KNOW YOUR
CHIPS.
The cost. The catch. The prize. All eight games, explained.
COMMUNITY PLAYTEST · PLAY CREDITS ONLYOpen the community testing guide →
ODDS AT A GLANCE
Return is the total prize value divided by paid stakes, including returned stakes. It is a long-run calculation, not a promise for your session. Feature previews and demo refills do not count.
| Game | Calculated return | House edge |
|---|---|---|
| The Big Fry | 96% | 4% |
| Lucky Catch | 90% per complete run | 10% per complete run |
| Drop · Steady | 97.01% including earned Frenzy | 2.99% |
| Drop · Spicy | 97.00% including earned Frenzy | 3.00% |
| Drop · Extra hot | 97.00% including earned Frenzy | 3.00% |
| Cards Right | At most 95% · choices and cap matter | At least 5% in expectation |
| Crab Derby | 95% | 5% |
| Chippy 21 | About 99.63% · all wagers · basic-strategy estimate | About 0.37% of all wagers |
| Chippy Crash | 97% before payout rounding · preset cash-out | 3% before payout rounding |
| Pinball | Free play · points only | No paid prize |
Drop uses separate badge progress for each stake and spice. Its averages assume that earned features are finished. New drops preserve exact hundredth-credit prizes at every supported whole-credit stake; older locked features retain their original rounding. Scratch-card odds describe the original complete run: remaining chances change as cards are sold. Previously issued tickets and active older features keep their original rules.
- Choose 100–100,000 play CHIPPY per chip using the game controls, then pick your spice. The selected stake costs the same in all three modes.
- The chip follows twelve rows of pegs into thirteen alternating prize and losing buckets. A bucket's multiplier gives the total returned amount, including the stake.
- 0× returns nothing: you lose the entire paid stake. Stronger spice means fewer wins and larger prizes; new drops are independent.
| Spice | Lose entire stake | Centre return | Largest return |
|---|---|---|---|
| Steady | 50% | 1.83× | 6× |
| Spicy | 65% | 1.87× | 40× |
| Extra hot | 80% | 3.88× | 250× |
Each spice setting has approximately 97% long-run return, including completed earned features. The server weights the paths for the chosen mode; buckets are not equally likely. A particular outermost bucket occurs on average once per 4,096 Steady drops, 5,851.43 Spicy drops or 10,240 Extra hot drops. These are averages, not a schedule for wins.
Friday Frenzy
Paid drops independently have a 1 in 20 badge chance. Collect three Chippy badges for five free chips with doubled bucket prizes. Badges are saved separately for each stake and spice. Earlier partial progress keeps the old prizes for its first completed feature; later progress uses the new settings. Switching settings changes the meter you see; return to those settings to resume that progress. The feature uses the stake and spice that earned its three badges and keeps them locked. A free chip costs nothing; zero buckets still return nothing. Free chips do not earn more badges.
Friday Frenzy plays one chip at a time and leaves time to read each result. Quick paid drops affects paid chips only. Pause after the current chip to save the remaining free drops.
Feature preview
The feature preview demonstrates five free chips. Its winnings go into a separate preview balance, never your normal play balance. It keeps your earned badges and cannot replace a feature already running. Preview results are clearly marked in history.
Previously saved features keep their original prizes and losing chances until they finish. Old receipts and already credited demo winnings stay unchanged. New Drop prizes keep exact hundredth-credit values. A return below the stake is a net loss; a return equal to the stake breaks even.
The demo maths
The calculated long-run return, including earned Frenzy, is approximately 97% for every spice setting. These calculations include the five earned free drops, exclude previews and refills, and apply to all supported new whole-credit stakes with exact hundredth-credit settlement. Each stake and spice has its own saved badge meter, so low-stake progress cannot trigger a high-stake feature. Stopping before using an earned feature changes the return you actually receive. These averages do not predict an individual session or establish live-game odds.
- Choose a 10, 25 or 50 demo-credit bet. Each normal spin charges that bet.
- Three matching symbols on the middle horizontal line pay the table below. Other ordinary middle-line combinations pay nothing; fryer and bell symbols can trigger the features below.
- Returns include your stake. Salt breaks even; lemon gives a partial return, so it is still a net loss.
Fryer Frenzy
Three fryers anywhere trigger six free spins at the held bet. Their prize multipliers climb through 2×, 3×, 4×, 5×, 6× and 7×. Chips act as wilds for ordinary paying symbols. These spins do not retrigger another feature or the CHIPPY jackpot.
