Everything here depends on what a bonus keeps
Ganja Snail asks one question twice: what should a bonus round keep from one spin to the next? The four-Scatter Super Bonus gives the familiar answer, cell multipliers that stop resetting. The three-Scatter Bonus Game gives a new one, sticky leaves worth 0.20× to 500× that stay on the board as stored value between spins. It is the right question, because the best cluster on the paytable pays 150× against a 50,000× cap. My objection is to the answers. The new round puts a symbol on the board whose job is to destroy what the round stores. The old round is the one whose rules point at the cap. And the buy menu charges more for three of its single spins than for either bonus buy. That is a 6.6: good ideas undermined by the maths.
The engine underneath is a standard piece of kit: clusters of five or more on a 7×5 grid, a cascade after each winning cluster, and cell multipliers that Lighters and Grinders double. Non-resetting multipliers in the free spins are the usual upgrade for that engine, and the Super Bonus is that upgrade. What Donut Gaming adds is a collection round built out of the same four special symbols with their jobs switched. That round is the reason to look at this game, and it is also where the design costs the player most.
The best cluster on the paytable is 0.3% of the cap
A five-symbol cluster pays 0.2× for the 10 and J and 1× for the peace sign, and I count eight of the nine regular symbols paying less than the stake at that size. Returning the spin takes ten matching cells for the 10, J, Q and K, nine for the A, eight for the cookie, seven for the baggie and six for the scale. Ten cells is more than a quarter of the 35-cell board, spent on paying back the stake.
The ladder is back-loaded as well. Between twelve and fifteen cells the peace sign climbs from 15× to 150×, tenfold over three cells. The top tier opens at 15 cells, 43% of the board, and runs to 35, so on the paytable a cluster filling every cell pays exactly what a 15-cell cluster pays. The cap is about 333 times the best cluster.
High volatility follows directly. With fractions of the stake at the small sizes and the value saved for clusters covering close to half the board, the return has to come from multipliers and stored value. Each round therefore stands or falls on how well it protects what it builds.
A Bonus Game Lighter is a Grinder with the sign reversed
In the leaf round the Lighter and the regular Grinder share one footprint, the eight cells around them. The Grinder adds every leaf in that ring to its own value. The Lighter burns every leaf in that ring and disappears. Leaves stay on the board across the ten spins so that value can accumulate, and a Lighter that lands beside a group of them before a collector does removes up to eight at once. With leaves topping out at 500×, one burn can take up to 4,000× of stored value off the board uncollected.
The rules offer one mercy. A Lighter resolves last on each Bonus Game cascade, so a Grinder or Golden Grinder acting on the same cascade collects first. On a cascade with no collector active, that ordering protects nothing. The Golden Grinder carries the round, because it is the one collector here that ignores position and takes every leaf on the board.
The Bong is where the round's maths turns against it. Here it adds a roll of 2× to 6× to each leaf on its reel. On a 0.20× leaf, a 2× roll makes 2.2×, eleven times the original value. On a 500× leaf, a 6× roll adds 1.2%. The Bong lifts the floor of the leaf range and leaves the ceiling almost where it was, which is the wrong way round for a round that needs large totals.
That matters because the cap sits far above what one board of leaves can hold. A 500× leaf in all 35 cells would carry 17,500× at face value, 35% of 50,000×. A result anywhere near the cap in this round has to be assembled across several collections over its ten spins, which is exactly the process a Lighter interrupts. Value that stays on the board is value that can be burned.
The Super Bonus is the round whose rules point at the cap
Four Scatters keep the cluster engine running and change one thing: cell multipliers no longer reset. That rule turns every booster into a builder. A Lighter doubles the multipliers of its eight neighbours and clears the regular symbols there. A Grinder picks one regular symbol type and doubles every matching cell multiplier across the board before removing those symbols. A Golden Grinder doubles every low- and high-value cell and then removes them all. In this round those raises carry into the next spin.
Doubling compounds, and persistence is what lets it. A multiplier that started at 1× and only doubled would pass 333× on its ninth doubling, since eight doublings reach 256× and nine reach 512×. In the base game that build has to finish before the multipliers reset. In the Super Bonus the ten spins share one board of multipliers.
The Bong completes the case. Its four levels add 2× or 4×, 8× or 16×, 32× or 64×, or turn every cell on its reel into MAX, and a cluster touching that reel receives the maximum possible payout. The top numbered level, 64×, is well short of 333×; level 4 skips the arithmetic. That MAX route is open in every mode outside the Bonus Game, the base game included, and closed inside it, where the Bong adds at most a 6× roll per leaf. The familiar round has the rules that lead to the maximum, and the original round caps its own special symbols.
A Max Spin costs as much as twenty Crop Bonuses
Taking the 50,000× cap as the ceiling of any purchase, this is the best case each option can return as a multiple of its own price:
| Option | Price | Cap as a multiple of price |
|---|
| Bonus Chance | 3× | about 16,667 |
| Crop Bonus | 100× | 500 |
| Strip Bonus | 300× | about 167 |
| Random Bonus | 500× | 100 |
| Berserk Spin | 500× | 100 |
| Max Spin | 2,000× | 25 |
Bonus Chance is a spin setting priced at 3× the stake rather than a feature, so its figure is simply the cap seen from a 3× spin. Random Bonus, Berserk Spin and Max Spin are single spins, and all three cost more than either bonus buy. Each 500× spin costs five Crop Bonuses. A Max Spin costs twenty, or nearly seven Strip Bonuses, so whatever it puts on the board has to be worth twenty 100× bonus purchases, with a ceiling of 25 times the outlay. I would not pay 500× or 2,000× for one spin in this game. Of the purchases that buy a bonus or a special spin, the Crop Bonus carries the most headroom per unit of price, and it is the only one I would consider.
This suits a Super Bonus hunter, not a spin buyer
The player this game fits accepts small clusters that return fractions of the stake and values four Scatters over three, because the Super Bonus is where persistence works for the player and where the MAX route stays open. The leaf round is the more interesting ten spins to reason about, but its rules tax the storage that makes it interesting. Anyone who needs small clusters to carry the stretches between features should look elsewhere, and so should anyone who buys features one spin at a time.
The 6.6 comes from that split. A real idea, the collection round, sits beside a persistent-multiplier round that does what the format already does well. Against them stand a thin paytable, a new round whose own Lighter and Bong work against the storage it is built around, and a menu whose most expensive purchases are its least sensible ones.