0xPlaySlots

Big Bass Bonanza Megaways — Game Details

Slot game

Slot by Reel Kingdom

#R

96.7%

RTP

Default setting

#MWM

4000x

Maximum win multiplier

#V

high

Volatility

Level 5 of 5

#BR

0.2–100 operator-dependent units

Bet range

#WTW

46656

Ways to Win

#GG

6 reels

Game grid

RTP profiles

Default setting

Base game

Default96.7%

Lower casino setting

Casino setting

94.62%

UK casinos can run the game at this lower return. The in-game rules screen shows the setting in use.

96.72% build

Base game

96.72%

One build of the game runs at this return.

Our verdict

0xPlaySlots opinion
6.6/ 10our score for this game

We score it 6.6 because its best idea is held back by its maths. Fish that sink instead of exploding let a free-spin tumble chain grow one collection, and dynamite and bazooka soften spins where fishermen land with nothing to catch. The base game exists only to reach the scatters, the 10x stage covers only the last 10 spins, and a 4,000x cap is modest for volatility at the top of the scale. A 96.70% default keeps it worth playing where casinos run that setting.

About Big Bass Bonanza Megaways

Six reels pay left to right on up to 46,656 ways. Each win tumbles away and lets one spin chain several payouts before it settles. The base game is thin because only the float pays more than 7.5x the bet for six of a kind. Fish show cash values on every spin but pay those values only when a fisherman collects them in free spins. Three or more scatters are the only way into that round because the game has no bonus buy. Fish sink instead of exploding in free-spin tumbles, so a long chain can add fish and fishermen before each fisherman collects every value on screen. Every 4th fisherman collected adds 10 spins and lifts the multiplier on all wins by one stage. The top 10x stage needs 12 fishermen in one round and applies only to the final 10 spins. Dynamite and bazooka can fire at random on a free spin that shows fishermen but no fish.

Game preview

Big Bass Bonanza Megaways opening screen

Editorial takeaways

  • The default RTP is 96.70%, and casinos can also run the game at 94.62%.
  • Each scatter beyond the third adds 5 free spins to the starting 10, up to 25 spins for 6 scatters.
  • Every 4th fisherman collected adds 10 free spins, up to 3 retriggers in one round.
  • Wins are capped at 4,000x the bet, and reaching the cap ends the round and forfeits any spins left.
  • The float is the only symbol that pays for 2 of a kind, and six floats on a way pay 50x the bet.
  • Volatility is 5 out of 5.

Limitations and version notes

  • Base spins pay little, because fish values cannot be won there and every symbol except the float tops out at 7.5x for six of a kind.
  • The 10x multiplier needs 12 fishermen in one round and covers only the last 10 spins.
  • A 4,000x ceiling is low for a game at the top of its volatility scale, and reaching it forfeits the spins left.
  • Casinos can run a 94.62% build, about 2 points below the 96.70% default, so the rules screen is worth checking before playing.

Features & Themes

Game features

megawaystumbleFree SpinsMoney Collectmultiplierretrigger

Themes

fishing

Game mechanics

Megaways reels with top row

Base + bonus#01

Every spin sets a new symbol count on each reel.

The symbol counts on the six reels and the top row set how many ways are in play.

This spin.

The top row sits above reels 2 to 5 and spins independently of the main reels. It is the only place a wild can land.

  • Up to 46,656 ways
  • Reels 1 and 6 hold up to 6 symbols
  • Reels 2 to 5 hold up to 5 symbols plus 1 top-row symbol

Tumble feature

Base + bonus#02

Any winning combination lands.

Winning symbols are removed, the rest fall down and new symbols fill the gaps until no new win forms.

This chain of tumbles, with the wins added once the chain ends.

Scatters do not tumble. In free spins, fish symbols do not explode and sink to the bottom while the tumbles play out.

Wild symbol

Base + bonus#03

A wild lands on the top row.

It substitutes for every symbol except the scatter and the fisherman.

This spin.

The wild has no pay of its own. A wild that is part of a win tumbles away with it.

  • Top row only, above reels 2 to 5

Scatter free spins trigger

Base game#04

Three or more scatters land anywhere on the reels.