The Golden Fry
Three bells trigger six rounds on a 5-by-4 shop board. The final twenty plot values are added and paid once at the end. Plots can be worth 0×, 0.5×, 1.5× or 4× of the held bet; the maximum total is 80×.
Staged demonstrations are labelled and excluded from the normal probability statistics, but can change this game's demo-credit balance. The normal demo's calculated long-run return is 96%; a nonzero return can still be a loss after the bet.
- Stake 1–100,000 whole play CHIPPY. Cut the two-pack shoe: 104 cards, freshly shuffled for each round.
- Call whether the next card will be higher or lower. Ace is high; suits do not matter. Cards are drawn without replacement.
- The same rank gives a free retry: the revealed card becomes the new current card, without another charge or advancing your ladder.
- After a correct call, bank the offered return or keep playing. A wrong call loses your original stake and any unbanked offer. Five correct calls bank automatically.
Each Higher/Lower button shows its own total return before you call. The starting risk value is 95% of your stake; each successful call multiplies that value by the fair odds of a non-matching win, capped at 32× your original stake. Matching ranks leave the value unchanged. A certain first call returns 95% of your stake, so a correct call is not always a profit. Awards settle in six-decimal credit units, rounded down. Impossible directions are disabled.
The expected gross return is at most 95% for adaptive calling and banking when the next card is hidden. The maximum-prize cap can lower returns substantially for risky calls; this is a ceiling, not an exact return for every strategy. The local server owns the hidden shoe and records debit/settlement once. Reloading recovers your recorded round. Previously started rounds keep their original 5× cap; new rounds use 32×.
- Every card costs $1 in demo CHIPPY: 10,000 virtual tokens at the fixed demonstration quote. You pay whether the card wins or loses.
- Scratch the nine spots, or choose Reveal all. Match three identical icons anywhere to receive that icon's displayed prize once.
- Two matching icons pay nothing. A losing card returns zero and does not refund its cost. The $1 prize returns your cost: it is break-even.
A $5 prize means $4 profit after the $1 card cost. Dollar prizes are represented by demo CHIPPY using the fixed demonstration quote; they are not cash payments.
Each purchased card has a unique ticket ID plus a run ID and ticket number. New cards are drawn randomly without replacement from a sealed run of 26,700 cards, containing 10,000 prize cards and $24,030 of demo prize value. Scratching reveals its recorded result; it cannot change it. A card's prize is credited once. Older independent-draw tickets keep their original results. A sold-out run stops issuing cards.
Prize odds
At the start of a complete run, the chance of any prize is 1 in 2.67, including the $1 break-even prize. The chance of a prize greater than the cost is approximately 22.02%. There is one $500 top prize per original run of 26,700 cards. The whole-run gross return is exactly 90%. Chances change with the remaining inventory; an individual card or a smaller collection is not guaranteed to win.
Free play. Points only. There is no stake, token prize or payout.
Choose from Friday Night, Harbour Run, Space Cadet and Treasure Tide. Each has different physical routes, bumpers and targets, with its own local best and shared practice top 10. The bright white ball stays visible above raised rails; switch its short trail on or off in the table settings. Each table also has its own full-colour illustrated background and moving arcade lights, with separate on/off controls. Reduced-motion settings keep the lights steady.
- You have three balls. Hold and release Space to launch; A / D or left / right arrows operate the flippers. Touch controls are also available.
- Use W / up arrow to nudge, P to pause and M to mute. Excess nudging causes a three-second tilt: flippers and scoring stop and ball save is disabled.
- There is a ten-second ball save after launching. During multiball, a life is lost only when all active balls drain.
CHIPS & Frenzy
Complete the five CHIPS targets to raise your scoring multiplier through 1×, 2×, 3× and 5× and start a 30-second, three-ball Frenzy. Its jackpot gate awards 10,000 points times your score multiplier while active. Extra balls remain in play until they drain.
Service Rush
Complete three ramps to start a 25-second challenge: hit Skill → Sauce → either ramp in order. Challenge awards are 1,500, 2,500 and 10,000 points times your score multiplier, in addition to ordinary shot points.
Your personal best is saved in this browser. Practice games do not count towards it. Pinball jackpots are points, not CHIPPY payments.
- Pick one of six crabs and stake 100 to 100,000 demo CHIPPY, in multiples of twenty. Each tile shows the crab's chance and total return.
