Roaming 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.
Saddle up and venture towards wealth... Achieve three Golden symbols to secure a standard victory. The slot’s Wild assumes various guises, appearing as a Horseback Rider (Stacked Wild), a Bandit (Sticky Wilds), or a Gold Plaque (Standard Wild), seamlessly blending the historical setting with inventive reward mechanisms.
The Scatter manifests as a pair of Golden Pistols. Once triggered, they can stir up chaos and unlock lucrative bonuses! Money Bag Symbols may appear on reels 1 to 4, each carrying different cash prizes. If the player lands this symbol on the fifth reel, they'll receive the accumulated amount, significantly boosting their overall haul.
Activating three Golden Pistol Scatters triggers Free Spins. If only two Scatters appear, the fifth reel will Re-Spin to aid in securing the third Scatter. Lady Pearl takes the spotlight with the Sticky Wild feature. During any spin, Wild Symbols can land and remain fixed on the reels throughout the feature, accumulating further Wilds as they traverse the reels.
The Stacked Wild feature involves Swift Rick piling up to four Wilds on any of the five reels. This feature mirrors the narrative, with the duo stacking as much loot as they can during their exploits.