The free spins round starts, with more spins for more scatters.

Each scatter beyond the third adds 5 spins to the award. Scatters pay nothing on their own.

  • 3 scatters award 10 free spins
  • 4 scatters award 15 free spins
  • 5 scatters award 20 free spins
  • 6 scatters award 25 free spins

Money fish symbols

Base + bonus#05

Every spin gives each fish symbol a random money value.

The fish pays on ways like a regular symbol and also holds a cash value that only a fisherman can collect.

Each value lasts only for the spin it lands on.

Values show in the base game, but they pay only when a fisherman collects them in free spins.

  • Lowest money value 2x bet
  • Highest money value 4,000x bet
  • Money value ladder in bet multiples 2, 5, 10, 15, 20, 25, 50 and 4,000

Fisherman collect

Bonus#06

A fisherman lands during free spins.

Each fisherman collects the values of all money fish on screen.

The collection pays on the spin it lands.

The collection is settled after every tumble in the chain has played. The wild cannot substitute for a fisherman.

Fisherman trail retrigger and multiplier

Bonus#07

Every 4th fisherman collected in the round.

The round gains 10 more free spins and the multiplier on all wins moves up one stage.

Collected fishermen count toward the trail for the whole round.

The raised multiplier applies to the added spins, which play after the current spins run out. It covers way wins as well as fish collections.

  • Retriggers at 4, 8 and 12 fishermen
  • 10 extra free spins per retrigger
  • Multiplier stages x1, x2, x3 and x10
  • Up to 3 retriggers
  • Fishermen beyond 12 add nothing

Dynamite feature

Bonus#08

It can fire at random at the end of a free spin that shows 1 or 2 fishermen and no fish.

Money fish appear in random positions and the fishermen collect them as normal.

This spin.

Bazooka feature

Bonus#09

It can fire at random at the end of a free spin that shows 1 or 2 fishermen and no fish.

Every symbol except the fishermen changes, and new symbols tumble in that can include fish or more fishermen.

This spin.

Maximum win cap

Base + bonus#10

The total win of a round reaches the cap.

The round ends at once, the capped win is paid and any remaining free spins are forfeited.

It ends the current round.

  • 4,000x total bet per round

Bonus rounds

Free Spins

Free spins
10 spins

Three or more scatters land anywhere on the reels.

Every 4th fisherman collected adds 10 free spins and raises the multiplier, up to 3 times.

Fishermen land on every reel, and each one collects every fish value on screen once the tumble chain ends. Fish sink instead of exploding, so tumbles can add fish and fishermen to the same collection. The round runs on its own reel set, and dynamite or bazooka can fire at random when fishermen land without fish. A total win at the cap ends the round on the spot.

  • Uses Scatter free spins trigger, Fisherman collect, Fisherman trail retrigger and multiplier, Money fish symbols, Dynamite feature, Bazooka feature, Tumble feature, Maximum win cap.

Screenshot Gallery

In-game screenshots

Big Bass Bonanza Megaways game screenshot 1
Big Bass Bonanza Megaways game screenshot 2
Big Bass Bonanza Megaways game screenshot 3
Big Bass Bonanza Megaways game screenshot 4
Big Bass Bonanza Megaways game screenshot 5

Paytable & Symbol Values

Winning combinations and symbol payouts

Symbol payouts

#PT
Symbol23456
Alow·0.2×0.4×0.6×1.75×
Klow·0.2×0.25×0.6×1×
Qlow·0.15×0.25×0.5×1×
Jlow·0.15×0.25×0.5×0.9×
Tenlow·0.1×0.2×0.4×0.8×
Floathigh2×5×10×25×50×
Fishing Rodhigh·1×2×2.5×7.5×
Dragonflyhigh·0.25×1×1.5×2×
Tackle Boxhigh·0.25×0.5×0.75×2×
Money Fishhigh·0.2×0.4×0.6×1.75×

Float. The red and green fishing float is the only symbol that pays for 2 of a kind.

Money Fish. The fish also holds the random cash value that fishermen collect in free spins.

Payouts are multiples of the total bet for a symbol on that many adjacent reels from the left.

