3 reels, 1 line, per-coin pays × coins in. Max coins always buys something.
The ◆ is wild and doubles any win it joins — two of them quadruple it. Reels can nudge a leaning diamond onto the line.
The nudge is the tease — a diamond one step off the line steps in. Three ◆ straight across is the jackpot.
Full Double Diamond base — ◆ wild ×2/×4, cherries pay on the line — plus a wild RED HOT 21 symbol living on reel 3 only.
Win with the 21 on the line (≈1 in 290) and YOU play the hand: hit or stand, your call. Your total is the multiplier — stand on 17, that's 17×; push to 21 for the full 21×. Bust and it drops to the ×2 consolation. A book hint shows the smart play; the posted RTP assumes you follow it. The 21 shows on the line about 1 in 43 spins to keep the tease alive.
◆ wild doubles and quadruples; the TOP DOLLAR symbol lives on the center reel only.
TOP DOLLAR on the center line (≈1 in 66) starts the offer game: a cash offer appears — take it, or wave it off for the next one. Four offers max, rejected offers are gone forever, and the fourth is forced. Offers run about 5 to 430 credits per coin and get richer at higher denominations. A house-math advisor reads each offer against the value of pushing on — take it or let it ride. The posted RTP assumes you play the offers smart.
Double Diamond base — ◆ wild ×2/×4, cherries — with the pinball symbol on reel 3 only.
Pinball on the line (≈1 in 94–117) fires the top box. Buy-a-pay, like the real one: 1 coin = 1 ball, 2 coins = 2 balls, 3 coins = FIVE balls. Balls land in pockets worth 5–500 credits flat, or drain to the bottom lane — all five in the bottom pays the SUPER: 2,000 credits. Posted RTP holds at max bet only; short-coin runs ≈80–82%.
Read the digits straight across — what you see is what you win, in credits.
Zeros lock and the other reels respin; every new zero grants another respin, so the read keeps growing. The RED SCREEN guarantees digits on every reel — no blanks, guaranteed pay.
Land the triggers, lock the board, three spins that reset on every hit.
243 ways, ancient-Egypt reels with gold coins carrying credit values.
6+ coins lock the tomb — hold & spin with 3 spins, every new coin resets them. Coins carry credits or jackpot tags. Separately, 3 tomb chests open free games with the Mo' gems: collect them to add rows, spins, and premium symbols mid-bonus.
The pigs build houses; houses land carrying values in three tiers — straw, stick, brick — each tier worth more.
Houses lock & spin (≈1 in 165). The wolf HUFFS locked houses up a tier; hats multiply ×2/×3. Pack 12+ of 15 slots and the PRIZE WHEEL spins: mini, minor, 20× cash, ×2 boost, major, ×3 boost, or the GRAND. 3 moons award free spins with boosted houses.
Fireballs land with credit values on standard reels.
4 fireballs open the link: an 8-wide board with 4 open rows and 4 locked. Three spins, every ball resets them; every 4 balls banked unlocks another row (at 8/12/16/20). Special balls: FIRE SPARK sets a wheel value (25–200 or mini) that repeats, SOLAR FLARE rains extra balls, MULTI pays 2–8× its value. Fill everything for the MEGA.
Five pots sit above the columns; heat tiers — yummy, spicy, UPSIZED — multiply what drops.
3 pots on reels 1, 3, 5 start the Stack N' Hit: buns drop with credit values, four spins that reset on every bun. Fill a column, win its pot — the pots climb column by column. Fill the whole board for the GRAND FEAST.
Pays both ways. The Titan stacks on reel 1.
Fill reel 1 top-to-bottom with the Titan and the chains break — 3-of-4 can auto-nudge the last one in. Titan Respins: titans lock holding credits in three colors — gold ×1, red ×2, pink ×4. Power titans: RED carries a jackpot, GREEN upgrades every locked color a step, BLUE chain-fills adjacent spots. Full board is the GRAND. 3 temples grant 10 / 25 / 100 free games.
Three on a row seeds the link; everything that joins upgrades everything already locked.
5×3, 243 ways, diamonds land with prize values.
