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Rock Vegas — Free Demo & Game Details

Slot game

Slot by Reel Kingdom

#R

96.64%

RTP

Default

#MWM

10000x

Maximum win multiplier

#V

high

Volatility

#BR

0.2–240 operator-dependent units

Bet range

#P

20

Paylines

#GG

5 × 3

Game grid

RTP profiles

Default

Base game

Default96.64%

The setting the game runs at unless a casino selects another one.

Reduced setting

Casino setting

94.5%

A lower setting in use at licensed casinos, more than two points under the default.

Middle setting

Casino setting

95.6%

Our verdict

0xPlaySlots opinion
7.1/ 10our score for this game

The Mega Hold and Spin round is built better than most hold-and-spin rounds because merge multipliers scale with the block's own value and the trail multipliers compound instead of adding. Everything around it is dead weight, since a 37.5× top line award with no wild and no second feature leaves a game that is either in its one round or idle. Deferral sharpens that because rocks pay only at the end and a retrigger clears the board before the next round starts. It scores 7.1 for a strong central idea in an empty frame, and the 94.50% setting takes its cut out of the part that carries the return.

About Rock Vegas

Rock Vegas puts almost nothing in its base game and almost everything into one respin round. Twenty fixed lines pay left to right across 5×3 reels for a top award of 37.5× on five cavemen. No wild exists anywhere in the game to help those lines land. Three or more BONUS symbols open the feature and one can be added at random after a spin has resolved. The round clears the reels for a 10×10 grid of 100 positions where rocks stick and hold fixed values between 0.1× and 1× of total bet. Three respins run it and reset to three whenever at least one rock lands, and trigger size changes the rock pool rather than the spin count. Four BONUS symbols delete the cheapest rock and five delete the two cheapest, so a bigger trigger raises the floor on every position. The merge is the real engine because any 2×2 or 3×3 block of one colour collapses into a giant rock carrying a multiplier on that block's combined value. Keys on rocks fill a trail of chests paying cash and compounding multipliers, and none of the rock value is paid until the round ends.

Rock Vegas free demo

Launch the provider-hosted demo in a new tab.

Editorial takeaways

  • Twenty fixed paylines pay left to right from the leftmost reel on a 5×3 grid and three or more BONUS symbols replace that grid with 100 positions of rocks and blanks.
  • The default return setting is 96.64% but casinos can also run the game at 94.50% and the rules screen shows which one applies.
  • Feature rocks are worth a fixed 0.1× to 1× of total bet and none of that money is paid until the round stops.
  • A 3×3 block of golden rocks holds 9× total bet before its multiplier so the top 500× tag pays 4,500× and still falls short of the cap.
  • The 10,000× cap ends the round the instant it is reached and the game reaches it about once in 2,578,648 rounds.
  • There is no wild symbol anywhere in the game so every premium line win has to land unaided.

Limitations and version notes

  • The base game is empty on purpose. With no wild and no second feature, a 37.5× top line award is everything on offer between triggers.
  • Value inside the feature is deferred almost completely to the end of the round. A bonus that never reaches a merge or a chest resolves as a small pile of the cheapest rocks.
  • The BONUS symbol is scarcest on the fifth reel strip and that is where a promising spin most often falls apart.
  • Casinos can run the game at more than one return setting and 96.64% is the highest of them. The difference comes out of a feature that already arrives rarely, so the rules screen matters more here than in a game with a busy base.

Features & Themes

Game features

Hold And WinrespinsSticky SymbolsCash Prize SymbolsCluster Merge MultipliersKey Collection TrailCompounding MultipliersretriggerFixed PaylinesOperator Configurable Rtp

Themes

prehistoriccavemen

Game mechanics

Twenty fixed paylines

Base game#01

Any spin.

Symbols pay from left to right on adjacent reels starting from the leftmost reel.

Only the highest win is paid per line. Wins on separate lines are added to the total.

  • Twenty lines, all of them fixed.
  • Line wins multiply the bet per line.
  • Feature wins multiply the total bet.
  • Paytable awards are counted in coins.

Caveman two-of-a-kind award

Base game#02

Two or more caveman symbols land on adjacent reels from reel one.

