A one-eyed symbol type is chosen randomly to fluctuate on each round. If fluctuating symbols win, 1 to 2 QUANTUM WILDS appear on any spot where a symbol was removed.
On any non-winning round, 4 to 8 QUANTUM WILDS may be added to the grid randomly.
If no experiments are ongoing, any winning clusters charge the charger. 20 symbols charge up the charger in this state. When fully filled, an experiment is randomly picked after all winning cascades are complete. Another experiment follows if an experiment is successful, until all 3 are completed. If not, the experiment cycle concludes.
At the start of an experiment, unique WILDS are added to the grid and all existing WILDS turn into the same WILD. When an experiment is ongoing, only the WILDS return charge to the experiment charger with their symbol values. 40 symbols charge up the charger in this state. 40 additional symbols overcharge the charger and increase to the GARGANTOONZ multiplier by 1.
7 to 9 WILDS are added to the grid. Winning WILDS count the number of symbols in their clusters before removing and counting all instances of the same symbols. Additionally removed symbols are counted once even if there are multiple winning clusters with the same symbol type. When the symbols are counted, the WILDS leave the grid immediately and charge the experiment charger before any cascade initiates.
4 to 6 WILDS are added to the grid. Winning WILDS count the symbols in their clusters and remain on the grid until there are wins. When all winning cascades are done, WILDS collect all horizontally, vertically, and diagonally adjacent symbols and leave to charge the experiment charger. Symbols removed by an experiment WILD effect are counted only once. If 3 or more WILDS are in the same cluster, they trigger their effect immediately, leave the grid and charge the experiment charger instead of remaining on the grid.
3 to 5 WILDS are added to the grid. Winning WILDS count the symbols in their clusters, remain on the grid if there are wins, and step one diagonally on each new cascade if possible, but they may not intersect. When all winning cascades are done, WILDS move 8 steps in any possible direction, collect symbols in their path and leave to charge the experiment charger. If 3 or more WILDS are in the same cluster, they trigger their effect immediately, leave the grid and charge the experiment charger instead of remaining on the grid.
Each successful experiment charges the GARGANTOON charger and makes the GARGANTOON evolve. The GARGANTOON charger starts with a multiplier of x1 that is relevant to the GARGANTOONZ feature, and each overcharged experiment adds an increment of 1 to this multiplier. x1, x2, x3, or x4 multipliers can be applied to the feature. If all 3 experiments are successful, the GARGANTOONZ feature triggers.
The GARGANTOONZ feature plays out in 3 steps. 8 1×1 GARGANTOON WILDS appear on the grid and remain to merge even if they take part in any wins. The 1×1 GARGANTOON WILDS merge into 2 2×2 GARGANTOON WILDS, after wins are counted but before the next cascade initiates. These also remain to merge on the grid after wins. The 2×2 GARGANTOON WILDS merge into a 3×3 GARGANTOON WILD, after wins are counted but before the next cascade initiates. The 3×3 GARGANTOON WILD is removed with wins. Each GARGANTOON WILD appears with the appropriate multiplier but only a single multiplier is applied to wins if there are more GARGANTOON WILDS in a cluster.