash-out target for each stake. Stakes and their auto cash-out targets lock in when the betting timer ends.
  2. Climb Phase — the round starts with a short 3-2-1 countdown while the multiplier holds at 1.00x; once the climb begins, cash out at any time to bank your stake × the current multiplier.
  3. Crash — a pedestrian walks into frame; the multiplier locks and the round crashes. Any stake still riding is lost.
  4. Round Settled — cashed-out stakes are paid at their cash-out multiplier; the next round begins.

11.2 Placing Bets and Cashing Out

  • Two stakes per round. Up to two independent stakes may be placed each round, at different amounts and/or different auto cash-out targets — for example one played safe and one held for a bigger multiplier.
  • Manual cash-out. The cash-out button arms once the multiplier starts climbing — a cash-out cannot fire during the pre-round countdown while the multiplier holds at 1.00x, and the server refuses any cash-out before the climb. Pressing it immediately shows a provisional "Cashing out…" state; the final multiplier and payout are confirmed by the game server, which is authoritative (see 11.5).
  • Auto cash-out. Set a target multiplier and the stake is cashed out automatically when the round reaches it, paying exactly the target multiplier — the payout is capped at the target even if processing runs a fraction of a second past it. Auto cash-out targets lock when the round starts and cannot be changed for the running round; while locked, the target can still be turned off for the next round. If the round crashes before the target, that stake is lost like any uncashed play. Cash-outs are timed on the 155 server, not on the player's video feed (see 11.5).
  • Instant crashes. Roughly 6% of rounds crash instantly at 1.00x (see 11.4). No cash-out is possible on those rounds — every stake is lost. This is part of the provably-fair math, not an error.
  • Auto-betting. Auto-bet re-places the current stakes every new round. It stops the moment a stake or its cash-out target is changed, and on loss of balance, disconnection, or refresh.

11.3 Multiplier and Maximum Win

The multiplier rises continuously from 1.00x at a fixed exponential rate, so it climbs slowly at first and accelerates the longer a round runs. It only rises during the climb — the pre-round countdown, during which the multiplier holds at 1.00x, does not count toward it. There is no upper multiplier cap (true crash-style): the multiplier keeps climbing for as long as the round survives, so the maximum win per bet is limited only by the operator's maximum payout (Section 2.6), not by a multiplier ceiling.

The growth rate is a presentation setting that governs round pacing; it is not an input to the provably-fair result. The crash point is derived from the committed seed alone (Section 11.4) and can be verified without it.

The platform's promotional boosts and bonus features do not apply to Footfall: Lightning Rounds, Streak Multipliers, Multiplier Boosters, Daily Check-in, and Player Level bonuses are not offered, and free bets cannot be used on this game. The only way to grow a win is to cash out at a higher multiplier.

11.4 Provably Fair and RTP

Footfall returns 94% to players (RTP); the house edge is 6%. Every round runs on the same provably-fair math:

  • Before betting opens, the server publishes a commitment server_seed_hash = SHA-256(server_seed), hashed over the seed's lowercase ASCII hex string. The crash point derives from that seed alone — every other input is fixed and public — so the commitment fixes the outcome itself, not merely the seed.
  • The crash multiplier is 0.94 ÷ (1 − r), floored at 1.00x, where r is a uniform value in [0, 1) drawn from the committed seed as HMAC-SHA256(key = server_seed decoded to bytes, message = ":crash:0"), taking the first 13 hex digits and dividing by 2^52. When r < 0.06 the round crashes instantly at 1.00x — roughly a 6% chance. The result is rounded to two decimals, half up.
  • Note the seed is used two ways and they are not interchangeable: the commitment hashes the seed's ASCII hex text, while the HMAC key is that same seed decoded to bytes. The leading colon in ":crash:0" is part of the message.
  • Each seed is one link in a hash chain committed in advance and consumed strictly in order. Hashing a revealed seed once yields the previous round's commitment; hashing it chain_index times reproduces the published chain_root_hash. Seeds therefore cannot be reordered, skipped, or minted after the fact.
  • After the round settles the reveal publishes server_seed, server_seed_hash, crash_multiplier, house_edge, chain_root_hash and chain_index, under scheme_version: 2. There is no per-round nonce. Anyone can recompute the exact crash point and confirm it was fixed before betting opened, and any past round can be reopened and verified.
  • The commitment hash is shown (and copyable) in the game during the round, and once the round settles the in-game fairness panel reveals the seed, its chain index and the chain root — the round can be verified on the spot without leaving the game.

