# Jackpot Climb: Treasure Temple
*Game · Playable*

Canonical page: https://gamemathemagics.com/#/g-01

> A five reel slot with two features and a progressive, playing the real production math model. Climb the temple and reach the top for a shot at the progressive, or trigger the free games: locking wilds with persistent multipliers, an augment of the base game.
Runs live at: https://gamemathemagics.com/games/treasure-temple/index.html?v=f7606649

Five reels, three rows, 243 ways, built to a 95.78% target. Everything the game does comes out of one file: the reel strips are enumerated position by position, 72,718 of them across 45 strips, and the paytable, the feature parameters and the progressive all sit alongside them. Nothing is generated at runtime. The strips were designed in Loom.

### The two features
Jackpot Climb triggers on three scatters, about 1 in 175 spins. You climb a fifteen floor temple made of solid wall, and every spin every cell may crumble. Crumbling is what opens a cell into a ledge you can stand on, so the reveal and the danger are the same event. Floors one through six are close to a walk. Floor seven is where the reveal rate drops from 0.76 to 0.22, and that is where most of the volatility lives. Coins can only land on ledges that are already open, and they sit there until you walk over them, so the floors above you are visibly richer the longer you take to reach them.

Amazing Absorbers triggers on three of the other scatter, about 1 in 324. Eight spins, and any wild landing on reels two, three or four locks that reel to a full stack for the rest of the round. What makes it behave is that each lock is paid for: wild density on the reels still free falls from 19 to 8 to 2 to 0 as locks accumulate, so the feature cannot run away with itself.

### Temple Shake
A multiplier lands on a reel independently of everything else, but it only pays if that same reel shows a full three high wild stack. Land it without the stack and it fizzles in front of you. That near miss is the mechanic, not a side effect of it, and the model records every one so the design can be measured rather than guessed at.

### You can check the math yourself
The cabinet has a second face. The switch in the bottom right reads CABINET and ANALYSIS; flip it and you get the same model with the presentation taken off. A Monte Carlo panel runs a million spins in the tab and splits the return by component, so you can watch the base game, each feature and the progressive land on their separate budgets, with your own session shown beside them. Be warned that a million spins is not many: the 50x and 100x multipliers carry a large share of the expected value and turn up in about one draw in a hundred, so the number moves around for a long time before it settles.

Analysis mode also states the two feature trigger rates exactly, convolved off the reel strips rather than sampled, and draws every strip by composition — which makes it visible at a glance that reels one and five carry no Temple scatter at all, and therefore that a Jackpot Climb trigger is always decided by reel four.

Behind it sits the full desktop cabinet, linked at the bottom of analysis mode: the model inspector, the paytable and ceiling analysis, and a viewer for the actual source of the Monte Carlo loop that just ran, fetched from the same folder the page is served out of. Open model in there takes any slotsolver-game JSON file, so you can point it at a model of your own and play that instead.

The two pages share one engine and one model file. Nothing in the game’s presentation layer can reach a payout — the board is decided by spinOnce() before the first reel moves, and everything after that is timing. Which is why the trigger rates in the game’s own Pays screen are not quoted from anywhere: it walks the reel strips and works them out exactly when you open it.