Special symbols

#SS
WILD
Substitutes for every symbol except the scatter and the fisherman. It lands only on the top row above reels 2 to 5.
SCATTER
Three or more anywhere start the free spins round. It lands on all reels, does not tumble and pays nothing itself.
FISHERMAN
Lands on all reels during free spins only and collects every money fish value on screen. Every 4th one collected retriggers the round at a higher multiplier.

Our Team Reviews

Signed reviews from our team

1 review
FEATURED

The tumble grows the catch, but one top fish already fills the 4,000x cap

AP

Alex Petrov

Bonus Hunter at 0xPlaySlots

September 14, 2026
6.6/10

One rule in this conversion improves the Big Bass collect

Big Bass Bonanza Megaways takes the free-spins round that defines its series, fishermen collecting cash values off fish, and sets it on a six-reel Megaways grid where every win tumbles. My reading is that the tumble gives that round one real improvement and the rest of the maths fences it in. Fish that sink instead of exploding let a single collection keep growing through a chain. A base game with one worthwhile symbol, a 10x stage confined to the last ten spins and a 4,000x cap equal to one fish's top value then decide how far it can grow. The round builds better than its frame lets it pay.

The collect itself comes from Big Bass Bonanza, the original in the series, and the trail where every fourth fisherman retriggers the round at a higher multiplier is the same device Bigger Bass Bonanza and Big Bass Splash use. Neither is new here. The rule that decides this version is the sinking fish, which only means something on a grid where symbols tumble. That makes it a refinement of an existing round rather than a new idea, and I judge it on whether the refinement survives the numbers around it.

Outside free spins, the float is the whole paytable

I count what six of a kind pays across the ten regular symbols, and the float stands alone at 50x. The fishing rod comes next at 7.5x, and the other nine symbols added together reach 18.7x, less than half of one six-float way. Five of a kind is thinner still: seven of the ten pay less than the stake, from the tackle box at 0.75x down to the 10 at 0.4x, and the K, Q, J and 10 pay the stake or less even across all six reels. The money fish sits in the high group, yet its ways pay matches the A at every length, 0.2x for three up to 1.75x for six. On base spins it is a low symbol with a price tag it cannot cash, because fish values pay only when a fisherman collects them and fishermen appear only in free spins.

The wild does less than its position suggests. It lands only on the top row above reels 2 to 5, so it can add ways in the middle of the grid but never stands in on reel 1, where every way starts, or on reel 6, where every six of a kind ends. A 50x float way needs natural floats at both ends.

I measure the paytable against the cap and find it a long way off. At 50x a way, one board needs 80 separate six-float ways to reach 4,000x from floats alone before tumbles add anything, and the rod would need more than 530. The base game exists to deliver three scatters, and with no bonus buy on the game, scatters are the only way into the round. Every free-spins round is paid for in base spins at these rates.

Sinking fish turn each collection into a multiplication

I read each collection as a product, the number of fishermen times the total fish value on screen, and the tumble gives both numbers time to grow. A winning tumble removes the winning symbols and drops new ones in, but in free spins the fish stay on the board and sink, and the collection waits until the chain has finished. A tumble that brings a second fisherman doubles the catch. Another fish arriving adds its value once for every fisherman already on the board. Two fishermen over four 20x fish collect 160x before any multiplier, and a third fisherman arriving in the same chain lifts that to 240x. Each step raises one product instead of opening a new one, and that compounding is the best thing in the game.

Dynamite and bazooka patch the obvious hole, a free spin where fishermen arrive with nothing to catch. Either can fire at random at the end of a free spin that shows one or two fishermen and no fish. Dynamite places fish for them to collect; bazooka changes every symbol except the fishermen and tumbles in new ones, which can include fish or more fishermen. Both are random, so neither guarantees anything, and a free spin with three or more fishermen and no fish falls outside their trigger. I count that as a gap in the design: the rescues cover the smaller empty spins and leave the one with the most collectors on it alone.

The 10x stage is a ten-spin epilogue

Every fourth fisherman collected adds 10 spins and moves the multiplier up one stage, x1 to x2 to x3 to x10, three times at most. The steps are uneven. The first two retriggers add two points of multiplier between them and the third adds seven, so nearly all of the ladder's value sits on its last rung.