3+ diamonds on the same row (≈1 in 80) lock together. Any diamond landing adjacent to the group joins it — and every join upgrades every locked prize one ladder rung and resets the spins to 3. A diamond that lands close-but-not-touching is the tease. Gold diamonds carry jackpots. Cover all 15 for the GRAND.
Same link engine, Halloween glass — the swarm locks on a shared row.
Adjacent bats join and upgrade the whole swarm, spins reset. Hats drop on locked bats — witch ×2, wizard ×3, mega ×5. SUPERLOCK (about 1 in 8 links) starts the swarm three rungs hot. Gold bats hide jackpots; full screen is the GRAND.
Wins clear, symbols fall, ways multiply.
Cascading reels — every win gets beamed aboard and new symbols drop in.
Chain cascades into free plays: 4 in a row = 7, and the ladder climbs 5→10, 6→15, 7→25, 8→50, 9→75, 10→100, 11→150, 12→200. Inside the invasion: Drop-In Wilds, Blast Reels that clear whole columns, and the rare UNICOW — when she shows up, you'll know.
1024 ways across five reels; the bison stacks deep.
Sunset wilds on the middle reels multiply ×2 or ×3 — and they stack together, so one way can run ×6, ×9 and beyond in the bonus. 3 / 4 / 5 gold coins award 8 / 15 / 20 free spins, retriggerable.
243 ways base; drums land on the odd reels.
3 drums open the picker: more spins on a small board, fewer spins on a giant board up to 7,776 ways, or let the mystery choose. 2 drums inside the bonus = +3 spins. The Fu Bat fires the jackpot pick — 12 coins, match 3 babies for mini up to GRAND.
Games inside the game — mini slots, spinning wheels, bingo cards, vault doors.
Classic reels with three separate ways to burn.
Quick Strikes pay anywhere on the glass — the more that land, the steeper the scatter ladder. Mini slot machines land ON the reels and spin themselves (0–100× each; somebody always hits). 3 fireballs start the FRENZY: pop every fireball for its value, 5–40 credits a pop, and cash the total.
Three boards, one spin, 60 lines. Scatters count across the whole glass.
Scatter pays run 3 → 9 across all boards: 1× up to 500×. Hot Streak minis spin on every board (0–100×). 3 wheel symbols light the CASH WHEEL: cash 5–25×, or free spins — 8 to 12 of them with every win doubled or tripled across all three boards.
Five classic mini games hide in the reels: Blazing 7s, Diamond Line, Double Jackpot, Triple Jackpot, and 7×7.
Land 3 minis and they ALL spin — each one its own classic machine, each able to hit a progressive. Four meters grow with every bet. 3 scatters spin the DUAL WHEEL: the outer ring pays cash, or the ball drops inside to the inner wheel where the progressives live.
20 lines; the HOT HOT wild doubles any win it joins.
2+ pops pay instantly — up to 200× on a full glass. 3+ free-game symbols award 11–15 free games with everything ×2. 3+ bingo balls put you on the card: 5×5, free center, 48 balls drawn — every completed line pays 5× bet, a blank card still pays 1×, and 8+ lines is the SUPER JACKPOT.
5×3, 30 lines; Triple-7 wilds; QUICK HIT and PLATINUM discs pay anywhere on the glass.
The Quick Hit ladder climbs with every disc: 3 pays 1×, up to 9 on the glass for 2000× bet. Five PLATINUM discs is the 5000× monster. 3 FREE GAMES symbols (reels 2/3/4, ≈1 in 185) open the pick grid: flip tiles until one option shows three times — 5 games ×8 up to 20 games ×2, fewer games = fatter multiplier — and wild tiles add +5 games, to 50 total.
Bank-heist reels; keys are the scatter.
3 keys (≈1 in 97) and the heist is on: four locks in a row, banking 4× → 8× → 18× → 40×. Each lock either cracks (78 / 58 / 38 / 22%, extra keys boost the odds) or HOLDS — and a hold ends the job with what's banked. Crack all four and the MEGA VAULT swings open.
Feature floods, triple bonuses, and Wojo's own road trip.
5×3, 30 lines. Flames land in bands — with a rare hot state that floods the glass.
