Original Game
BetaRUN THE NUMBERS
Build your wager board, fade the bust card, and press number hits across the active paytable.
Synchronizing retro systems…
Where the HOUSE is your friend
and your FRIENDS are your competition.
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Apr 17
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Choose a game to jump straight to the table.
Original Game
BetaBuild your wager board, fade the bust card, and press number hits across the active paytable.
New Beta Game
BetaPredict by color, suit, or rank, multiply the live pot on every hit, and cash out before the deck turns on you.
Admin Preview
AdminTrade Circles, Squares, and Triangles against a shared live card-driven market with timed data dumps and isolated game accounting.
Admin Preview
AdminRoll the color and number dice across three rounds. Combine primary and secondary scores to beat the board.
Shape Traders
Market
Activity
Deck
Holdings
History
Guess 10
BetaCommission Ladder
Wager
Current Pot
Next Pot
Category
Selection
Run the Numbers
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Daily realized P&L across all games.
Apr 17
+$0.00
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| Date | Prize | Qty | Name | Username | Address | Cost | Status | Action | |
|---|---|---|---|---|---|---|---|---|---|
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Pick a game to manage its branding and its dedicated admin tools. Saves sync to the backend automatically.
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Select any player to open their full activity log — all four game tables with account balance after every row.
Theme customization has been removed. The app now uses one fixed visual system from the base stylesheet.
Grant credits directly to a player's account.
Pick a roll outcome to preview its saved animation. Regenerate replaces it with a freshly baked clip.
Set the rolls one at a time — ROLL 1, then ROLL 2, then ROLL 3 — to build a score from the ground up. Clear rolls resets everything.
Adjust character stats with sliders, then run head-to-head simulations to see win rates.
Each row hero's win % vs each column opponent. Loads from saved master odds on open; manual sims overwrite cells locally only — only "Run Master Matrix" writes back to DB.
Run one deterministic battle and see every event. Leave seed blank for a random round.
One clip per character × action. Paste a URL to the asset (sprite sheet, video, gif, lottie JSON, whatever). The clip_data column is JSONB so additional fields like duration/fps/loop can be added later without a schema change.
Live prediction-market sim. A random challenger appears; pick a champion, buy contracts up front at the master-grid price, then watch the battle and PAUSE to trade. Contracts settle $1.00 (win) / $0.00 (loss) / $0.50 (draw). Client-side only — no DB writes yet.
The garden backdrop behind the plants. Upload any image, then frame it to the panel shape in the cropper (drag / zoom to pick what shows — keep the dirt across the lower portion where the plants sit). Saves immediately; the game re-pulls it on next open.
The bee and butterfly that swarm each flower during the POLLINATE bonus. Upload a small square image with a transparent background (PNG or SVG) — they render about 22px, so keep the shape simple and bold. Leave one empty to keep its emoji. Saves immediately; the game re-pulls on next open.
The wheel each bloomed flower spins when the reels land 3-in-a-row. Set how many positions carry each multiplier — the mean is what drives RTP, so a change here moves the whole game's return by roughly the same proportion. Saves immediately; the game re-pulls on next open.
| multiplier | positions | chance |
|---|
Sound effects and music for the game. Upload an audio file (mp3 / wav / ogg / m4a) per slot — leave a slot empty for silence. Background ambient and Pollination special music loop; everything else is a one-shot fired by its event. Weather sounds play when that reel lands. Saves immediately; the game re-pulls on next open, and players get a mute toggle in the garden corner.
One master editor: stats, per-weather bloom/wilt odds, active toggle, and custom icon / animation uploads. Only active flowers appear in the game. Loads from bloom_flowers; press Save to DB to persist (the game re-pulls on next load).
Sim runs each flower as its own all-in satchel (10 seeds) and compares its RTP contribution to the fair share (9.9% per seed). Anything off by more than ±0.25% is flagged. Same rules the live game runs, including the POLLINATE wheel above.
On reading a wheel change here: the wheel only pays on a 3-in-a-row (~10% of rounds), so a change to its mean reaches these per-flower numbers heavily damped — retuning 9/2/1 to 7/2/1 moves a flower about +0.2 points (10.0% → 10.2% per seed). At 50k rounds the run-to-run noise was ±0.25, wide enough to hide that, which is why this defaults to 200k. For the number that actually matters, press Save wheel — it reports whole-game RTP for a balanced satchel.
The weather deck: how many of each card sit in the reel pool (deck_count) and the 🦋 butterfly wild. Saved together with flowers.
Draws three reels from the current deck above (each card weighted by its deck_count) and measures how often a POLLINATE line lands, split into natural (three identical real weathers) and wild (a 🦋 butterfly completes the line). Mirrors the live line rule exactly and depends only on deck composition — flowers do not change line odds. Edits above are live; press Run.
Edit each wild fruit's draw weights (regular board + raid replacement) and Monte-Carlo the RTP. Weights are raw draw counts. In the replacement deck the coconut row is the MONKEY weight (a coconut hit in a raid becomes a monkey). Edits are live for the simulation below; Save to DB writes to mm_decks and the game picks it up on next load.
| symbol | regular deck | replacement deck | ||
|---|---|---|---|---|
| wt | % | wt | % | |
Faithful Monte-Carlo of the live engine — full coconut-row raid, extra-shake bonus rows, wild + monkey scoring. Uses the weights above (edited or saved). Target band 93–96% RTP. moon% = Moonshine trigger rate; ret/moon = avg win on Moonshine rounds.
Upload an audio file (mp3 / ogg / wav) to replace the built-in synth for any sound. Clear to revert to the synth. Files upload to the mm-sounds bucket; the URL is saved in mm_sounds and the game loads it on boot.
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