Wild Stride
A session-based step-and-collect game. A comic walker on two wooden stilts — Dill Daddy, Tax Dodger or Bigfoot Steve — crosses an endless woodland trail of rock ledges, gaps and floating logs, while eagles, angry trout and seagulls add drama. The player stakes once and walks: every forward step either holds and multiplies the round's total by a random step multiplier, or is a fall that ends the round and loses the stake. After any step that holds, collecting pays the total.
Before each step the player picks a stride by how far they drag the stilt:
| Stride | In the game | Character |
|---|---|---|
short | Small step | Falls rarely; ×1.1 to ×2 |
long | Stride | Falls more often; ×1.2 to ×10 |
wild | Wild stride | Falls more often than not; ×2 to ×100 |
The outcome of every step is decided by the RNG when the step is taken: one draw, read with the published table of the stride chosen. The physics on screen — where and how a stilt is planted, the walker's balance, ducking under a bird, which walker plays — is presentation: it shows each step's result and cannot change it.
| Property | Value |
|---|---|
| Game ID | wild-stride |
| Engine version | 1.2.0 |
| Type | session_based |
| Volatility | High — the player sets it with the strides they choose and when they collect |
| Max Win | 1,000× bet, the game's maximum. Operators get a 100× multiplier cap by default and may set their own up to 1,000×; a lower operator or jurisdiction maximum win lowers a round's cap. The RTP is the same at any cap |
| RTP variants | 92.00% / 94.00% / 96.00% / 97.00% — every way of playing returns it (less sub-unit rounding), under any max-win cap |
| Minimum stake | 100 minor units (1.00 in 2-decimal currencies), over any lower operator setting |
| Theme | Comedy outdoors (cartoon characters, slapstick falls) |
How a round works
| Phase | Description | Player input |
|---|---|---|
| Stake | The stake is debited; the walk starts at ×1. Nothing is drawn yet | Press Play |
| Step | One draw, read with the chosen stride's table: a step multiplier (the total is multiplied by it) or the fall (the round ends, the stake is lost) | Grab a stilt, drag it ahead (how far picks the stride), release it |
| Collect | Pays stake × total | Press Collect (after at least one step that held) |
| Max win | A step whose payout reaches the round's cap | None (the cap is paid automatically) |
Lifting a stilt and putting it back without moving forward is not a step: it draws nothing and cannot end the round.
The strides
Each stride has its own table of outcomes, with integer weights over 1,000,000. Every table is an exactly even bet: Σ weight × multiplier = 1,000,000, so a step after the first returns, on average, exactly what the total was before it. The first step of a round has every safe outcome scaled by the variant's RTP — that is the only place the house edge lives — so its fall chance is higher.
| Stride | Outcome | Weight (of 1,000,000) | Chance, every step after the first | First step, rtp-92 | First step, rtp-94 | First step, rtp-96 | First step, rtp-97 |
|---|---|---|---|---|---|---|---|
Small step (short) | ×2 | 2,000 | 0.2000% | 0.1840% | 0.1880% | 0.1920% | 0.1940% |
| ×1.5 | 10,000 | 1.0000% | 0.9200% | 0.9400% | 0.9600% | 0.9700% | |
| ×1.2 | 42,000 | 4.2000% | 3.8640% | 3.9480% | 4.0320% | 4.0740% | |
| ×1.1 | 846,000 | 84.6000% | 77.8320% | 79.5240% | 81.2160% | 82.0620% | |