The top symbol is the only one in the game that pays a two-of-a-kind.

Every other paying symbol needs at least three to award anything.

  • Two cavemen pay 0.75× total bet.
  • Five cavemen pay 37.5× total bet.

No wild symbol

Base + bonus#03

Nothing substitutes for a paying symbol anywhere in the game.

Neither the five base reels nor the feature strips carry a wild. Every premium line win has to land unaided.

BONUS symbol

Base game#04

Any spin.

The BONUS symbol can hit naturally on any reel or be added at random once the spin has resolved.

It pays nothing on its own. Three or more of them open the Mega Hold and Spin feature.

  • Appears on all five reels.
  • Its paytable row is all zeros.
  • The fifth reel strip holds two BONUS positions.
  • The third and fourth strips hold ten and eleven.

Mega Hold and Spin trigger

Base game#05

Three or more BONUS symbols land anywhere on the reels.

Line wins are paid first, then the normal symbols fade away and a grid of 10×10 positions replaces the reels.

The strips used inside the round hold only rock symbols and empty spaces. No paylines and no card or animal symbols exist there.

Rock pool set by trigger size

Bonus#06

The number of BONUS symbols that opened the round.

A larger trigger takes the cheapest rocks off the strips instead of adding respins.

Fixed for the whole round once the feature starts.

That raises the value of every position on the grid for the rest of the round.

  • Three BONUS symbols leave all five colours in play.
  • Four remove the 0.1× rock.
  • Five remove the 0.1× and 0.2× rocks.

Fixed rock values

Bonus#07

A rock lands on the feature grid.

Each rock colour carries a fixed multiple of the total bet rather than a paytable award.

A landed rock holds its value until the round ends.

Nothing is paid out while the respins are still running.

  • Blue is worth 0.1× total bet.
  • Green is worth 0.2×.
  • Orange is worth 0.4×.
  • Pink is worth 0.6×.
  • Golden is worth 1×.
  • These equal 2, 4, 8, 12 and 20 coins.

Sticky rocks and respin reset

Bonus#08

Feature start, and then every respin.

Every rock that lands stays on screen, and any respin landing at least one rock resets the counter to three.

Rocks remain in place for the whole round.

  • The round starts with three respins.
  • It ends after three consecutive blank respins.
  • It also ends when all 100 positions are filled.

Random rock injection

Bonus#09

Random chance after any respin.

Rock symbols can be added to random empty positions with a fire animation.

Injected rocks are sticky like any other.

Cluster merge multipliers

Bonus#10

A 2×2 or 3×3 block of same-coloured rocks forms on the grid.

The block collapses into one giant rock of that colour and takes a random multiplier on its combined value.

The merged rock and its multiplier stay until the round is paid.

A 3×3 of golden rocks holds 9× total bet before its tag, so the top 500× tag pays 4,500×.

  • A 2×2 block takes 5× to 10×.
  • A 3×3 block takes 35× to 500×.
  • The 3×3 ladder runs 35 to 45, then 50, 100, 200, 300, 400 and 500.
  • The multiplier applies only to the merged block.
  • All five colours share the same multiplier pool.

Key collection trail

Bonus#11

A rock lands with a key symbol on top of it.

Keys collect on a trail whose segments open chests and whose end awards the Mystery Multiplier.

Collected keys stay on the trail through the round.

Once the trail is finished it starts again from the beginning and can be filled repeatedly.

Chest prizes

Bonus#12

Enough keys are collected on the trail to reach a chest.

The chest opens and awards one of five outcomes at random.

Only the rock multiplier and the cash award pay during the round. The general multiplier waits for the end of it.

  • A rock symbol's value multiplied by 0.5× to 500×, collected immediately.
  • Direct cash of 10× to 500× total bet, collected immediately.
  • Four to ten extra keys added straight to the trail.
  • A general multiplier of 2× to 100× applied at the end of the round.
  • One retrigger.

Compounding general multipliers

Bonus#13

Two or more general multipliers are collected in one round.

They multiply each other rather than adding, and the stack is applied once to the round's total win.

Held until the respins stop.

  • Each chest multiplier runs 2× to 100×.

