Spark of Creation Free Demo Game
Spark of Creation is a 7-row, 6-column slot from ELK Studios that utilizes a falling symbol mechanic. All regular reels begin with level 1 creatures and a grid consisting of 7 rows and 6 columns.

The X-iter feature offers several different game modes.
The X-iter function can only be activated in the regular game.
Spark of Creation’s theoretical return to player (RTP) for all game modes using the X-iter feature is 96.0%. All normal rules apply to the X-iter feature.
Spark of Creation has two game modes: regular and bonus with Bonus Drop.
Spark of Creation features four collectible creature symbols that can move around the game board. Each creature corresponds to a payout symbol of the same color.
Creatures collect payout symbols of the same color as themselves, as well as all feature symbols. Creatures collect symbols by moving horizontally or vertically to adjacent collectible symbols.
Payout symbols include payout symbols and Wild symbols. Wins are awarded when creatures move and collect payout symbols.
Creatures collect symbols as long as they can. Each creature can only move once before the board is filled with symbols. Collected symbols, as well as activated function symbols, are removed from the board. The remaining symbols and creatures move vertically until they stop. New symbols fall from above to fill the vacated spaces. The Avalanche mechanic continues as long as at least one creature can move.
Spark of Creation features seven types of feature symbols: bonus, super bonus, wild, transformation, spark, black hole, and firefly.
A collected transformation symbol transforms a group of paying symbols adjacent to a creature into the color of the creature that collected it. It can also transform a random number of paying symbols into feature symbols.
Collecting a black hole symbol activates the black hole feature, which is triggered when creatures can no longer collect symbols. The black hole feature absorbs all symbols and creatures on the game board and then returns them in a different order.
Wild symbols substitute for any paying symbol. A creature never completes a symbol collection on a Wild symbol. If a creature ends a collection on a Wild symbol, it will move to an empty cell.
If two adjacent creatures can no longer collect symbols, there’s a chance the Switcheroo feature will trigger. In this case, the creatures swap positions horizontally or vertically.

The first time a symbol is collected, a bubble with a multiplier appears. Collecting a symbol again in a position with a bubble with a multiplier increases the multiplier value. Multiplier bubbles are not affected by gravity. The multiplier starts at x2.
The order of increasing values in bubbles with multipliers is: x2, x4, x6, x8, x10, x12, x14, x16, x18, x24, x32, x48, x64, x128, x256. The maximum value is x1024.
If a creature collects a symbol in a bubble space with a multiplier, that multiplier is activated. After all possible symbols have been collected, the activated multipliers are summed to form a final multiplier for that creature. The final multiplier is then applied to the total collected by the creature. After this, the multipliers are reset and increased. Multipliers with a maximum value do not increase.
The Multiplier Charge feature increases multipliers on one of the following playing fields: 3×3, 4×4, 5×5, or 6×7. The Multiplier Charge feature can be triggered during any symbol landing or Bonus Drop. Collecting a Spark symbol increases the evolution meter’s progress.

The evolution bar tracks the number of symbols collected. Only payout symbols, Wild symbols, and Spark feature symbols collected by any of the four creatures are counted. The evolution bar continues to track collected symbols as long as creatures can collect symbols. When the evolution bar is full, one pending creature evolution feature is added. Any of the four creatures can receive an upgrade. The color of the selected creature will light up in the bar’s inventory.
Up to four evolution functions can be in the Deferred state, but no more than one per creature. Evolving a creature causes the selected creature to evolve to a higher level. The maximum number of levels is three.

If a creature has already evolved to level 3, the chosen creature’s ability is placed in the Deferred state. A creature that already has a Deferred ability and a Deferred Evolution at level 3 receives no effects.
The Creature Evolution feature is offered when creatures can no longer collect symbols. When a creature evolves, its unique ability is placed in a Deferred state. The exception is when the creature’s ability is already in a Deferred state.

Fire Creature Ability
Aquatic Creature Ability
Natural Creature Ability
Multipliers in bubbles with the maximum value do not increase.
Air Creature Ability
Function symbols are not affected.
If multiple creatures have abilities in a pending state, they activate in the following order: Water, Nature, Air, Fire. If, after one creature’s ability is used, the ability to collect symbols again becomes available, the collection occurs before the other creatures use their abilities.

The Firefly function activates when a creature collects a Firefly symbol. If a creature collects a Firefly symbol, its ability is put into a deferred state. Firefly is in a deferred state and activates when creatures can no longer collect symbols. If a creature’s ability is already deferred, another creature’s ability is put into a deferred state.
A creature skirmish can be triggered when two or more creatures are adjacent horizontally or vertically and cannot form any more symbols. During a skirmish, creatures are moved to the same symbol position. As a result of this skirmish, all but one creature is removed from the board. All payout symbols in the 4×4 area containing the creatures are removed from the board. Removed payout symbols do not count toward the evolution progression. Function symbols are unaffected.
The ability of a creature remaining on the field after the skirmish is placed in a delayed state. If the creature’s ability is already in a delayed state, the creature evolves.

The Bonus Drop bonus game is activated when creatures collect three bonus symbols during a single active game round. Five Bonus Drops are awarded. For each bonus symbol collected during the bonus game, one additional Bonus Drop is awarded during the bonus game. Evolution progress, creature levels, and all multiplier bubbles and their values are retained during the bonus game.
If one of the three collected bonus symbols is a Super Bonus, the Super Bonus game is activated. Five Bonus Drops are awarded.
A multiplier charge is guaranteed with every Super Bonus symbol. For each Super Bonus symbol collected in the bonus game, one additional Bonus Drop is awarded in the Super Bonus game. The Bonus Drop bonus game ends when there are no more bonus symbols or when the winnings reach their maximum.
Winnings are paid out at the end of the bonus game. You cannot change your bet once the round has started. When you reach the winning limit, the game round ends and all winnings are paid out.











