Slot mechanics, grouped and live.
Each page collects a family of mechanics as live, replayable demos, with the minimum code that makes each one work.
Copy-paste templates to clone for a new slot.
Hold & Win, big symbols and non-uniform grids, cascades, wilds and pins, nudge.

Hold & Win
Every Hold and Win building block on one page, from carrying a value on a coin to production Spine and sprite boards with collectors, multipliers, jackpots, meters, anticipation and skips, plus a rectangular-cell clover game from base spin to growing bonus board.
Big symbols & non-uniform grids
Big symbols in every shape, MultiWays row variation, static pyramids, and pins that survive per-spin reshapes.
Cascade & tumble
The tumble toolkit end to end, covering the destroy-and-refill loop, drop orders, lead-in delays, anticipation refills, and spin-then-cascade hybrids.
Wilds, multipliers & mystery (CellPin)
Sticky, expanding, walking and multiplier wilds plus mystery reveals, all built on the CellPin primitive.
Nudge
Shift a landed reel up or down by N positions to reveal new symbols, sequential, parallel, staggered, skippable or abortable.
Orientation & direction
Reels that travel sideways, upward, or per-reel - horizontal banners, roll-up, mixed direction, reading reel.axis, and a banner that joins a ways win.
Skip & slam
Every skip lever end to end - partial slams both spellings, all three tease-protect modes, your own release plan, the quicken mode that lands instead of cutting (with groups, as a two-press button, and in a custom phase), queued presses, skipStage, per-reel spin floors, and all four ways to own a phase.
Anticipation, near-miss, and the slow build before a land.
Anticipation & near-miss
Reel-stop tension - anticipation teases, scatter-driven and staggered slows, turbo and skippable variants, Spine jaw near-wins, and fake near-misses.
Feel: timings & landing FX
Six edits to the built-in phases' step lists that change how a spin feels - stagger curves, a wind-up launch, a landing kick with dust, beats and FX that follow the speed profile, a spotlight around the tease, and one extra beat on the last reel - each a few lines against StartPhase, StopPhase or AnticipationPhase, with slam and quicken still working.
Symbol authoring, layering, motion blur, cell coordinates, paylines and banners.
Reel curvature
Bend the reels onto a drum with one number - per set or per reel - so cells keystone into real trapezoids instead of flat rectangles.
Symbols, layering & motion blur
Symbol classes, a card that shows its reel's phase, three-tier layering (zIndex, unmask, promote), multi-skin Spine tiers, and static-spin motion blur.
Masks & board shapes
Clip the reels to something other than a rectangle - rounded windows, rounded per-reel cards, the rounded outline of a jagged pyramid, arbitrary paths, and the inset / compose decorators.
Cells, bounds, paylines & overlays
Cell geometry, self-drawn paylines and overlays, hit areas, and runtime feature-mode swaps.