Engage in an epic clash of Dragons vs Pandas, navigating 40 lines across two sets of 4-reel games. Witness the excitement as Wilds leap across the reels, creating even more substantial victories. Take your pick and emerge victorious in this thrilling battle!

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!
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.
Delve into the depths in Release the Kraken™, a 4×5, 20-line video slot. Uncover the enigmas of the ocean as random features can unfold with every spin, and seize the treasure right from under the kraken's grasp in the progressive multiplier, roaming wilds free spins round.

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.

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