3 / 4 / 5 flames = 10 / 15 / 25 free games — and 4-5 flames secretly BOOST a flame spot 1–18× bet for the next feature (boosts persist until that spot pays). 6+ flames open the SPIN IT GRAND feature: 10 flame spots, 3 respins, every flame resets the clock. Then a value reel spins above EACH collected flame — credits, MINOR or MAJOR. Fill all 10 for the GRAND.
The triple-feature machine no real floor has — and the features stack on one spin: wheel first, then party, then the games.
🎡 3 wheels (reels 1/3/5) spin the BIG WHEEL: credits, free-game packages, MINI or MAJOR wedges. 🎁 3+ presents open the PRESENT PICK — keep opening for credits, WHISTLE savers block a pooper, the DISCO present doubles the whole party, third un-saved pooper ends it. 🪩 3 disco balls (2/3/4) = 10 free games at ×2, retrigger +5.
3×3, 9 lines, designed strips over 64 stops. The STAR wild pays 500.
WILD CYCLE: every 10th spin drops 1–3 multiplier cells — the ceiling is the stars you banked across the cycle. FREE ×3 = 10 free games, and one retrigger grows the glass to 4×4 with 12 lines. The MINI line opens one of four bonus games: wheel, zonk, pachislot, or pachinko.
5×3, 10 lines of car symbols with wild mults. 🏁×3 = 10 free games (+2 per flag, cap 150).
🟢 GREEN LIGHT starts THE RACE: 90 spaces coast to coast, 10 checkpoint cities banking cash, dice plus bonus reels that pay into the pot, path multipliers and boost-ahead spots, and three rides — Woody Wagon → Hot Rod → Streamliner. Hubcaps upgrade the trip (first one's on the house), oil slicks knock you back, and exact landings open four city minis: Vegas 21, Colorado plinko, the Chicago tap-a-topping pizza, Atlantic City roulette. Gas money guarantees 3× bet minimum. The finish line spins the track wheel into the jackpot wheel with must-hit progressives.
VGT-style Class II magic and Bally's finest — the red screen guarantees.
3 mechanical reels, one line. Golden cherries multiply — one in a win ×3, two ×9 — and cherries pay from a single one, like the classic glass.
Three sprinkle donuts open SPRINKLES ON TOP — the top-box board game. Roll dice, walk the sundae path: credit squares bank, CHANCE draws a card, COLLECT ends the walk. Three tiers wind upward — the high road has more COLLECTs but bigger money, and the GOLDEN SUNDAE (200× bet) waits at the top.
Class II red-screen stepper, one line. The man subs for anything: one in a win DOUBLES it, two pay ×4, three straight is the 2,500-credit top.
THE RED SCREEN: after a winning spin the screen can flash red — 1 to 5 free spins, and every one is guaranteed to pay at least the win that lit it. That's the VGT magic, faithfully ported. Coins 1–3, quarters to $100.
3×3 glass, NINE lines — rows, diagonals, the V, the roof, and both zig-zags. Polar bears are wild at the top of the glass; cherries all day.
The RED SCREEN rides here too — a winner can flash red for 1–5 free spins, each guaranteed at least the win that lit it. Line-credit betting (1/2/5/10 per line), penny denoms to a dollar.
Cabinet switcher on the glass. Single-line stepper: 2 coins, 20¢–$100 denoms, Double Jackpot wilds ×2/×4, QH discs scatter-pay anywhere — 3+ at full coin takes the progressive (1 coin pays 500 flat). Black & Gold: 3×3, 5 lines, BG wild ×2, its own QH scatter ladder. The five-reeler: 30 lines, blazing 7s pay double-stacked.
On the five-reeler the QH ladder climbs 3→7 discs — and at MAX BET the 5/6/7 rungs hit progressive banks (seeded 10×/50×/100× bet) instead of flat pays. Every bank feeds per bet, per denomination, like the floor units.
Machines that remember — meters, rockets, and the five-tier ladder (20 / 50 / 150 / 500 / 5000×).
5×4, 30 lines, real 75-credit bet steps. Four persistent wild meters, per denomination — they never forget.
GUARANTEED WILDS seeds at 5 and must hit by 50 — when it fires, the next spin comes pre-loaded with the whole meter. The MINOR / MAJOR / MEGA free-game meters (seed 30/40/50, must-hit 75/100/125) rain their fired meter across ten free games — up to 125 wilds. Every wild that lands feeds every meter.