That rung arrives late and stays briefly. The raised multiplier applies to the added spins, which play after the current ones run out, so x10 covers only the final 10 spins of any round that reaches it, and the starting spins play at x1 whatever happens during them. A three-scatter start with all three retriggers runs 40 spins, a quarter of them at x10. A six-scatter start runs 55, and fewer than one in five of those are at x10.

I work the trail out as a rate, because the rate matters more than the count. Before the twelfth fisherman, a round has at most its starting spins plus the 20 from two retriggers. From a three-scatter start, 12 fishermen must arrive inside 30 spins, 0.4 a spin, with the first four inside the opening 10. From six scatters the window is 45 spins, about 0.27 a spin, and the first four have 25. I value extra scatters more as time for the trail than as spins in their own right. Fishermen past the twelfth add nothing to the trail, so the x10 batch is the last thing any round can reach.

One fish can pay everything the round is allowed to pay

The fish ladder runs 2, 5, 10, 15, 20, 25 and 50x the bet, then jumps to 4,000x, and that top rung is the cap. A 4,000x fish collected at any stage, x1 included, ends the round at 4,000x. On the x10 stage the same fish would be worth 40,000x before the cap cut it back. The multiplier adds nothing to the top rung, and on the spin it lands, the top rung makes the rest of the round irrelevant.

Below it, the multiplier is what does the work. The 50x fish, the highest ordinary value, is one eightieth of the cap at x1 and one eighth of it at x10. Two fishermen over four 50x fish pay 400x on an x1 spin and 4,000x on an x10 spin, which closes the round. Without the top rung, an x10 spin needs a tenth of the catch an opening spin needs to reach the same total, and a round gets ten such spins at most.

This is where I find five-out-of-five volatility and the ceiling at odds. A game at the top of its own volatility scale, with base spins this thin, asks for patience that should be repaid at the top end. Here the top end is one fish's value, and reaching it ends the round on the spot and forfeits the spins left, including any x10 spins not yet played. The sinking fish make large collections easier to assemble. They cannot make any round pay more than 4,000x.

At 94.62% the frame stops being worth it

The default return is 96.70%, and UK casinos can run the game at 94.62%, 2.08 points lower. As a house edge that is 3.30% against 5.38%, so the expected house take is about 63% larger at the lower setting. A 96.72% build sits next to the default, and a casino's rules screen shows which setting is live. My 6.6 is a score for the default. On a game where the paytable barely pays and the round cannot pass 4,000x, a return that low removes the one number working in its favour, and at that setting I would look elsewhere.

I would point the game at someone who already likes the fisherman collect and wants a version where one spin's catch keeps growing through a tumble chain, and who accepts the base game as the entry fee with no buy to skip it. It does not suit anyone who takes on top volatility for the size of the ceiling. The ceiling is 4,000x, the multiplier that could reach it through ordinary fish runs for ten spins, and the one fish value that reaches it on its own is the top rung. A good round held inside a tight frame is a 6.6, and that is what I make this.

Pros

  • Sinking fish let one tumble chain add fish and fishermen before a single collection pays
  • Each fisherman collects every fish on screen, so collections multiply rather than add
  • Dynamite and bazooka can rescue free spins that show one or two fishermen and no fish
  • Up to 25 starting spins for six scatters give the fisherman trail more room to reach 12
  • The default return is 96.70%

Cons

  • Only the float pays more than 7.5x for six, and fish values pay nothing on base spins
  • The x10 stage needs 12 fishermen in one round and covers only the final 10 spins
  • The 4,000x cap equals the top fish value, so the multiplier adds nothing to that rung
  • Reaching the cap ends the round and forfeits any spins left
  • UK casinos can run the game at 94.62%

Verdict

Fish that sink through the tumble give one collection room to grow, and a 96.70% default keeps it worth playing where casinos run it. A scatter-hunt base game, a 10x stage confined to the last 10 spins and a 4,000x cap one fish can fill hold it at 6.6.

#GP

Game Provider

#GD

Game Details

Information

Reel Kingdom
November 18, 2021
Video Slot
megaways
46656 ways to win