The 94% expected return holds at any cash-out target: cashing out early trades a smaller win for a better chance of hitting it; holding longer does the opposite — the expected return is the same either way. RTP is theoretical, measured over a large number of rounds, and is not a guarantee for any single session.

The probability of the multiplier surviving to a given value m is approximately 0.94 ÷ m — for example ~47% to reach 2x, ~18.8% to reach 5x, ~9.4% to reach 10x, and ~0.94% to reach 100x.

11.5 Stream Quality, Disconnection, and Cancellation

  • Stream lag never changes the result. The crash point is fixed in advance and cash-outs are timed on the 155 server, not on the player's video. What the player sees is a faithful replay of an outcome already decided; brief lag or buffering does not affect it.
  • The server clock is final. A cash-out that reaches the server after the round has crashed on the server is rejected and the stake settles as lost, even if the player's screen still showed the multiplier climbing when the button was pressed. The provisional "Cashing out…" state resolves to the server's verdict either way — network delay can cost a slow cash-out, but it can never create a win that didn't happen.
  • Disconnection. Any stake already cashed out is safe and settled. A stake still riding settles on its result — collected by its auto cash-out if one was set, otherwise lost if the round crashed. Bet History shows the outcome on reconnect.
  • Cancellation and refunds. A round is cancelled and every stake refunded (set to Voided) if the stream fails completely, the crash point cannot be published, or the system is too slow during a phase change. Refunds are automatic.

Appendix A — Bet Lifecycle Events

For audit purposes, every bet generates an immutable event journal: BetPlaced, followed by exactly one of BetWon, BetLost, BetVoided, or — on Footfall only — BetCashedOut. Voided bets always carry a full refund of the original stake to the player balance; a cashed-out bet settles at the realised cash-out payout.


Appendix B — Game Identification Codes

GameProduction code
Marble Plinko2469f711-2da6-46b7-8648-3313dfdc5bb5
Rolling Dunes27948be8-eae7-4276-823f-24c79247a002
Snakee1b186ee-b609-40e9-9949-ee20b65ffdaf
Survivorb07d5391-09c7-403d-9695-3702503f9f0c
Fast Lane3f5d6fa5-346b-4783-be3c-8e40ef288759
Stairpongf38c69e6-f784-4b2d-8791-309432b0eb39
Fish Tanka8c81652-cbd4-4b5d-94cd-5585715a6133
Coin Flipe4c85f24-3703-46bc-933a-b9e54d3aaecb
Rush Houre30b58a2-653f-492a-81f1-8f1769c4d31c
Duck River76be9102-f4d5-499e-adef-7a6f6848ccf2
Snow Run584b1f3d-8338-4f73-af6b-0b9ac74275eb
Footfallf42795eb-a884-448f-bb42-6bf5a2fb3e33

Appendix C — Configuration Parameters

Operator-configurable parameters. Only the following commercial parameters are configured per operator; they are displayed to players in the game client where applicable:

ParameterDescription
CurrencyBet/payout currency
Minimum betMinimum stake per bet
Maximum betMaximum stake per bet
Maximum payoutHard cap on payout per bet, including all boosts
Chip denominationsAvailable chip values in chip-placement mode

See Bet Limits & Starting Bet for how the minimum and maximum bet shape the chip ladder and the player's pre-selected chip.

Global platform settings. The following are set per game by 155 Media Studios and are identical across all operators — they cannot be customised per operator:

ParameterDescription
Betting windowSeconds the betting phase remains open
Per-bet-type limitsIndependent min/max stake per bet type (Winner, Forecast, Tricast variants)
Minimum finishersMinimum finishers required for a valid race result (otherwise cancelled and refunded)
Lightning roundsEnabled/disabled; per-tier frequency; maximum boosted options
Streak boostsWin-streak and loss-streak boost schedule
Player levelsEnabled/disabled; XP thresholds and multiplier bonus per level

Appendix D — Supported Languages

Game rules and the user interface are available in: English, Arabic, Danish, German, Spanish, French, Hindi, Japanese, Korean, Portuguese, Russian, Thai, Turkish, Vietnamese, and Chinese. English is the reference language for all game rules and terms; translations are provided for convenience and may contain errors.

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