Type of play
- Meter-based “must-hit-by” style scouting play. You’re looking for machines where the two feature meters (Explode and Bounty) are already built up near cap before you put in meaningful action.
- Practical goal: enter a hold & spin (or free games that contain hold & spins) with high meters so that when Explode/Bounty land in the center, they create outsized value.
How the game/edge mechanism works (what matters on the floor)
- Two meters: Explode and Bounty, each capped at 5 in normal play.
- Hold & spin triggers when can/hat symbols land in the first 3 reels (the center “duck” symbol is wild and also counts as a can/hat for triggering).
- Hold & spin is effectively “1-spin with respins”: it starts with 1 spin; each new symbol that lands grants an additional spin.
- Prizes are revealed at the end on the landed symbols. Prize symbol value ladder (low → high): can → hat → barrel → wagon.
- If Explode lands in the center during hold & spin: it fires bullets equal to the Explode meter; each bullet upgrades one prize symbol by one step (can→hat→barrel→wagon).
- If Bounty lands in the center during hold & spin: it lassos squares equal to the Bounty meter; each rope immediately awards the prize in that square (and those prizes are still awarded again at the end).
- After each hold & spin ends, meters reset randomly:
- Explode resets to 2/3/4/5
- Bounty resets to 1/2/3/4/5
(Important: they reset even if Explode/Bounty never landed during the feature.)
- Extra value events:
- Wheel spin at end of hold & spin can multiply all prizes (including mini/minor) by 2x/3x/5x/10x and can re-spin for additional multipliers.
- Mini/Minor can land during hold & spin; Major/Grand only via the wheel.
- Landing a prize symbol on reel 4 during hold & spin can unlock reel 5 positions (more grid space = more value potential).
- Meters can increment randomly when a duck lands in the center.