- The accepted entry charges the stake once. The trumpet plays, then the pistol sends the crabs scuttling. Crowd, surf and claw sounds follow the race; mute does not delay it.
- One crab wins. Your crab winning returns its quoted multiplier times the stake, including that stake. Losing returns zero.
| Crab | Win chance | Total return |
|---|---|---|
| Sir Pinch-a-Lot | 1 in 3 | 2.85× |
| Clawdia | 1 in 4 | 3.8× |
| Salty Sid | 1 in 6 | 5.7× |
| Butter Legs | 1 in 8 | 7.6× |
| Captain Crunch | 1 in 12 | 11.4× |
| Shelby Turbo | 1 in 24 | 22.8× |
Each selection has exactly 95% theoretical average return and a 5% edge. A 1,000 winning stake on Sir Pinch-a-Lot returns 2,850: 1,850 profit. The same winning stake on Shelby Turbo returns 22,800, but its chance is only 1 in 24. These averages are not promises for a session.
Weighted cryptographic selection records one winner. Lead changes, stolen chips and race sounds do not affect it. Saved version 1 races keep their original equal chances and 5.7× return.
Demo receipts persist with your browser account. No connected wallets or real payouts.
- Choose an even stake of 100 to 100,000 demo CHIPPY. Beat Chippy without exceeding 21.
- Hit takes another card; Stand ends the active hand. Double on two cards charges an equal additional stake, deals one final card and stands. Double after a non-ace split is allowed.
- Split separates two equal-value cards, including two ten-value cards. It charges an equal stake for the new hand. Play each hand in order; re-split non-aces up to four hands if the balance covers it.
- Split aces receive one final card each; no hitting, doubling or re-splitting those aces. The dealer acts after all player hands finish and stands on every 17 or higher, including soft 17 and 18.
Natural blackjack on the original two cards pays 3:2 profit: 1,000 returns 2,500. Split-hand 21 is an ordinary win. Ordinary wins pay 1:1 profit; pushes return that hand's stake; busts and losses return zero. Each split hand settles separately.
Six complete decks are freshly shuffled for every new round; cards are never reshuffled during an active round. Dealer natural blackjack is checked before player actions. Insurance and surrender are not offered. A 100-million-round basic-strategy test estimates about 99.63% returned against all wagers, including split and double stakes. The conventional house edge measured against initial bets is about 0.42% (95% estimate interval 0.40–0.45%). Decisions and available credits affect results; these sample estimates are not an exact return for every player.
Hidden dealer cards and the future shoe stay private until settlement. Split hands, stakes and receipts survive a restart. Existing version 1 and 2 hands finish under their original rules and saved cards. Demo credits only.
- Choose 100–100,000 demo CHIPPY in steps of 100. Your accepted entry charges that stake once, then a three-second countdown begins.
- The multiplier rises from 1.00×. New flights unlock manual cash-out at 1.10×; approximately 11.82% of flights crash before reaching that point. Cash out before the rocket crashes to return your stake times the confirmed multiplier. Returns include the stake: 1,000 at 2.50× returns 2,500, which is 1,500 profit.
- A crash before your cash-out returns zero: you lose the full stake. Some flights crash immediately at 1.00×. The animation, sounds and previous flights do not predict the crash.
- You may set auto cash-out from 1.10× to 100× before launch. That target is locked for the flight and handled on the server, even if your browser is disconnected. A surviving flight automatically cashes out at the 100× limit.
The server controls flight time and confirms cash-out. Manual requests must arrive before the crash; the displayed multiplier is an estimate between server updates, and network delay can affect a last-second request. At the exact crash time the stake is lost. Use auto cash-out for a fixed target.
Watching after cash-out: your confirmed return goes straight into your balance while the original rocket keeps flying. The final screen compares your cash-out multiplier with its actual crash multiplier. Next flight skips only the viewing animation; it does not place a new bet or change your winnings. Flights that reach 100× end at the safety limit.
Each new flight is independent. For a fixed automatic cash-out target the mathematical average return is 97% before payout rounding, a 3% house edge. Prizes round down to hundredths of a credit, which can reduce the average slightly. Manual timing and connection delay can also affect your return. This is a long-run model, not a promise of session winnings or independent certification.
Only one flight can be open for your account. Reloading recovers its saved result; repeating the same request never pays twice. Shared play credits only. Wallet deposits and real payouts are not connected.
