Can Moonie beat his alter ego Dumpie to win the girl of his dreams?
Moonie plants his heart multipliers with the goal of a Max Win; his bad alter ego Dumpie destroys them with his cigar.
Find the valuable Hidden Epic Bonus by choosing a card during the Super Bonus Upgrade Duel or through the Mystery Bonus Buy.
Moonie's Multipliers: up to 100x. They uniquely stick and stack across spins.
WIN UP TO 5,000×
Moonie is chasing the girl of his dreams. His own devil half, Dumpie, keeps sabotaging him. Moonie builds. Dumpie tears down. That fight is the mechanic.
Story & Cast
PAGE 2
Part A · Story
What makes it different
Four mechanics that do not usually appear together — and every number on this page is a shipped one.
01The hook
×100Up tothe ceiling a single reel can climb to
The multipliers do not reset.
A heart promoted to the top of a reel stays there, spin after spin — and every new heart on that reel adds to it. Most games hand you a multiplier for one spin. This one hands you a position to defend.
PersistsAddsCaps at ×100
They pay forward — never on the win that planted them.
02
A living antagonist
Dumpie's cigar climbs the reels to destroy what you built. Every multiplier standing is something at risk — the tension is ownership, not luck.
03
6×6
An extra row, behind a curtain
The free-spins board opens to 6 × 6. The sixth row exists only inside the feature, behind curtain gates the two of them fight over while you play.
04
Hidden Epic Bonus
Two roads to the Hidden Epic
Every Super Bonus you are dealt deals two cards; 2.16% turns Moonie's and opens the Hidden Epic. Or buy Mystery, where 10% of reveals land on it directly.
Story
PAGE 3
Part A · Story & Cast
The Duality
UP — plants multipliers, wins grow.
DOWN — burns them away, wins fall.
PeriwinkleMoonie · orbs · reward
Coral–crimsonDumpie · bolt · risk
Goldframing · deco · type
Navypanels · plaques
Femme redthe prize
Story & Cast
PAGE 4
Part A · Story & Cast
Moonie — Pose Sheet
MainActionCelebration
Fedora, trench coat, hopeful grin — the everyman.
Story & Cast
PAGE 5
Part A · Story & Cast
Dumpie — Pose Sheet
MainActionCelebration
Same man, horns through the hat, tail, cigar, whiskey — cheeky, never sinister.
Story & Cast
PAGE 6
Part A · Story & Cast
The Femme — Pose Sheet
Main · Red GownBlowing a Kiss
The prize — 1940s pin-up glamour, red gown, red lips.
Story & Cast
PAGE 7
Part B · Symbol Library
Low pays — idle
All symbols 512 × 512, frameless, transparent — the engine draws the cell frame; each royal wears its card-value glow.
ace.idle
king.idle
queen.idle
jack.idle
Art-deco card royals — the low band.
Symbol Library
PAGE 8
Part B · Symbol Library
Premiums — idle
Five premiums in ascending pay order, left to right — premiums wear the neutral blue engine glow.
lipstick.idle
bouquet.idle
lingerie.idle
ring.idle
femme.idle · top premium
The Femme largest and last — the hierarchy reads instantly.
Symbol Library
PAGE 9
Part B · Symbol Library
Specials — idle
The two specials, large — both on the neutral blue engine glow.
wild.idle
scatter.idle
Wild — substitutes for any pay symbol; some land carrying a ×2–×25 value.
Scatter — pays its own ladder (3 = 1× · 4 = 3×) and triggers free spins. Four is the most that can land on any spin, so there is no rung above it.
Symbol Library
PAGE 10
Part B · Symbol Library
Break states — the full set
break art plays only when a winning symbol pops in a tumble. Scatters never shatter.
Symbol Library
PAGE 11
Part B · Symbol Library
Mechanic assets
Moonie's — the heart he plants
orb — the engine stamps the ×valueorb-break — the pop
Dumpie's — the cigar burn
boltTipboltShaftboltBreak
The curtains — gates & the win flash
gateClosedgateOpenwinOverlay
The orb floats above its reel — never inside a cell; the gates seal the free-spins sixth row.
Symbol Library
PAGE 12
Part C · The Board & Mockups
Grid anatomy — the numbers
6 reels wide in every mode — the row count is what changes.
Base game — 6 × 5 · 30 cells
Free spins — 6 × 6 · 36 cells · top row is the curtain row
Rows
Cells
Mockup size @ 512 px cells
Base game
5
30
3072 × 2560
Free spins
6 (5 + curtain row)
36
3072 × 3072
The 6th row sits at the top of each reel behind a curtain gate and exists only in free spins.
The cell frame is engine-drawn and identical on every cell; only its glow colour varies — neutral blue for premiums and specials, the card-value hue for the four royals.
