CoinPoker Originals · new concept

Launch
Test

Crash the car. Fling the dummy. Distance pays.

A crash test dummy, a car with no brakes and 480 metres of drums, crates, fans and a billboard. The further he goes, the more it pays, from 0.10x to 500x.

LAUNCH
Tap to load the game · sound on
12payouts, 0.10x to 500x
480 mof road to land on
10fans, 2 drum piles, 4 drum rows
13sound cues plus a soundtrack
01The round

Ten seconds of carnage

One button. The outcome is decided before the car moves, then the physics stages a flight that lands in exactly that payout. Nobody can steer it, everybody wants to watch it.

01

Roll up

The car drives in, engine running. Pick a bet and a risk level, then hit LAUNCH.

02

Hit the wall

A barrier punches up, the car folds, the windscreen goes and the dummy leaves. Whistle starts.

03

Ride the chaos

Drums blow, fans throw him forwards, crates burst, the billboard tears. Signs light up as he passes each payout.

04

Get paid

Where he stops is what you win. RESET, go again, or flick on AUTO and TURBO.

02The road

480 metres of bad ideas

Every payout zone has something in it to hit. Small payouts are short hops into crates and drums. Big ones are a chain: land on a drum pile, get blown forwards, catch a fan, clear the billboard, hit the wall.

Scroll the strip sideways. Drawn to scale.
03In play

What it looks like

Impact. Barrier blast, car crumples, dummy exits through the windscreen.
First flight. The camera pulls back to keep him and the road in shot. The falling whistle is timed to his landing.
Drum cluster. Land on top and they throw you forwards. Slide into the side and you stop dead. Every drum gets its own blast.
Billboard. Hit it fast enough and he goes straight through the paper.
Drum pile, 10x. The red pile is a launch pad if he lands on it.
500x. The only thing that stops a 500x is the end of the road.
04Phone

Same game, in your pocket

LAUNCH
Tap to play

Portrait gets its own layout, not a shrunk desktop. The scene takes the top two thirds, the controls get a panel of their own under your thumb.

  • Big red button, bottom right. Where your right thumb already is.
  • Bet and risk on the left, balance and win across the top of the panel, sound and pays tucked away.
  • Camera reframes for tall screens. More sky, so high flights stay in shot.
  • Same physics, same outcome. It is the same build, the layout switches on screen shape.
05Art

Every asset

All 2D, hand painted, side on. Each prop sits on the same road line and casts into the same sunset.

Car design take two

The first car was an orange hatchback. Perfectly fine, perfectly forgettable. Then on a dog walk Stef passed a sun faded red 4x4 with rusty wheels, took a photo, and the hatchback was retired on the spot. The photo became the brief: same boxy shape, same tired paint, a crash test dummy at the wheel.

The inspirationSpotted on a dog walk.
Car oneThe orange hatchback. Retired.
Car twoThe 4x4, now in the game.
Car one, after
Car two, afterBonnet folded, screen gone, seat empty.

The car clean, wrecked, two wheels

carThe 4x4. Drives in with the dummy at the wheel.

car_crashedSwapped in on impact. Seat empty.

wheelAt rest and slow.

wheel_blurSpin blur while driving.

The dummy seven parts, one ragdoll

head

torso

pelvis

upper arm

forearm

thigh

shin

Things to hit props with physics

barrierPunches up out of the road.

coneSkittles for 0.10x.

crateStacks, bursts in a dust puff.

drumRows and pyramids. Explodes.

explosive drumThe piles that launch him.

rampTwo of them. The second one is for 500x.

road signSwings on a sprung pole.

pole

billboardPaper panel, breakable.

billboard, smashedDummy shaped hole.

fan frame

fan bladesSpin on their own layer.

Payout signs one per multiplier, grander as they go

The world tiles, scenery and things in the dirt

backgroundCity at sunset, softly blurred.

roadSeamless 14 m tile.

dirtSeamless 18 m tile under the road.

road edgeBlends the road into the dirt.

fenceBehind the road.

scrubAt the foot of every sign.

skeletonNow and then, in the dirt.

vultureAlso in the dirt.

steer skullBy the fence, rarely.

foreground 1Blurred, rushes past the lens.

foreground 2

foreground 3

foreground 4

foreground 5

06Animation

Things that move

Hand drawn effect strips for the big moments, physics for everything else. These are the actual frames the game plays.

Drum blast

10 frames. One per drum, staggered, so a cluster of five reads as five.

Crate burst

6 frames of dust and splinters when he goes through a stack.

Landing dust

14 frames. Sized by how hard he hits the road.

Fan

Blades on their own layer, always turning. Pass one low and it throws you up and forwards.

Drive and crash

Wheels swap to the blur sprite at speed, then the car folds on impact.

Signs light up

Each payout sign glows in its own colour as he passes it.

07Sound

Sound design

Real samples for every beat of the round, a light synth layer underneath for the little ticks, and a soundtrack. Press play.

08Under the bonnet

How it is built

Outcome first

The payout is drawn from a provably fair seed before anything moves. The physics only decides how he gets there, never where.

Staged physics

A planner runs the real simulation off screen, tries launch settings until one lands in the drawn zone, then the game plays that exact run. Same code, same result, every time.

No waiting

Two background workers keep the next flights solved while you watch this one, so LAUNCH fires the moment you press it.

Turbo and Auto

Turbo plays the same flight at double speed. Auto chains rounds. Neither changes a result.

Phone ready

One build. Landscape gets the full HUD over the scene, portrait gets the control panel underneath.

Light

Matter.js for physics, canvas for drawing, no engine, no framework. Art is plain PNG, sound is plain MP3.