PREVIEW · NO REAL MONEY

Firecracker Madness

5 reels · 3 rows · 243 ways · firecracker columns · fuse respins · madness · four jackpots

This is an early preview of the game's look and features. Pays, chances and the top win are not final and are not shown here yet.

About the game

The street is strung with lanterns and every fuse is lit: land the coins and set the four firecracker strings off. A 5-reel, 3-row game that pays on 243 ways, with a respins feature where every string that goes off changes the game.

Features

Coins

A coin

Coins can land on any reel. Each shows a cash value at your bet, or the name of a jackpot on a gold coin. A cash coin's ring has the colour of one of the four firecracker columns — purple, blue, red or green — and when it lands, a firecracker flies from it up into that column.

The firecracker columns

Four columns of colour stand over the reels, each with a medallion and a string of firecrackers hanging below it. When a string goes off, it bursts from the top down and its column is lit: its effect joins the Fuse Respins.

MEGANew coins can land bigger: their values are raised as they land.
MULTIEvery row gets a multiplier, shown at its end, and each coin in the row is paid times it.
BLASTWhen the respins end, every cash coin on the board doubles before it is paid.
ROCKETBetween respins, rockets can fly down from the column and drop extra coins on empty spots.

Fuse Respins

6 or more coins at once start the Fuse Respins. The coins stay where they landed, every other spot empties, and you get 3 respins. On each respin only the empty spots spin; any coin that lands stays too and puts the respins back to 3. The respins end when none are left or every spot is filled.

As the respins start, at least one string goes off. During the respins an unlit string can still catch, and its effect holds from that respin to the end. When the feature is over, fresh strings are hung on every column.

Madness

When all four columns are lit — at the start or along the way — the Fuse Respins go into Madness: the board grows from 3 rows to 6, and all four effects play at once.

Collecting

When the respins end, the coins are counted column by column, left to right, top to bottom. Each cash coin pays its value — times its row's multiplier with MULTI — and each jackpot coin pays its jackpot. The total is your win.

Jackpots

MINI, MINOR and MAJOR land on gold coins. The GRAND is won by filling every spot on the board during the Fuse Respins.

Symbols

FirecrackersGold IngotGolden KoiLanternRed Envelope AKQJ10

Special symbols

Lion Wild

The Lion Wild lands on reels 2, 3 and 4 and stands in for every paying symbol. It does not stand in for a coin.

Ways to win

A win starts on the first reel and runs reel by reel to the right: 3 to 5 reels in a row, each showing the same symbol, pay. Every matching symbol on a reel is another way, and the ways multiply from reel to reel. All the wins of a spin are added together.

General

  • BALANCE — the funds available to play with (play money in this preview).
  • BET — the stake for the next spin; the arrows step through the bet levels.
  • SPIN — starts the round. The spacebar also spins, and pressing it during a round jumps to the next part worth watching.
  • WIN — the amount won in the current round.
  • AUTOPLAY — plays 10, 25, 50 or 100 rounds without pressing SPIN, with 25 preselected. It stops when the Fuse Respins start unless you switch that off.
  • TURBO PLAY — shortens the spin and win animations; the counting of a win still plays in full.
  • MENU — this page, the music and the sound.

General terms

Misuse or malfunction voids all pays and plays.

Any visual representation of a physical device does not represent a real physical device; the probabilities are determined by the game's random number generator.

Number of rounds


Stop autoplay when