Reactoonz 2: Overview
Editor's note: following the publication of our initial review, Play'n GO have decided to bump up the max win potential from 3,000x to 5,083x.
Everyone’s favourite googly-eyed goons are back in Reactoonz 2, the sequel to one of Play’n GO’s finest ever grid slots. The original was a sensation, so there was plenty of anticipation over the follow-up. The changes might not seem huge initially, but are more than enough to single the two games out. An extra collection meter has been added for one, modifiers rearranged, and wilds have a few nifty tricks they can pull. Underlying it all is the frenetic activity and amiable characters that made the first one great. Is it better, is it worse? Let’s take a look.
The opening look is reassuringly familiar. Reactoonz 2 retains the 7x7 format, with a rather plain blue background and a zippy soundtrack. The right-hand side of the screen has been changed though. There are now two intriguing meter/charge areas that fire into life when cluster wins stack up. Play’n GO has gone for a ‘give em the same, but a bit more’ approach to the design.
Reactoonz 2 may be played on any device from mobile to desktop by setting bets from 20 p/c to £/€100 per spin. The stats are fairly similar to Reactoonz, though RTP has dipped slightly to 96.2% on the default setting. Volatility remains high (8/10), so players can enjoy a similarly tuned math model as the original, which is definitely one of the highlights.
Making a return performance is the same 8 chaps making up the paytable’s regular symbols. They are split into two groups - the one eyes and the two-eyed symbols. Players get a win when clusters of five or more matching symbols touch horizontally or vertically – triggering the cascade feature. Clusters of 15+ are the most valuable combinations possible, ranging from 3x to 500x the stake. The highest paying premium has also taken a hit in value.
The remaining four symbols are wilds of varying abilities. The least desirable in is the uncharged wild. These wilds appear on cascades, but do not form wins on their own. They can, however, change to electric wilds when they are next to a win, or when the Wild Pair Explosion triggers. All other wilds substitute for any pay symbol, covered in the next section.
Reactoonz 2: Features
This bit might not make much sense after one read through, though the gist is straight forward – winning clusters fill charge meters to trigger bigger and better features. Let’s look at the details.
The key to it all is the cascade feature. Winning clusters are removed to let new symbols fall into the gaps, resulting in potential more wins. Cascades continue to pop and fill meters until no new winners appear.
On each spin, one of the one-eyed symbols is randomly chosen to fluctuate. If fluctuating symbols win, then an electric wild appears in one of the newly vacated spaces while also filling the Fluctometer. When this meter is totally full, 1-3 electric wilds are added to the grid. The Fluctometer can be recharged more than once, but is disabled if the Gargantoon is released.
Electric wilds substitute for any pay symbol and zap Reactoonz as well. Any non-wild symbols removed by the electric wild charge the Quantumeter. Each symbol is worth one charge. The Quantumeter continues to charge after releasing an Energoon, but is disabled if a Gargantoon is unleashed. Collect 55, 85, 110, or 135 charges to reach level 1, 2, 3, or 4 respectively. Each level releases a different wild:
- Level 1 unleashes four 1x1 Energoon wilds.
- Level 2 unleashes a single 2x2 Energoon wild.
- Level 3 unleashes a single 3x3 Gargantoon wild.
- Level 4 adds an x2 multiplier for all wins including the Gargantoon wilds.
After a 3x3 Gargantoon triggers a cascade, it breaks into two 2x2 Gargantoon wilds. After they trigger a cascade, they are replaced by nine 1x1 Gargantoon wilds.
Wait, we’re not finished yet. When all features are done, and there are 2 or more Electric eilds remaining in view, the Wild Pair Explosion feature is triggered. If there are 2 electric wilds adjacent to each other, all symbols, except wilds, are removed from the grid. If the wilds are not adjacent, the symbols between two of them as well as the surrounding symbols are destroyed (not including wilds). Any symbols removed do not payout, but they do charge the Quantumeter.
Reactoonz 2: Verdict
It’s a pretty safe bet that fans of the original Reactoonz slot, or grid slots enthusiasts in general, will be pretty excited about what Play’n GO has designed for the follow-up. Reading the rules will quite possibly confuse you more than just winding Reactoonz 2 up and having a bash. As before, consecutive cluster wins build up ever more impressive features as they tick along. This time around its electric wilds you want to charge the four-level Quantumeter. The more levels, the more beneficial things will be. Have a crack in demo, and all should become clear enough.
It’s not a paradigm shift, but enough has been changed to give Reactoonz 2 a different feel. The potential has been given a slight increase as well, now maxing out at 5,083 times the stake. Not a massive upgrade compared to the first one, but hey, an epic win should you get the critters performing to that level. The game is still all about its critters too, which remain super personable. The way they shimmy and shake when hit by lightning is amusing, ensuring the sequel is as charming as ever. More importantly, Reactoonz 2 has the same highly compelling gameplay - once you’ve figured out what the heck is going on.
All up, Reactoonz 2 is just as mental, if not more so, than the original. When features are firing it’s like you’ve lit all your fireworks at once. Reactoonz 2 is a worthy follow up to one of Play’n GO’s most popular slots but unlikely to have quite the same impact. It’s a bit too similar to the first to make the same tidal wave impression perhaps, but is still immense fun to play regardless.
An extra collection meter and a feature rejig makes Reactoonz 2 even more manic than the hugely popular original.