Mystery Multiplier

Bonus#14

Enough keys are collected to reach the end of the trail.

A random 2× to 100× is collected and multiplied into the general multiplier held so far.

Folded into the round's general multiplier.

The trail then restarts, so it can be reached more than once in a round.

Retrigger and board clear

Bonus#15

A retrigger is won from a chest, or all 100 positions fill with rocks.

Once the current round ends the grid is cleared, the respin count resets to three and play starts from an empty board.

  • Rock values are banked before the grid is cleared.
  • Retriggers accumulate and are played in order until none are left.

End of round payout

Bonus#16

The respins run out or the grid fills.

Every rock value on the grid is added together, the general multiplier is applied and the amount is paid.

Chest cash and chest rock multipliers are the only awards paid while the round is running.

Maximum win stop

Base + bonus#17

The total win of a respin round reaches 10,000× bet.

The round ends immediately, the win is awarded and any remaining respins are forfeited.

  • 10,000× total bet, in the base game and in the feature.

Bonus rounds

Mega Hold and Spin Feature

Hold and win
3 spins

Three or more BONUS symbols land anywhere on the reels.

A filled grid or a chest prize awards a retrigger that clears the board and resets the respins to three once the current round has ended.

The 5×3 layout is replaced by a 10×10 grid of 100 positions fed by strips of rocks and blanks. Every rock is sticky and holds a fixed cash value set by its colour, and the trigger count decides which colours are on the strips. A 2×2 or 3×3 block of one colour merges into a giant rock carrying a multiplier on that block's combined value. Rocks arriving with keys feed a trail of chests and a Mystery Multiplier at its end, and the whole board is summed and multiplied when the round stops.

  • Uses Rock pool set by trigger size, Fixed rock values, Sticky rocks and respin reset, Random rock injection, Cluster merge multipliers, Key collection trail, Chest prizes, Compounding general multipliers, Mystery Multiplier, Retrigger and board clear, End of round payout, Maximum win stop.

Event frequency

Maximum-win probability

1 in 2,578,648 spins

Scope
Rounds per 10,000× maximum win

Screenshot Gallery

In-game screenshots

Rock Vegas gameplay screenshot 1
Rock Vegas gameplay screenshot 2
Rock Vegas gameplay screenshot 3
Rock Vegas gameplay screenshot 4
Rock Vegas gameplay screenshot 5

Paytable & Symbol Values

Winning combinations and symbol payouts

Symbol payouts

#PT
Symbol2345
Acelow·1.25×2.5×6.25×
Kinglow·1.25×2.5×6.25×
Queenlow·0.75×1.25×3.75×
Jacklow·0.75×1.25×3.75×
Tenlow·0.75×1.25×3.75×
Cavemanhigh0.75×7.5×15×37.5×
Sabretooth Tigerhigh·5×10×25×
Velociraptorhigh·5×10×25×
Woolly Mammothhigh·2.5×5×12.5×

Caveman. Ugg the caveman is the top symbol and the only one that pays a two-of-a-kind.

Sabretooth Tiger. One of the two second-tier animals. Both pay the same award.

Velociraptor. The other second-tier animal on the same 25× award for five.

Woolly Mammoth. The lowest of the four premium symbols.

Line awards are multiples of the total bet, and the same awards in coins count against the bet per line. At 20 coins to one unit of total bet the caveman's 750-coin award for five is the 37.5× shown here.

Special symbols

#SS
BONUS
A large rock marked BONUS that appears on all five reels and pays nothing by itself. It can be added at random at the end of a spin, and three or more open the Mega Hold and Spin feature.
Blue rock
A feature symbol worth a fixed 0.1× total bet. It is taken off the strips when four or five BONUS symbols trigger the round.
Green rock
A feature symbol worth a fixed 0.2× total bet. It is taken off the strips when five BONUS symbols trigger the round.
Orange rock
A feature symbol worth a fixed 0.4× total bet. It stays on the strips whatever the trigger count.
Pink rock
A feature symbol worth a fixed 0.6× total bet. It stays on the strips whatever the trigger count.
Golden rock
The highest feature symbol, worth a fixed 1× total bet. A 3×3 block of them holds 9× before its merge multiplier is drawn.
Key
Rocks can land with a key on top of them. Keys collect on the trail that opens chests and ends at the Mystery Multiplier.

