Random Wilds
The Collector activates whenever a Jumping Wild animal is in action. Each Collector is visually linked to its corresponding Jumping Wild by color and type. Whenever a car is halted by the Jumping Wild, the corresponding Collector value increases by 1. Upon reaching a count of 5, the Collector triggers the upgrade feature, enhancing its associated Jumping Wild based on its type. When the upgrade feature activates, a regular heart is upgraded to an armored heart from the left side of the heart list. If any heart is missing, an armored heart is added from the left side of the heart list instead. The Collectors counter is removed once the cap is reached.
Papa Bear, Fred The Rabbit, and Deer Joe serve as Jumping Wilds, relocating to a random position within the Battle Area (reels 2, 3, and 4) between rounds.
Hilly and Billy Cars become active when animals are present and only trigger between spins. There are two car types: Green - Hilly’s Car (1 Hit point) Always appears first in each round. Requires one hit to stop. Red - Billy’s Car (2 Hit points) Appears every fifth round during Team Assemble or in every round during Junkyard Assault. Requires two hits to stop. When a car enters play, it traverses the reel area from the right side, starting at a random row. If a Jumping Wild obstructs the car, one hit point is deducted. If the hit points reach zero, the car stops. If the car traverses the area from right to left without interruption, it selects a random row and begins traversal from the left side. A successful round trip either damages an armored heart or removes a regular heart, starting from the right on the heart list. The feature ends when there are no hearts remaining.
Roadblock activates after accumulating a total of 20 hits, becoming enabled for the next spin. The feature begins by restoring any regular hearts and transforming all Jumping Wilds to occupy entire rows within the Battle Area. Upon activation, Hilly and Billy cars enter play, striking one row each randomly and triggering a feature based on the row hit: Top - Adds a random Wild on reel 5. Middle - Splits all rows on Reel 5. Bottom - Doubles the size of the 3x3 Wild. This sequence remains consistent, with each row capable of being hit twice. Once both cars are stopped, all three rows merge into a single 3x3 Wild, covering the entire Battle Area. After payouts are completed, the 3x3 Wild splits back into Jumping Wilds, and the Total Collector resets to 0.
The fate of these priceless scrolls rests in your hands. Guide these valiant heroes to victory, ensuring that these ancient artifacts do not fall into the wrong hands, preventing their misuse of the immense power they hold.
In this quest, embrace the wisdom of the Monkey King and adopt his fearless spirit. Remember the age-old saying – monkey see, monkey do. Follow in the footsteps of this mythical warrior, and let his courage and determination inspire your journey to safeguard the mythical world and preserve its ancient wisdom.
Watch as their dark magic takes over the reels, shooting Skull Wilds into play, slashing symbols in half, adding symbol multipliers to two reels, and conjuring the touch of Death to drag multiplier Skull Wilds onto a single reel.
Before Free Spins begins, you’ll have the chance to randomly select a demon whose power is guaranteed for every free spin. Get ready to face the all-engulfing fires of Judgement Day MegawaysTM and prepare for an epic battle brought to life by Red Tiger.
Each rotation has the potential to illuminate up to 4 Enhancer Cells. When activated, one of the following enhancements will manifest: xWays, xSplit®, or Disturber (Respin).
Mrs. Nudge is restricted to reel 3. Whenever Mrs. Nudge appears, she will unfailingly nudge to ensure full visibility. With each nudge, the win multiplier increases by 1.
Scatter symbols may appear on any reel during the base game. However, the Executioner Scatter symbol is exclusive to reel 3 during Pre-Op Spins. Landing the Executioner Scatter symbol upgrades the Pre-Op Spins to Annihilation Spins and grants an additional +3 spins. Accumulating 3 or more Scatter symbols triggers the Pre-Op Spins: - 3 Scatters: Initiates 12 Pre-Op Spins. - 4 Scatters: Initiates 15 Pre-Op Spins. - 5 Scatters: Initiates 20 Pre-Op Spins. During Pre-Op Spins, at least 1 Enhancer Cell will always be activated. Activating a Disturber awards an extra spin. Remember, the Executioner Scatter symbol is exclusive to reel 3 during Pre-Op Spins.
Gathering 3, 4, or 5 Scatter symbols with all Enhancer Cells activated initiates the Annihilation Spins: - 3 Scatters: Commences 12 Annihilation Spins. - 4 Scatters: Commences 15 Annihilation Spins. - 5 Scatters: Commences 20 Annihilation Spins. Throughout Annihilation Spins, all Enhancer Cells remain activated. Activating a Disturber awards an additional spin.
Triggering 4 illuminated gravestones while simultaneously landing a stacked Dr. Death Symbol on reel 3 activates Angel of Death, leading directly to Six Feet Under.