243 ways, the four great houses stacked on the reels. Two thrones pay the raven's purse.
Three thrones — choose your house, the classic table: Baratheon 8 spins ×5, Lannister 10×4, Stark 14×3, Targaryen 18×2 with sigil stacks growing the other way. Drogon can torch up to three reels wild on any spin. Four dragon eggs open THE RED KEEP: hold & spin where eggs carry cash and the ladder, full board adds the GRAND.
5×4, 50 lines, the real 88 / 176 / 264 / 352 / 528 credit bet steps. Six coins open THE LAUNCH PAD — 20 cells, hold & re-spin, full board pays the GRAND.
Three rockets charge from dragons (8 apiece, persistent per denom): 🟢 PRIZE BOOST multiplies locked coins up to ×25, 💗 BIG BANG pays the whole board 2–4 times over, 🔵 SPIN BOOST starts the clock at 5 with treasure chests in the sky. A fully armed rocket pulls the pad trigger down to five coins — it drags the bonus in instead of sitting idle. Pad lands ≈1 in 78.
Walking wilds, a machine with a memory, and both-ways splits.
5×3, 20 lines of frontier money. The TRAIN is a full-reel wild that steams in on reel 5 (≈1 in 30).
The train walks one reel LEFT per free respin until it rolls off the glass — and a second can pull in mid-walk (1 in 20 per step, max three). Two trains DOUBLE every win; three pay ×4. The respins are free; a walk averages ≈19× bet. Buy the train for 20×.
5×4, 30 lines. Every scarab that lands stays LIT as a wild for 3 more spins — and gets written in the book.
Every 10th spin is the RECALL: every wild position from the last ten spins returns at once for one loaded spin, then the book resets. Dead spins are deposits — the ten-spin cycle IS the volatility. The counter and the book size sit right above the reels.
5×3, 10 lines that pay LEFT AND RIGHT every spin. Premiums can land DOUBLED in one cell — a split counts as two on the line.
Five splits across a line is a 10-OF-A-KIND — 10,000× the line bet on gems, the printed monster. 3 mirrors = 8 free spins where splits land twice as often (32% vs 16%). Full-span runs pay once, not twice — the math is honest. Buy the free spins for 11×.
Cash-prize skill and nerve games — the math is posted, the ride is yours.
The line climbs from 1.00× and can die at ANY moment. Cash out before the crash and the bet pays the multiplier shown.
The crash point is drawn so P(crash > m) = payback ÷ m — which makes EV constant at the house payback no matter when you jump. Cash at 1.5× or ride for 500×: same long-run number, wildly different rides. Auto cash-out available; instant busts run 1 − payback.
Three dials 0–9, three tries at the handle. After every miss each dial says HIGHER or LOWER; a nailed dial locks green.
Played smart (start at 5, split what's left) each dial hits 7 in 10 and the vault cracks 34% of jobs. Prizes by speed: attempt 1 = 200×, attempt 2 = 8×, attempt 3 pays the rent, and two dials at the buzzer gets till money. Played sloppy, the house keeps the difference.
An 8×8 sea hides the fleet — Cruiser (4), Patrol (3), Skiff (2), and the one-cell GOLD DINGHY. Ten shells.
Every hit pays 0.1× bet, every SINK pays a bonus — dinghy 2.5× on a single shot. Ships are straight lines: hit steel, work the neighbors. Calibrated against a hunt-and-target bot; spray-and-pray pays the house. Sink the whole fleet in ten shells for the PERFECT SALVO: 250×.
Ten games, one lounge — 1, 4, or 20 cards at once, exact hypergeometric math.
Classic pays straight. Cleopatra: win on the last ball for 12 free games at ×2. Caveman hatches dino eggs to ×10 — Caveman+ hatches EXTRA balls onto your board. Superball ×4s the final ball.
Power ×4s the FIRST ball, Super the last, Triple Power pays ×9 when first and last both land your card. Super Times Pay rolls a 2–10× multiplier before 1 in 15 draws. And the PROGRESSIVE feeds per-denom banks — seeded 1,000 / 10,000 / 25,000 / 100,000 credits at picks 7–10 — until somebody catches a solid 7-of-7 or better.