Roaming Wilds
The Jumping Wilds Feature is triggered when a Jumping Wild appears in any position on the reels. Each Jumping Wild in the Dragon Reels or Panda Reels transforms a symbol position in the same row on the opposite game position into a Jumping Wild. If the chosen symbol position already features a Jumping Wild, the multiplier for that Wild increases by 1x for each additional Jumping Wild awarded on that symbol position.
Initiate the Dragons VS Pandas feature by landing 1 VS Coin symbol along with any combination of 2 other Coin symbols in any position. Choose either the Dragon Reels or the Panda Reels for the feature, and the spin unfolds simultaneously on both game positions. Line wins are exclusively paid for the selected game position. Make your strategic choice and plunge into the gripping conflict between these mighty creatures!
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.
Within the primary game, the Scatter symbol finds its place solely on reels 1, 3, and 5. The ignition of Burnout occurs when precisely 2 Scatter symbols align on a single row. Once all earnings have been collected, Burnout wreaks havoc by obliterating all symbols, including the 2 Scatter symbols, thus paving the way for fresh symbols to descend. The row upon which the Scatter symbols land determines the bonus mode bestowed: if 3 Scatter symbols grace distinct rows, "The Ride" is activated, granting 8 spins; if all 3 land on the same row, "The Last Ride" kicks in, offering 9 spins.
An additional row is introduced, expanding the reel area to 5x5. During spins of 'The Ride', Charged Wilds can ascend to 4x before meeting their demise. Attaining exactly 2 Scatter Symbols earns an extra spin, while the presence of only 2 Scatter symbols on a single row triggers Burnout. Landing 3 Scatter symbols not only awards +3 spins but also triggers Chainsaw Larry spins.
Gameplay and features within "The Ride" remain consistent, albeit with a guaranteed Scatter symbol appearing on reel 5. Similarly, landing 3 Scatter symbols during this mode bestows +3 spins and activates Chainsaw Larry spins.
Moreover, acquiring 3 Scatter symbols during either "The Ride" or "The Last Ride" grants +3 spins and activates Chainsaw Larry spins. An additional enhancer reel is introduced, enhancing symbol payouts during this mode according to the Chainsaw Larry Spins paytable. Manifesting as a jumping Wild, Chainsaw Larry traverses reels 2-4 with each spin.
Landing on a character symbol boosts the win multiplier by +1. Furthermore, Chainsaw Larry unveils enhancer symbols upon landing, yielding one of the following enhancers: Smiley, xSplit®, or Lucky Feet. Smiley rewards an additional Spin, xSplit® doubles all multipliers between the xSplit® and Chainsaw Larry symbols, and Lucky Feet prompts Chainsaw Larry to relocate to a different row, leaving behind a regular Wild symbol.
If Chainsaw Larry lands on a position with a Charged Wild, the Afterburner feature is activated, doubling symbol multipliers on the same row. If it initially lands on a Charged Wild, all symbols double in value.
Featuring a thumping synth wave soundtrack players will be fuelled by 80’s nostalgia, as the game board divides and connects to create incredible win potential.
In the Sunken Treasure Bonus, which exclusively occurs during the Base Game, players can activate the feature by landing a combination of 2 Bonus symbols on reels 1 and 3, along with the SH symbol on reel 5. The bonus unfolds in stages, with players selecting items, each stage resetting the available items. At every stage, players choose 1 item from 3 hidden options, revealing either a multiplier or a "Collect" item. Multipliers range from x2 to x25, and players continue picking items until the "Collect" item emerges. The accumulated multipliers determine the final points in the Bonus Game, and the bonus pays out the final points multiplied by the total bet.
Similarly, the Roaming Kraken Free Spins Bonus Game is triggered during the Base Game when 2 Bonus symbols on reels 1 and 3 combine with the SP symbol on reel 5. The bonus game involves 10 hidden items, each concealing values such as +1 Free Spin or +3 Free Spins. Players reveal and accumulate these values until the "Start Free Spins" item is uncovered. The sum of all revealed Free Spins determines the length of the subsequent Free Spin series.
During the Free Spins, a distinct reel set comes into play, featuring 40 lines. Any Wild that appears on the screen persists until the conclusion of the Free Spins but has the flexibility to alter positions with each subsequent spin. The reward for an individual Free Spin undergoes multiplication based on the number of Wild symbols present on the screen during that particular spin, augmented by 1. To illustrate, if there are 2 Wilds on the screen, the spin garners a x3 multiplier.