The Board & Mockups
PAGE 13
Part C · The Board & Mockups
Base game mockup — portrait
BALANCE$1,000.00
≫
SPIN
⟳
BET− $1.00 +
☰
The Board & Mockups
PAGE 14
Part C · The Board & Mockups
Base game mockup — landscape
BALANCE$1,000.00
SPIN
BET− $1.00 +
⟳
≫
☰
♪
Landscape HUD carries everything: balance and the two special buy/spin doors on the left, SPIN centre, bet stepper and utilities right — the cast flanks the reels.
The Board & Mockups
PAGE 15
Part C · The Board & Mockups
The left rail
Close-up of the rail's two CTAs — each opens a chooser page in Part E.
buy-button → the buy page · p23spin-button → the spins page · p24
buy-button — opens the buy page (Page 23): Bonus · Super · Mystery. Buy the feature outright.
spin-button — opens the spins page (Page 24): Boosted · Multi · Super Multi. Arm a better spin.
Naming note: the left rail's spin-button is the CTA that opens the spin-modes page — not the HUD's spin-the-reels action. Two different controls; keep them visually distinct. The HUD spin button itself carries the active spin mode — it is the mode indicator, not a separate icon (Page 31).
Two doors — buy a feature, or buy a better spin.
The Board & Mockups
PAGE 16
Part C · The Board & Mockups
Free-spins mockup — the 6 × 6 board
Gate row, left to right: two sealed · two mid-part · two open with a live symbol in row 6. An open gate = that reel lands 6 tall — more symbols, more scatter chances — and the bolt's climb path gets one row longer.
The Board & Mockups
PAGE 17
Part C · The Board & Mockups
The curtain row — detail
The stage curtain that seals each reel's 6th cell — free spins only.
gateClosed — sealedgateOpen — parted
one reel — gate row above the five symbol rows
gateOpen has a transparent centre — the live symbol shows through the parted curtain. Closed, the row is sealed and out of play.
The Board & Mockups
PAGE 18
Part D · Mechanics
Moonie's Orbs — The Heart-Bubble Multipliers
Moonie plants hearts; Dumpie burns them. The romance made mechanical.
1
A multiplier wild lands carrying a ×2–×25 value — the engine stamps the numeral.
2
×3
After pays it promotes — the ×value rises into a heart floating above that reel. Engine stamps ×3 on the plate.
3
×8
A second promote stacks onto the same heart — values add: ×3 + ×5 = ×8, stamped bigger.
Persistent. Hearts survive across spins — including base-game spins — and stack (+new value onto the same reel's heart). Any win touching that reel is multiplied. They reset only when Dumpie's cigar pops them (orb-break) or the player changes bet/mode (anti-exploit rule, warned in-UI).
Mechanics
PAGE 19
Part D · Mechanics
The Cigar Mech — Dumpie's Spear-Bolt
1
The reel carries a heart — the cigar spawns at the bottom, ember tip in row 1.
2
Climbs one row per tumble cycle.
3
Climbs again — the shaft tiles seamlessly behind the tip.
4
Tip nears the top — every row at/below it is dead.
5
Top-out — the heart pops, its value lost.
6
The cigar snaps and bursts into ash — the reel is free again.
Spawns only on a reel that already has a heart, never a bare reel. Max 1 cigar per reel.
Swallowed cells count for nothing — no pays, no scatters — and are covered by the rising barrel.
The cigar never shatters symbols and never triggers a tumble.
Falling symbols stack on top of the ember tip — they do not fall past or through it.
Freed rows do not collapse instantly — they refill on the next cycle.
Push-back (free spins only): Moonie shoves the tip down one row; pushed below the grid, the cigar dies early.
Win lands — 8+ matching symbols anywhere pay. Three rings on this reel are part of the win.
2
Pay — every winning cell flashes the shared win overlay.
3
Shatter — the winning symbols pop to their break art.
4
Fall — the survivors drop, leaving gaps at the top.
5
Refill — new symbols drop in from the top and the board re-evaluates.
The chain continues while new wins form. Break art plays here on every winning symbol — and in one other place: a cell the cigar's ember swallows wears its break art, dimmed, for as long as the cigar covers it.
Mechanics
PAGE 21
Part D · Mechanics
The Gate War
Free spins only. Runs once per spin, before the reels land, across 6 independent gates.
Step 1 — Moonie acts first. Open a closed gate or push a bolt back one row.
Step 2 — then Dumpie. Close an open gate.
Closing a gate onto a bolt whose tip is in the gate row destroys that reel's orb and clears the bolt.
An open gate = that reel lands 6 tall — more symbols, more scatter chances — and the bolt's climb path gets one row longer.
