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Basketball ​

Basketball on a phone

Aim and shoot.

Designer
player1
RTP
97.00%
State
balancing
Play Basketball →

Opens 97 Plus in demo mode: virtual credits, no sign-up.

How it plays ​

Details to come.

Original Design document ​

Created 19 July 2026 · Last modified 21 September 2026

Game design may differ from the content below.

Basketball uses standard UI layout (copy Mines). At the bottom of the game play area is a white horizontal line. A ball is shown bouncing up and down (the line is the ground). Use public/assets/basketball_assets/ball.png. At each bounce the ball gets a random spin. The ball's landing x is random at every bounce - the player does not aim it. 2/3rds of the way up the game play area is the basket. The basket x coord mirrors the ball coord about the centre x during IDLE. On bet the ball complete its current bounce and then bounces high and in the direction of the basket. It should travel in a parabola and come down either near the basker in on the basket. The ball should register a basket collision on the way down. If the ball hits the basket on the left or right (the rim) it should bounce away. This is a game loss. If the ball fails to hit the basket and falls down this is a game loss. If the ball hits the basket near the middle it should go into the basket and freeze their - this is a game win. The player's choice is the three zone multipliers, set on the play area itself. Side arrows scroll a 3-wide window along the multiplier ladder (1.1x up to 388x). Touching a multiplier holds it - a white rounded rectangle frames it, and a scroll leaves that zone's multiplier alone while the other two take the new window's values. So the three zones can carry any mix of ladder values, not just one contiguous window. The maths goal - a single shot resolves to one of three ground zones. The zone the ball happens to land in fixes the multiplier, and the shot wins with chance RTP/multiplier - so chance x multiplier = RTP for every zone and every combination the player can line up, holding a 97% RTP throughout. A loss pays 0x. The server validates each multiplier against the ladder, so a client cannot invent a pay.