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Play'n GO
5,083x is the ceiling Play'n GO prints on the Reactoonz 2 paytable, and reaching it means driving the Quantumeter to its overcharged fourth level, where every winning cluster picks up a x2. Two rounds out of my 395 at 20.00 got the meter far enough to unload wilds onto the grid, and between them…
Previously Reactoonz was best known as a standalone alien curiosity. Now it will forever be entwined with Play'n GO's newest creation, and for the first time, players are presented with the Fluctometer and Quantumeter mechanics. Which of them fires first is fixed: the Fluctometer is settled before the Quantumeter. They are a fresh way of tackling the slots that renders it a genuinely singular experience. This bad boy is played on a 7x7 grid (slaps roof of car) and can hold so many critters, and as normally is the case with these guys, it arrives crammed with potential.
Reactoonz 2 is a blend of many things. It runs on cascades rather than spinning reels, so a single paid round can resolve several times over. Most plainly it's an online slot with video game style animations placed in space, although the vivid colours do make it seem anything but cold, and as I've been informed the follow-up landed on 1 October 2020. Visually, it does resemble a classic Play'n GO slot. The one-eyed creatures matter beyond what they pay, because the Fluctometer only ever picks its fluctuating symbol from them. It carries some similarity to the first Reactoonz in my view.
When we hear of a new Play'n GO release, renowned for their lofty potential and ultra high variance slots, it's the first matter I most wish to learn more about. The run I logged wagered 7,900.00 and closed at 23,248.00 from a 25,000.00 start. Well, in terms of volatility it's graded the full 5 of 5. 42 of the 82 paying spins came back with less than the 20.00 they cost. That renders it anything but wager friendly as it appears, but the potential is there regardless, with a max win of 5,083x the bet and an RTP of 96.20%.
On the grid you'll discover eight paying symbols; the pink horned one is the most lucrative and the yellow and green one-eyes the lowest, and if you're accustomed to playing paylines, you will probably be able to see that the wins do not arrive the same way here. Between those ends sit the green spiky, orange crowned, blue horned, purple one-eye and red one-eye, in descending order of value. Five or more identical symbols touching horizontally and/or vertically form a cluster. The shape of the cluster makes no difference, only that the symbols touch. The winners are cleared and the rest drop down to fill the gaps. The cascades carry on for as long as fresh clusters keep forming. It doesn't mean that the game lacks potential. Getting anywhere near the 5,083x ceiling means charging the Quantumeter to level 4, where every win picks up a x2. It's merely delivered in a different way as you will see.
The Minty Breakdown: Two rounds were worth 2,460.00 between them, with 217 spins in the gap. The other 393 brought a 20.00 stake across 395 spins home at 77.8%, closing on 23,248.00 from a 25,000.00 start.
It is the freshly introduced meter concept that grants the game its distinct structure. The Fluctometer is the one that never switches off during a round, and it recharges as often as the grid allows. Players are given the chance to charge up their round, thus permitting more opportunities to win as well as boosting the potential. How far the Quantumeter gets decides which of the two wild releases you see. The two meters sit around the grid, and once the winning clusters are counted and the cascades are finished, they fire in a set order:
Fluctometer - One one-eyed symbol is picked at random to fluctuate. When fluctuating symbols win, an Electric Wild emerges wherever a symbol was cleared, and the meter holds up to 11 charges. Those wilds are what feed the other meter, since only symbols an Electric Wild removes count as charges. It randomly produces 1, 2 or 3 Electric Wilds when fully loaded.
Energoon - Level 2 releases a single 2x2 Energoon Wild at a cost of 30 charges if the Quantumeter does not attain level 3. The charges spent are taken off the meter, which then carries on filling. Level 1 releases four 1x1 Energoon Wilds at a cost of 55 charges.
Gargantoon - At level 3 a single 3x3 Gargantoon Wild. After a cascade it is replaced by two 2x2 Gargantoons, and each of those is in turn replaced by nine 1x1 Gargantoons, while level 4, the overcharged condition, appends a x2 multiplier to all wins. Only one x2 is applied to each winning cluster, however many wilds go into it.
Wild Pair Explosion - Triggers when all features are finished and 2 or more Electric Wilds linger. Two adjacent Electric Wilds clear everything that isn't a wild; if the pair is apart, the symbols between them and those around them go instead. It wipes symbols that don't pay out but do charge the Quantumeter.


Reactoonz 2 does not feature a conventional scatter symbol, and instead, non-wild symbols cleared by an Electric Wild charge the Quantumeter. That makes Electric Wilds the only route to a release. It holds up to 135 charges across four levels: 55 for level 1, 85 for level 2, 110 for level 3 and 135 for level 4. Level 3 is the fully charged state and level 4 the overcharged one. However, there's a quirk to it: the meter resets on each fresh round, so there is no carrying progress from spin to spin. It also stops charging altogether once a Gargantoon is out. Releasing Gargantoon deactivates the Fluctometer for the remainder of the round.
Uncharged Wilds are with you here as well, and instead of paying on their own, they form no wins at all until they rest horizontally or vertically next to winning symbols, or until Wild Pair Explosion fires. They can arrive on any cascade, not just on the first drop. At that point they convert into Electric Wilds.
Reactoonz 2 supplies a genuinely odd and inventive experience. My run bottomed out at 20,554.00 before the late rounds pulled some of it back. The cluster engine is unquestionably an intriguing concept.
Whether Reactoonz 2 will be a hit or miss is of course up to the players. The dry stretches were long, the worst of them 22 spins without a win, ending on spin 252. But I feel strongly for this game even though my session was a slog: 395 spins at 20.00 returned 77.8%, the balance never once rose above the 25,000.00 I began with, only 82 spins paid anything and the best of them was 90x the stake. That one came on spin 342 and paid 1,800.00, 217 spins after the previous big release. You most certainly don't have to be an admirer of the first game to relish Reactoonz 2. Two rounds carrying a Gargantoon or Energoon release were worth 2,460.00 between them, 40% of everything the session won. And man, when the Gargantoon finally drops in, I crank the volume to 11 and wish for it to never end.
If you enjoy Reactoonz 2 there is also the original Reactoonz. Play'n GO has Reactoonz 100 in the same family too. It's another cluster slot from Play'n GO constructed around a comparable theme.