| the fall | 100,000 | 10.0000% | 17.2000% | 15.4000% | 13.6000% | 12.7000% | |
Stride (long) | ×10 | 800 | 0.0800% | 0.0736% | 0.0752% | 0.0768% | 0.0776% |
| ×5 | 2,000 | 0.2000% | 0.1840% | 0.1880% | 0.1920% | 0.1940% | |
| ×3 | 5,000 | 0.5000% | 0.4600% | 0.4700% | 0.4800% | 0.4850% | |
| ×2 | 10,100 | 1.0100% | 0.9292% | 0.9494% | 0.9696% | 0.9797% | |
| ×1.5 | 27,600 | 2.7600% | 2.5392% | 2.5944% | 2.6496% | 2.6772% | |
| ×1.2 | 754,500 | 75.4500% | 69.4140% | 70.9230% | 72.4320% | 73.1865% | |
| the fall | 200,000 | 20.0000% | 26.4000% | 24.8000% | 23.2000% | 22.4000% | |
Wild stride (wild) | ×100 | 200 | 0.0200% | 0.0184% | 0.0188% | 0.0192% | 0.0194% |
| ×25 | 800 | 0.0800% | 0.0736% | 0.0752% | 0.0768% | 0.0776% | |
| ×10 | 3,000 | 0.3000% | 0.2760% | 0.2820% | 0.2880% | 0.2910% | |
| ×5 | 6,000 | 0.6000% | 0.5520% | 0.5640% | 0.5760% | 0.5820% | |
| ×3 | 20,000 | 2.0000% | 1.8400% | 1.8800% | 1.9200% | 1.9400% | |
| ×2 | 420,000 | 42.0000% | 38.6400% | 39.4800% | 40.3200% | 40.7400% | |
| the fall | 550,000 | 55.0000% | 58.6000% | 57.7000% | 56.8000% | 56.3500% |
Near the cap. A step that could take the total to the round's cap (1,000×, or a lower operator, tenant or jurisdiction maximum win) is re-weighted so that it stays exactly fair counting the capped win: its safe outcomes are made more likely in proportion, so the cap never costs the player any return. Far from the cap the table applies as it is.
These tables were tuned for engine 1.2.0 (the third published set; the earlier ones stay published, and every round is verified with the tables it was played on). A future retune ships the same way — a new engine version with new published paytables — the rules above (an exactly even bet per table, the first step scaled by the RTP, fair steps at the cap) stay, and a round keeps the tables it started with.
How the total feels after several safe steps of one stride (exact, steps after the first):
| Stride | Safe steps in a row | Median total | 95th percentile | Chance of that many safe steps (steps after the first) |
|---|---|---|---|---|
Small step (short) | 5 | ×1.61 | ×2.19 | 59.0% |
Small step (short) | 10 | ×2.59 | ×3.85 | 34.9% |
Stride (long) | 3 | ×1.72 | ×2.88 | 51.2% |
Stride (long) | 5 | ×2.48 | ×5.18 | 32.8% |
Wild stride (wild) | 2 | ×4.00 | ×6.00 | 20.2% |
Wild stride (wild) | 3 | ×8.00 | ×20.00 | 9.1% |
Every way of playing returns the RTP
The round's total is a product of step multipliers. Its first step returns the RTP on average (every safe outcome scaled by it), every later step is an even bet whichever stride is chosen, and a step that can reach the round's cap is re-weighted so it stays exactly fair counting the capped win. So the expected value of the round stays level from one step to the next: no choice of strides and no rule for when to collect moves it off the RTP — under the game's own 1,000× cap and under any lower maximum win. Three roundings, all down, take less than a unit of the currency per round:
- each step's draw is mapped by integer thresholds, largest multiplier first, and every floor moves probability towards smaller multipliers and the fall;
- the total is kept to 8 decimals and rounded down after every step;
- a payout is rounded down to the currency's smallest unit, and never exceeds the round's cap — a step that reaches it ends the round paying the cap.