Our Team Reviews

Signed reviews from our team

1 review
FEATURED

In Rock Vegas the multipliers are the game and the rocks and reels are only raw material

MJ

Marcus Jones

High Roller Expert at 0xPlaySlots

September 14, 2026
7.1/10

A house hold-and-spin with its arithmetic changed

The smallest numbers in Rock Vegas are the ones the game is named after. A rock is worth between 0.1× and 1× of total bet, so a 10×10 grid filled with nothing but golden rocks holds 100×, which is 1% of the 10,000× cap. The reels are not much of an alternative: with no wild and a 37.5× top line award, they cannot pay a tenth of it. Most of what lies between those figures and the cap is multiplication, from merged blocks, chest multipliers and the Mystery Multiplier, with chest cash of up to 500× the largest single addition. I read the game as a well-built multiplier engine inside a frame that contributes next to nothing, and 7.1 is the score for that split.

The frame is Reel Kingdom's house hold-and-spin. Hot To Burn Hold And Spin and Dragon Hot Hold and Spin both hand a bare payline game over to a respin round of fixed-value symbols that lock in place and pay out together, and Big Bass Bonanza Hold and Spinner replaces its reels with a collected-value round whose respins refresh on qualifying landings. Rock Vegas keeps all of that: three respins, a reset to three whenever a rock lands, sticky symbols with fixed values, one payout at the end. What it changes is the arithmetic on the board. A plain sticky-cash round adds values up. This one multiplies them twice, first through merged blocks and then through a general multiplier stack that compounds. That makes it a refinement of a house format rather than a new idea, and the refinement is where its whole case rests.

The reels cannot pay a tenth of the cap

Twenty fixed lines run left to right on a 5×3 grid, nothing substitutes for anything, and the top award is 37.5× for five cavemen. The theoretical ceiling of a base spin is a screen of fifteen cavemen with all twenty lines paying that award: 20 × 37.5× = 750×, or 7.5% of the cap. That screen is arithmetic rather than a prospect, and even so it leaves 92.5% of the maximum to the feature.

The working paytable is thinner. Five of the nine paying symbols are card ranks worth 6.25× or 3.75× for five, and queen, jack and ten pay 0.75× for three, under the stake. The sabretooth tiger and the velociraptor share 25× for five, and the woolly mammoth pays 12.5×. The caveman is the only symbol paid for two, at 0.75×, a consolation that returns less than the bet. Without a wild, every premium line has to land symbol by symbol from reel one, and I count no mechanic on the reels that raises a line win once it has landed.

The base game's real job is delivering BONUS symbols, and its strips are lopsided about that. The third and fourth strips hold ten and eleven BONUS positions; the fifth holds two. A BONUS symbol can also be added at random once a spin resolves, which helps, but the reels exist to feed the round and the fifth strip feeds it least.

Block size outranks colour

This is where the argument lives. A 2×2 block of one colour takes 5× to 10× on its combined value, a 3×3 block takes 35× to 500×, and all five colours draw from the same pool. Colour spans a tenfold range, from 0.1× for blue to 1× for golden. Block size spans more: the lowest 3×3 tag is 3.5 times the highest 2×2 tag, and the 3×3 ladder alone runs 35 to 45, then 50, 100, 200, 300, 400 and 500, a spread of roughly 14 to 1.

In cash, the worst 3×3 block of blue rocks at 35× pays 31.5×, close to the best 2×2 block of golden rocks at 10×, which pays 40×. A blue 3×3 on the 45× step already passes it at 40.5×. A golden 3×3 climbs from 315× at the bottom of the ladder to 4,500× at the top, the most a single block can reach and still only 45% of the cap.

Trigger size works on the same product. Four BONUS symbols remove the 0.1× rock and five remove the 0.1× and 0.2× rocks, so the cheapest 3×3 block the strips can build rises from 0.9× to 1.8× to 3.6× before its tag. At the 500× tag those become 450×, 900× and 1,800×. A five-symbol trigger quadruples the worst merge the round can form without adding a single respin, and that is the right call for this design: more respins would mean more rocks, and rocks are the cheap part.