Mechanics
PAGE 22
Part E · Feature Pages
The Buy Page
Reached from the left rail's buy-button — three cards floating over a dimmed base board, equal size, evenly spaced. All three are 2790 × 5000, so they lay out 1:1 with no per-card scaling.
buy-bonusbuy-superbuy-mystery
Card
Cost
What it buys
Bonus
125×
the 8-spin session
Super
350×
the Super Bonus — its 10-spin base, which the duel always lifts to 12 (or 16 on the Moonie card)
Mystery
400×
one draw — 50% Bonus / 40% Super / 10% Hidden Epic
Feature Pages
PAGE 23
Part E · Feature Pages
The Spins Page
Reached from the left rail's spin-button — same treatment, three cards: buy a better spin.
spin-boostedspin-multispin-super-multi
Card
Cost
What it buys
Boosted
3×
~3.5× free-spins trigger chance that spin
Multi
10×
guaranteed multiplier-wild, ≤ ×5
Super Multi
100×
guaranteed, up to ×25
Each mode returns ~96% of its own cost. Costs are engine-overlaid, not baked into the card art.
On selection: the mode arms and the HUD spin button recolours and gains its DISABLE overlay (Page 31). The mode stays active — at its multiplied cost — until the player disables it.
Feature Pages
PAGE 24
Part E · Feature Pages
Trigger Ladder
Scatters anywhere on the board buy the round in — two tiers, and every Super Bonus dealt at trigger deals the cards.
the scatter — pays its own ladder and triggers the round
Scatters
Feature
Spins
3
Moonie Bonus
8
4+
Super Bonus + the Upgrade Duel
10 → 12
at the duel
Hidden Epic — the Moonie card
16
Retrigger: half the current tier — +4 Bonus, +5 Super, +8 Hidden Epic. Session cap 40. Four scatters inside a Bonus also promote it to Super for the rest of the run — stronger reels, no cards.
There is no 5-scatter tier. Four scatters or more is a Super Bonus, and every Super Bonus dealt at trigger opens the cards — the Hidden Epic is won at the duel, not at the trigger. A Bonus promoted to Super by a 4-scatter retrigger is the one exception: it takes the stronger reels, but deals no cards.
Feature Pages
PAGE 25
Part E · Feature Pages
The Upgrade Cards
The duel spread — the two reveal fronts above, the Moonie and Dumpie pick-backs beneath.
front-1 · extra spinsfront-2 · Hidden Epicduel-back-moonieduel-back-dumpie
Opens on every Super Bonus dealt at trigger, natural or bought — never on a promoted one. Pick a card: 2.16% Hidden Epic (16 spins), else +2 spins at Super strength for 12.
Feature Pages
PAGE 26
Part E · Feature Pages
The Splashes
All twelve fs-splash intros — bonus / super / epic down the sheet; plain · banner × portrait · landscape across.
Fires between the trigger and the first free spin, announcing the tier.
Feature Pages
PAGE 27
Part E · Feature Pages
Hidden Epic — the top feature, reachable two ways: win the Upgrade Duel (2.16% on every Super Bonus dealt at trigger), or draw it from the Mystery Buy (10%). 16 spins, bolts disabled for spins 1–4, and ≥1 wild injected every spin at the full ×25 value set.
Feature Pages
PAGE 28
Part F · Wins & Brand
Win tiers
Three celebration banners in ascending order — the cast cheers harder as the tier climbs.
win-big · Big Winwin-mega · Mega Winwin-max · Max Win — 5,000× cap
The amount panel: all three banners share a uniform blank panel in the same size and position — the panel is where the engine prints the number. One overlay layout serves every tier; amounts are engine-typeset over the art, never baked in.
5504 × 3072 · coins rain, the cast celebrates — the tier reads from the art, the amount from the engine.
Wins & Brand
PAGE 29
Part F · Wins & Brand
$5,000,000
5,000× the bet — shown at the $1,000 bet. Moonie finally gets the girl.
Wins & Brand
PAGE 30
Part F · Wins & Brand
The HUD spin button — mode states
There is no separate mode icon — the HUD spin button itself carries the active mode: arming a spin mode recolours the button and adds a DISABLE overlay.
SPIN
Normal — default gold
SPINDISABLE
Boosted — violet
SPINDISABLE
Multi — proposed: ember · colour TBD
SPINDISABLE
Super Multi — proposed: crimson · colour TBD
State
Spin button
Disable overlay
Normal
default gold/navy, reads SPIN
—
Boosted Chance active
recoloured violet
yes — tap to turn the mode off
Multi active
recoloured (colour TBD — ember proposed)
yes
Super Multi active
recoloured (colour TBD — crimson proposed)
yes
Why the disable exists: while a mode is active, every spin costs that mode's multiplier (Boosted 3× · Multi 10× · Super Multi 100×). The recolour is the always-visible warning that the player is not on 1× bet, and the overlay is the one-tap way out. Treat both as required, not decorative.
Flow: left-rail spin-button → spins page (Page 24) → pick a card → mode arms → HUD spin button recolours + gains DISABLE → every spin runs at that mode and cost → tap DISABLE → back to normal.
Wins & Brand
PAGE 31
Part F · Wins & Brand
Brand family
Character crests · title banners · the legacy flat wordmark and its colourways.