The best possible play is to leave before the first step, which pays exactly the RTP. Collecting after a single step returns the RTP less a rounding of a fraction of a millionth of a point:
| Variant | RTP | Best play | One small step, then collect | One stride, then collect | One wild stride, then collect | First-step fall chance (small / stride / wild) |
|---|---|---|---|---|---|---|
| rtp-92 | 92.00% | exactly 92.00% (a round left before its first step) | 92.000% (2.7 × 10⁻¹⁴ pt under) | 92.000% (1.2 × 10⁻¹³ pt under) | 92.000% (6.7 × 10⁻¹³ pt under) | 17.20% / 26.40% / 58.60% |
| rtp-94 | 94.00% | exactly 94.00% (a round left before its first step) | 94.000% (2.3 × 10⁻¹⁴ pt under) | 94.000% (1.2 × 10⁻¹³ pt under) | 94.000% (1.3 × 10⁻¹² pt under) | 15.40% / 24.80% / 57.70% |
| rtp-96 | 96.00% | exactly 96.00% (a round left before its first step) | 96.000% (1.9 × 10⁻¹⁴ pt under) | 96.000% (1.4 × 10⁻¹³ pt under) | 96.000% (5.8 × 10⁻¹³ pt under) | 13.60% / 23.20% / 56.80% |
| rtp-97 | 97.00% | exactly 97.00% (a round left before its first step) | 97.000% (1.4 × 10⁻¹⁴ pt under) | 97.000% (1.1 × 10⁻¹³ pt under) | 97.000% (1.7 × 10⁻¹² pt under) | 12.70% / 22.40% / 56.35% |
What some ways of playing return, computed exactly (every rounding and the cap included) at a stake of 100.00 — the last three under a lower maximum win, as an operator's multiplier cap or a tenant maximum win would set it:
| Strategy | Returns, rtp-92 | Returns, rtp-94 | Returns, rtp-96 | Returns, rtp-97 | Pays anything, rtp-96 | SD of one round, rtp-96 (stakes) | Most it can pay |
|---|---|---|---|---|---|---|---|
| 1 small step | 92.000% | 94.000% | 96.000% | 97.000% | 86.400% | 0.385 | 2× |
| 5 small steps | 91.999% | 93.999% | 95.999% | 96.999% | 56.687% | 0.854 | 32× |
| 10 small steps | 91.999% | 93.999% | 95.999% | 96.999% | 33.473% | 1.386 | 1,000× |
| 3 strides | 92.000% | 94.000% | 96.000% | 97.000% | 49.152% | 1.231 | 1,000× |
| 10 strides | 92.000% | 94.000% | 96.000% | 97.000% | 10.308% | 4.412 | 1,000× |
| 1 wild stride | 92.000% | 94.000% | 96.000% | 97.000% | 43.200% | 1.922 | 100× |
| 3 wild strides | 92.000% | 94.000% | 96.000% | 97.000% | 8.751% | 6.831 | 1,000× |
| 6 steps: small, stride, wild, repeated | 92.000% | 94.000% | 96.000% | 97.000% | 10.080% | 5.727 | 1,000× |
| strides until 50× or more | 92.000% | 94.000% | 96.000% | 97.000% | 1.537% | 8.404 | 499.19× |
| wild strides until the round's cap | 92.000% | 94.000% | 96.000% | 97.000% | 0.096% | 30.969 | 1,000× |
| 1 wild stride under a 10× max win | 92.000% | 94.000% | 96.000% | 97.000% | 44.536% | 1.210 | 10× |
| wild strides until a 10× max win | 92.000% | 94.000% | 96.000% | 97.000% | 9.600% | 2.946 | 10× |
| strides until a 100× max win | 92.000% | 94.000% | 96.000% | 97.000% | 0.960% | 9.751 | 100× |
Riding wild strides until the cap returns the RTP too: the steps that can reach the cap are the ones re-weighted to stay fair. The full model is in the game's math model (games/wild-stride/docs/math-model.md).
Max win and the default cap
The game pays at most 1,000× the stake. Every operator starts with a 100× multiplier cap on Wild Stride and may change its own cap up to 1,000×. The cap changes how far a walk can go, never the return — what changes is the spread: walking wild strides to the cap is the slowest way for results to settle, and the default cap shortens it about tenfold (exact, cap-fair steps included):
| Walk | Returns, rtp-92 | Returns, rtp-94 | Returns, rtp-96 | Returns, rtp-97 | Reaches the cap, rtp-96 | SD of one round, rtp-96 (stakes) | Rounds to 99.9% house-ahead (rtp-92 / rtp-94 / rtp-96 / rtp-97) |
|---|---|---|---|---|---|---|---|
| Wild strides until 100× (the default operator cap) | 92.000% | 94.000% | 96.000% | 97.000% | 1 in 104 | 9.75 | 136,012 / 247,005 / 567,472 / 1,019,244 |
| Wild strides until 1,000× (an operator who lifts the cap) | 92.000% | 94.000% | 96.000% | 97.000% | 1 in 1,042 | 30.97 | 1,371,483 / 2,491,146 / 5,724,221 / 10,282,294 |
"Rounds to 99.9% house-ahead" is the normal approximation (3.09 × SD / edge)² for a casino whose every round is that walk.
