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.
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.
The reels exhibit variations in the base game and at each level of the free game. In the base game and the initial free game level, 5 reels are active, while the remaining 3 consist of Overlay symbols. On the second free game level, 6 reels are active, and the remaining 2 consist of Overlay symbols. The third free game level features 7 active reels, with the remaining 1 consisting of Overlay symbols. In the fourth and final free game level, all 8 reels are active.
Free Spins are triggered by 3 or 4 Scatter symbols in the base game. Scatters covered by walking Wilds are not taken into account. Specifically, 3 Scatters activate the first level of the free game, offering 8 free spins, while 4 Scatters activate the second level of the free game, also providing 8 free spins. Scatter symbols themselves do not yield payouts, but the screen may contain paying lines alongside Scatters. Scatters accumulate during the same free game session, even when the level increases, but they are not accumulated in the base game. Upon collecting 3 Scatters during the free game, the next level is reached, and the player receives 2 extra free spins.
Once you reache the final 4th level of the free game, no further level-ups are possible. However, collecting 3 Scatters will still grant 2 extra free spins. Players can achieve 2 level-ups and 4 extra free spins if 4 new Scatters are obtained on the current free spin, and 2 Scatters are accumulated from previous spins. If the player is on the 3rd or 4th level, then 2 level-ups are not possible, and the player's level increases to the last level, accompanied by 4 extra free spins.
At the conclusion of the free game session, all accumulated Scatters not used for level-ups or free spins are removed. This ensures that the next free game session begins with zero accumulated Scatters. Once all free spins are exhausted, the free game concludes, and the player returns to the base game.