Light the fuse, ride the ricochet, run the Gold Baron out of town
Out in a red-rock canyon, crates, barrels and chests creep down towards the fence, and a single cannon holds the line. The player drags to aim, lets go and watches the cannonballs ricochet from wall to wall, cracking the cargo one hit at a time. A vulture in a cowboy hat hops with joy whenever a level is won. Five levels make a chapter, and when a chapter is done its boss comes riding in. Underneath it is a finished HTML5 template with clean source code that goes straight onto any static host.

10 bosses, one at the end of every chapter
At the end of each chapter a boss rolls in with its own portrait, a health bar and a wall of cargo for cover. Stop it before it gets to the fence: beating it the first time is worth 100 coins, every rematch 25. The posse starts with the Rattlesnake at the Dusty Ranch and ends with the Gold Baron in the Gold Rush:
- Dusty Ranch: Rattlesnake
- Gold Mine: Giant Scorpion
- Red Canyon: Grumpy Bison
- Cactus Flats: Cactus Brute
- Railroad: Train Robber
- Saloon Town: Bandit Bear
- Ghost Town: Ghost Outlaw
- Crystal Cavern: Gila Monster
- Dust Storm: Thunderbird
- Gold Rush: Gold Baron

Dynamite barrels, oil lanterns and the Bomb
Every block wears a number, the hits it still needs. A dynamite barrel blows apart the eight blocks around it, and two side by side set off a chain. An oil lantern burns across its entire row, a treasure chest adds two cannonballs to the volley and a steel anvil never breaks, so the level can be won without it. Arm the Bomb and the first cannonball of the next volley clears a 3×3 square. End shot brings every cannonball home at once, and the 2× button speeds up the long ones.

Daily challenge, Endless mode, missions and a shop
Coins are earned with stars, bosses, treasure chests and missions, and they go straight to the shop: three cannon upgrades (Extra ball, Quick fuse, Spyglass) and six cannonball skins from Lead to Ghost, which also unlock with stars. Each day brings a new Daily challenge of 18 rows, with extra coins for a winning streak. The Endless trail drops a fresh row after every volley until the cargo hits the fence, and reaching 30, 60, 90, 120 and 150 stars pays out a coin bonus.

14 languages and a narrator with a voice
The interface and the level tips are translated into 14 languages and start in whatever language the browser uses. An announcer voice is recorded in English, Portuguese and Spanish. Four original tracks play in the menu, the levels (two of them) and the boss fights, alongside 27 sound effects.
What is new compared with RICOPOP
Under the cowboy hat sits the RICOPOP engine with its 50-level structure, so the shot and the bounce play exactly as before; a few maps changed to fit the new blocks. Everything on screen and in the speakers is new compared with RICOPOP:
- A Wild West theme with new art: ten desert chapters, from the Dusty Ranch to the Gold Rush, and a wooden arena
- A vulture mascot in a cowboy hat
- Ten desert bosses, each with its own portrait, plus a boss music track
- New blocks: treasure chests, oil lanterns that burn a row and unbreakable steel anvils
- Coins, a shop with cannon upgrades and cannonball skins, Daily challenge, Endless trail, missions and star milestones
- Original music
Upload and play: ads stay off until you turn them on
Upload the contents of the game folder to a static web host and start playing. Progress, coins, skins and upgrades are stored on the player's device.
- Ads are off by default. dynamite-gulch.config.js has optional Google AdSense, custom-adapter and demo settings; live ads need your own eligible account.
- The Score screen and the missions are local: there is no server, PHP file or online leaderboard to maintain.
What you receive
The complete HTML5 game and its readable source with every picture, sound and music file, the illustrated guide in English, Portuguese and Spanish, a step-by-step customization guide with numbered screenshots, and optional developer tools: 58 tests, a level validator and solver, a local server and a build copy.
Customise it
There is no build step: edit a file, upload it and refresh. The levels are in src/levels.js, the economy (prices, rewards, upgrades, missions, star milestones) in src/modes.js, the texts in src/locales/ and the pictures, sounds and music in assets/. dynamite-gulch.config.js controls ads, the "Tap to start" screen and the full-screen button. Internal code names left over from the engine are listed in the source README.
Technical details at a glance
- Stack: vanilla JavaScript with ES modules, Canvas 2D, Web Audio and optional WebGL glow effects; the files are HTML, CSS, JavaScript and JSON.
- Runs from any static HTTP or HTTPS host (not from file://), with no Node.js, build step, PHP, database or account. It needs an internet connection to load and is not an offline app.
- Portrait layout on phones, wide layout with side panels on desktop; touch, mouse and keyboard.
- Node.js 26.13+ only for the optional developer tools.
- Not included: native Android or iOS builds and store publication, online multiplayer or an online leaderboard, ad network accounts and game-portal SDK integrations.
Licence and support in short
You get a perpetual, non-exclusive licence for one end product, yours or one client's. Players may access it free of charge or through advertising monetisation. You can change the code, art and audio inside your product, but not resell the template itself. Six months of support are included, or 12 with the extension chosen at checkout.



