The same arithmetic explains the thin rounds. Take the merges and chests away and a round is a sum of rocks. A full board of blue rocks is 100 × 0.1× = 10×, less than one five-tiger line at 25×. A full board of pink rocks, 60×, is worth 1.6 five-caveman lines. A round that forms no block and opens no chest resolves as a pile of cheap rocks after its third blank respin, and nothing on the grid can change that.

Two chest multipliers outweigh a perfect board

Keys on rocks fill a trail of chests, and each chest draws one of five outcomes. Two of them pay during the round: direct cash of 10× to 500×, and a rock's value multiplied by 0.5× to 500×. The smallest cash chest equals a full board of blue rocks, and the largest equals five full boards of golden ones. A third outcome adds four to ten keys straight to the trail, which is worth only what the next chest turns out to be.

The general multiplier is the real top end. Each chest multiplier runs 2× to 100×, the Mystery Multiplier at the end of the trail draws the same 2× to 100×, and they multiply each other before being applied once to the round's total. Two top draws make 10,000× on their own, so a round worth 1× under two maximum general multipliers is already a maximum win, and a perfect golden board of 100× needs only one. The trail restarts after it is finished, so a long enough round can stack several.

That compounding is also where the cap bites. Two golden 3×3 blocks at the 500× tag come to 9,000×. The cheapest general multiplier a chest can draw, 2×, would make that 18,000×, and the game pays 10,000× and forfeits any respins left. The round is built to produce figures far above its own ceiling, so its top multipliers spend much of their range beyond a line they cannot cross. With the cap arriving about once in 2,578,648 rounds, the merge ladder and the chest draws are what shape the game, and the cap is a boundary very few rounds ever meet.

Retriggers pull the other way. A filled grid or a retrigger chest banks the rock values, clears the board and resets the respins to three. Each new pass starts empty and has to build its blocks again from a first rock, so a big board is never inherited.

The 94.5% setting cuts into the part that carries the return

The default return is 96.64%, and casinos can also run 95.6% or 94.5%. In house-edge terms the reduced setting keeps 5.5% against 3.36% at the default, about 1.6 times as much. A game whose base tops out at a 37.5× line award has little to absorb that, so the difference comes out of a round that already arrives rarely. The rules screen shows which setting is in use, and at 94.5% the round I have described returns less than at the default, and that cut is part of why the score stops at 7.1.

The audience follows from the maths. A high-volatility player who wants one event per trigger, and who treats the reels as a waiting room for it, gets a better-built round than the plain sticky-cash template offers. Anyone who wants the base game to do some of the work should look elsewhere, and not to Hot To Burn Hold And Spin, which hands the same kind of bare payline game over to its round.

Pros

  • Merge tags scale with the block's own value, so a golden 3×3 at the 500× tag pays 4,500×.
  • Chest and Mystery multipliers compound, and two 100× draws alone make 10,000×.
  • Bigger triggers strip the cheapest rocks instead of adding respins, so the extra value lands in the multiplied part.
  • Five BONUS symbols quadruple the cheapest possible 3×3 block, from 0.9× to 3.6× before its tag.

Cons

  • No wild and a 37.5× top line hold a base spin to 750× at most, 7.5% of the cap.
  • Unmerged rocks pay 0.1× to 1× each, so a chestless round can end below a 25× five-tiger line.
  • The fifth reel strip holds two BONUS positions against ten and eleven on the third and fourth.
  • Retriggers clear the board, so every new pass rebuilds its blocks from nothing.
  • At 94.5% the house edge is 5.5% against 3.36% at the default setting.

Verdict

The Mega Hold and Spin round is a better multiplier engine than most hold-and-spin rounds, because merges scale with block value and trail multipliers compound. It scores 7.1 because the reels around it are dead weight and the 94.5% setting cuts into the round that carries the return.

#GP

Game Provider

#GD

Game Details

Information

Reel Kingdom
January 24, 2022
Video Slot
Fixed Payline Slot
Hold And Win Slot
20 paylines