Payouts are rounded down to the currency's smallest unit — less than one unit per paid round, which at a 1.00 stake can cost about a third of a point of return and from 10.00 a few hundredths (rtp-96, the table below); below 1.00 it would cost more, which is why the game's minimum stake is 1.00.
| Stake (2-decimal currency) | 1 small step, rtp-96 | 5 small steps, rtp-96 | 3 strides, rtp-96 | 3 wild strides, rtp-96 |
|---|---|---|---|---|
| 0.10 (below the 1.00 floor) | 96.000% | 94.637% | 94.425% | 96.000% |
| 0.50 (below the 1.00 floor) | 96.000% | 95.316% | 95.670% | 96.000% |
| 1.00 | 96.000% | 95.877% | 95.670% | 96.000% |
| 1.01 | 95.907% | 95.646% | 95.757% | 96.000% |
| 1.50 | 96.000% | 95.790% | 95.945% | 96.000% |
| 2.50 | 96.000% | 95.882% | 96.000% | 96.000% |
| 9.99 | 95.923% | 95.957% | 95.984% | 96.000% |
| 10.00 | 96.000% | 95.968% | 96.000% | 96.000% |
| 10.01 | 95.991% | 95.986% | 95.967% | 96.000% |
| 100.00 | 96.000% | 95.999% | 96.000% | 96.000% |
Unfinished rounds
| Situation | Settlement |
|---|---|
| Player reopens the game within 5 minutes (tab closed, connection lost, phone locked) | The round is resumed where it was left — steps taken, total, collect button |
| Player idle for 5 minutes mid-round | Collected automatically at the total reached |
| Player starts a new round while one is open | The open round is collected at the total reached |
| Round left before its first step | Pays stake × the RTP |
The client finds an open round with GET /games/wild-stride/rounds/active?currency=… (the session's player; null when there is none). It returns the same view a step response carries.
Provably fair
For tenants with provably fair enabled, every step's draw is derived from the committed server seed at its own sub-nonce — step k at sub-nonce k (purpose label step_outcome); nothing is drawn at the round's setup. The seed is held while the round is open and revealed when it ends. The round record stores the stride of every step (strides, a final fall included) and the cap the round was locked to (maxWin); with them the verifier replays every step's draw with its stride's table, the running total and the payout, and the verification page does the same in the browser and compares it with what the round booked. See Provably Fair.
Integration notes
- Bet field:
betAmount(minor units of the session currency), like Pass the Jay and Red District. - Action (
POST /games/wild-stride/rounds/:roundId/actions):{ "type": "step", "step": <steps so far + 1>, "stride": "short" | "long" | "wild" }. A request naming any other step number (a retry of one already taken) or an unknown stride is refused before anything is drawn; every accepted step draws once. - Every response carries the round's view:
phase(active,lostortop),steps,multiplier(the total, rounded down to 2 decimals),cashoutValue(minor units),maxWin,cashOutAvailable,lastStepand the strides' multiplier ranges (strides, never their chances). A step addsresult(safeorfall) andstepMultiplier. A fall or a step that reaches the cap settles the round in the same response. - Collect: the standard
POST /games/wild-stride/rounds/:roundId/cashout; itsanimationData.historylists every step's stride, result and multiplier. - Terrain, hazards, which slapstick fall plays, the walker's lines and the walker chosen are client-side presentation: they draw nothing on the server and cannot affect the payout.