Games · Demo playable

Bankheist Jackpot

A bank vault door is the board: a ring of sixteen turns clockwise around four falling tumblers, and three dials open it for the getaway.

Board
A vault door

a ring of 16 around 4 tumblers

Ways
Up to 20,736

six columns, from 1,296

Feature
The Getaway

a chase of twelve steps home

Status
Demo playable

Press to load the full game in this frame. It waits for the press because the game engine is about two megabytes.

In motion

The big moments

Recorded off the Bankheist Jackpot cabinet at full speed. We picked these demo rounds for the show, so a win in them is not what a typical spin pays.

The vault opens. Three dials land, four bolts go KLONK and the door swings open on the gold.
The getaway. The law starts a few blocks behind, and every bag Lugg grabs drives the roadster one block closer to home.
Home free. Reach the hideout and the Jackpot is paid, then the haul is counted out in the attic.
Extra edition. A big win is told by the morning paper, and the bigger the haul the louder the headline.

The story

The heist, in three acts

A 1932 rubber-hose cartoon you play: two crooks, one vault door with a dial that really turns, and a chase home through Hogg City before the law catches up.

  1. The bank's marble vault hall at night, the round steel vault door in the middleKLONK

    Act I · The vault

    Midnight at the Hogg National Savings Bank.

    The board is the vault door itself. Its outer ring of sixteen turns clockwise like the dial of a safe, while four tumblers drop their pins inside it. Three dials in the tumblers and the bolts give, one at a time: KLONK, KLONK, KLONK, KLONK. Then the door swings open on the gold.

  2. Pickett and Lugg in silhouette against the gold pouring out of the open vaultThe Getaway

    Act II · The getaway

    Out of the door and into the night.

    Sergeant Barker leaves the precinct a few blocks behind the roadster, and every lit lamp between the two cars is a drive you still have. Lugg grabs every bag of loot in his row or column; each bag is a block closer to home. Pass Downtown, the Bridge and the Tunnel and each one pushes Barker back.

  3. Pickett and Lugg dancing home at sunrise with sacks of gold, a wooden shack behind them

    Act III · Home free

    Reach the hideout before the law reaches you.

    The roadster that makes it to the hideout is paid the game's one Jackpot, and the whole haul is counted out in the attic by lantern light. If Barker catches you on the way, that is THE END of the chase, but everything already grabbed is kept. Next morning, the Hogg City Herald prints the story.

The cast

Two crooks, one bloodhound, one very angry pig

Pickett

The safecracker

A cat burglar with a stethoscope and very quick hands. He listens to every spin, and the dials are his.

Lugg

The muscle

A big soft wolf with a bigger sack. On the ring in the getaway he grabs every bag in his line.

Sgt. Barker

The law

Hogg City's finest bloodhound. One block closer with every drive; never quite as fast as he thinks.

Mr. Hogg

The banker

Owner of the bank, the diamond and a very short temper. When the paper stops the presses, it is his face on it.

How it plays

What is on the board and what each symbol does. These are the same rules the game shows a player.

The board is the door

The ring is sixteen cells on four sides that turn clockwise as one chain: the top runs right, the right runs down, the bottom runs left and the left runs up. Each side sets on the same click, last, like the dial of a safe.

The tumblers are four columns inside it that drop one to four pins each. A pin can be one, two or four cells tall, so the door holds between 1,296 and 20,736 ways.

Ways pay from the left across six columns: the ring's left side, the four tumblers, the ring's right side. A win tumbles out and the gaps close: downwards in the tumblers, and along the ring in the ring.

The five treasures, highest first

  • The Hogg Diamond
  • Gold bars
  • Banknotes
  • Pearls
  • Pocket watch

The five cards

  • A
  • K
  • Q
  • J
  • 10

And the ones that do something

  • The maskWild. Lands on the ring only and stands in for every paying symbol.
  • The dialLands in the tumblers. Three or more after the last tumble open the vault.
  • The bagThe getaway only. Carries its own value, paid when Lugg grabs it.
  • LuggThe getaway only, on the ring. Grabs every bag in his row or column.

The Getaway

Twelve steps home, and the law right behind

The lamps between Barker's car and the roadster are your drives: one goes out every time Barker gains a block, one lights for every bag Lugg grabs. Three dials during the chase open a shortcut down an alley, two steps ahead.

  • Step 3DowntownSmoke screenBarker drives into the smoke and loses two blocks.
  • Step 6The BridgeHeavier bagsBarker loses two blocks, and the smallest bags are gone.
  • Step 9The TunnelPickett rides shotgunBarker loses two blocks, and from now on every bag is grabbed.
  • Step 12The HideoutHome freeThe chase is over and the Jackpot is paid.

How a big win is told

The morning paper tells it. The Hogg City Herald has four editions, and the bigger the haul, the louder it shouts: from a headline all the way up to stopping the presses.

  • The Hogg City Herald: Headline
  • The Hogg City Herald: Front page
  • The Hogg City Herald: Extra edition
  • The Hogg City Herald: Stop the presses

Inside Job

Skip the dials: Inside Job buys the getaway outright, and the vault opens the way it always does, four bolts one at a time. Where a market does not allow a feature to be bought, the option is not shown at all.

Nothing is a near miss

Each reel stops once, on one uniform stop, and nothing slows down when two dials are already on the door. A win at or below the stake is never celebrated and never makes the paper.

Where this game stands

What is done, and what the figures are still waiting for.

Done

  • The cabinet is built and playable on a phone, upright or turned, a tablet and a desktop.
  • Every room, character, symbol and newspaper is painted in one hand, the rooms to the edges of a wide screen.
  • Thirty-one drawn animations: the bolts, the door's swing, the cast, the cars and every symbol.
  • The getaway is played step by step, on a clock of its own, with the route in the spotlight.
  • The rules, the paytable and the opening screen in eleven languages.

Next

Its maths is not calibrated yet: every pay and weight in the demo is a placeholder, so no evidence pack exists to read a figure from. Then an evidence pack for every rung of its ladder, and a laboratory.

A measured game's page prints every figure with its interval, read from its pack. This game's page will too, once it has a pack.

More games

Three more you can play now, each with its own demo.

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RTP
96.27%
Max win
10,000×
σ
9.31

Two factories in the clouds fight over your sleep. Every Z on reels 1, 3 and 5 becomes a wheel that pours into the Dream Pipe, and two tubes fill until one side wins the night.

7×7, clusters of 5+

RTP
96.58%
Max win
50,000×
σ
42.76

A 7×7 cluster-pays tumbling slot with multiplier spots, free spins and two bought features.

4,096 ways, 6×4

Status
Demo playable

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Its return is a first probe, and every figure moves when the calibration lands.