El Paso Gunfight xNudge Free Demo Game
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El Paso Gunfight xNudge is a video slot with following feature(s):
A 5-reel, 4-3-3-3-2 alternative 2-3-3-3-4 video slot with 13 symbols. 216 win ways by default.
The theoretical return to the player for this game is 96.05%.
The theoretical return to the player for GUNFIGHT feature buy is 96.27%.
The theoretical return to the player for DEPUTY GUNFIGHT feature buy is 96.44%.
The theoretical return to the player for MARSHAL GUNFIGHT feature buy is 96.53%.
The theoretical return to the player for DRUNKEN GUNDFIGUTH&R… feature buy is 96.79%.
The theoretical return to the player for 4 DEAD IN 5 SECONDS feature buy is 96.12%.
The theoretical return to the player for LUCKY DRAW feature buy is 96.35%.
Optimal strategy for highest return to player is always choosing 4-3-3-3-2 Stance. The Deputy Badge only triggers its connected features if it lands on the 4-high reel in the two regular Stances (4-3-3-3-2 and 2-3-3-3-4) and the Marshal Badge only triggers its features if it lands on the 2-high reels, any other case they are non-paying symbols and will not trigger the Raid features or upgrade the different Gunfight Spins. Simulated maximum payout is 44440 times the bet (1:40000000 rounds).
Choose which reel setup of preference. Setup 4-3-3-3-2 is less volatile setup with the Deputy Badge symbol on first reel and the Marshal Badge symbol on last reel. Setup 2-3-3-3-4 is more volatile setup with the Marshal Badge symbol on first reel and the Deputy Badge symbol on last reel. Upon triggering Gunfight Spins there is a possibility to choose setup in all modes except the Drunken Gundfiguth&r… Spins.
A 3-row high Wild symbol exists on reel 2, 3 and 4 and will always nudge to fully visible. For every step the Stoudenmire Wild nudges, the win multiplier increases by 1. Several Wild multipliers add to each other for a total Wild multiplier. A Wild symbol substitutes for any other symbol except Scatter and Badge.
Landing the Deputy Badge will convert all low value symbols to one random low symbol with the badge acting as the same low value symbol. Landing the Marshal Badge will convert all high value symbols to one random high value symbol with the badge acting as the same high value symbol. Landing both Deputy Badge and Marshal Badge – the same above rules applies. In addition, the area opens up to 4-3-3-3-4 and the two badges will act as Wild symbols.
Landing 3 Scatters on the middle reels will trigger 8 Gunfight Spins. Before starting the mode it will be possible to choose the Stance, the same options and rules as in main game. During Gunfight Spins the 3 Scatters will become Jumping Wild that will jump to a new position for each spin. Gunfight Spins can be upgraded to Deputy Gunfight Spins, Marshal Gunfight Spins and Drunken Gundfiguth&r… Spins. Landing Deputy Badge or Marshal Badge awards an extra spin for each. Landing Stoudenmire Wild on a reel with a Jumping Wild will double it’s multiplier with each Jumping Wild.
Triggered in main game by landing 3 Scatters in middle reels and 1 of the Badges will trigger 9 spins. In Gunfight Spins it is triggered by landing 1 of the Badges. Triggering in main game the Stance can be chosen, triggered in Gunfight Spins the stance will be the chosen one. During Gunfight Spins the 3 Scatters will become Jumping Wild that will jump to a new position for each spin. When landing the Badge the same rules apply with the addition that the symbol remains on the position for the rest of the feature and thus trigger the raid for rest of the spins. Landing Stoudenmire Wild on a reel with a Jumping Wild will double it’s multiplier with each Jumping Wild.
Triggered in main game by landing 3 Scatters in middle reels and both of the Badges will award 10 spins. In Gunfight Spins it is triggered by landing both of the Badges, at the same time or after one has been locked. When triggered the game area will open up to 4-3-3-3-4. During Drunken Gundfiguth&r… Spins the 3 Scatters and the 2 badges will become Jumping Wild that will jump to a new position for each spin. Landing Stoudenmire Wild on a reel with a Jumping Wild will double it’s multiplier with each Jumping Wild. Additional to this the Jumping Wild will be removed and lock Stoudenmire wild on it’s reel with the multiplier for the rest of the feature.
In main game landing all 5 characters, Stoudenmire Wild and the 4 high value symbols will trigger a respin. In the respin the triggering Stoudenmire Wild will expand to cover the 3 middle reels and remain for the respin, its multiplier will be active to the respin payout.
The max payout of the game is 44 440 times the base bet. When the total win exceeds this amount the game round will end and 44 440 times the base bet is awarded.
216 Win Ways 43332.