Each year, countless animals worldwide fall victim to vehicular collisions. It’s high time they stood up for themselves and seized control. Papa Bear, Fred the Rabbit, and Deer Joe have arrived, refusing to tolerate any nonsense. Two Scatter symbols initiate the Call To Arms, granting two regular hearts. Should the third Scatter symbol appear during this phase, it triggers Team Assemble Freespins and replenishes any lost regular hearts. The game mode concludes when there are no hearts remaining.

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.
On a serene summer evening, in a sleepy town where activity was typically scarce, destiny took an unexpected turn for two women who hitched a ride home. Unbeknownst to them, they had just crossed paths with Chainsaw Larry, a figure notorious for relishing the blend of fear and fuel. His weapon of choice? The roaring rev of his engine.

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.

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