0xPlaySlots

Rocket Reels — Game Details

Slot game

Slot by Hacksaw Gaming

#R

96.3%

RTP

Normal play RTP

#MWM

10000x

Maximum win multiplier

#V

high

Volatility

Level 4 of 5

#BR

0.2–100 operator-dependent units

Bet range

#CP

Cluster Pays

Cluster Pays

#GG

7 × 7

Game grid

RTP profiles

Normal play RTP

Base game

96.3%

The theoretical return of normal play is 96.30%.

Our verdict

0xPlaySlots opinion
6.8/ 10our score for this game

Rocket Reels executes one idea cleanly and then leans on it far too hard. The rockets-into-tiles conditional is genuinely good design and the additive stacking rule keeps the maths legible instead of hiding a compounding blow-off. Against that sits a base game throttled on two fronts that grinds through rock hits between rare multiplied spikes, and a bonus only eight spins deep. That makes the 129× purchase the real product of a competent and honest 2021 math model with no persistent state, no upgrade path and nothing to learn after the first hour.

About Rocket Reels

Rocket Reels is a 7×7 cluster game whose variance lives in a two-step conditional rather than in its paytable. Clusters of five or more connected symbols pay and clear before the grid cascades until nothing new wins. Rockets fire once three or more are in view and burn up through their reels leaving multiplier tiles on the positions they destroy. A tile pays nothing by itself and is dead weight unless a refill builds a winning cluster on top of it. A rocket is therefore a bet on the next board rather than a boost to the current one. Tiles under one cluster are summed before the win is multiplied by that total, so a lone 75× tile over a 0.1× rock cluster is worth 7.5×. Base play is throttled from two directions at once because nothing fires below three rockets and every tile is wiped when the round ends. Free Spins lift the first throttle and add the Wild that the base game never shows, and those two changes rather than the eight-spin budget are where the distribution sits. The UFO can then beam away anywhere from 20 of the 49 positions to the entire board, and every cell it clears is redrawn from scratch.

Game preview

Rocket Reels title artwork used as the game's play tile

Editorial takeaways

  • A rocket clears the symbols in its launch path and drops multiplier tiles onto those positions, and a tile is collected only when a winning cluster forms over it.
  • Multipliers covering one cluster are added before they are applied, so three 25× tiles pay that cluster 75× rather than compounding.
  • The base game launches rockets only when three or more are in view and wipes every tile at the end of the round, while Free Spins launch every landed rocket.
  • The Wild substitutes for every paying symbol but appears only in Free Spins, so base-game clusters are formed entirely by natural symbols.
  • There is one purchase and one only, the Free Spins feature at 129× the bet against a 96.34% return.
  • Reaching 10,000× ends the round on the spot and discards any free spins still owed, and the game carries no jackpot above that ceiling.

Limitations and version notes

  • A launch is not a win, since the tiles pay only if a later drop builds a winning cluster over one of them. A base-game round can fire every rocket in view, strip half the grid and return nothing, and whatever tiles are still showing are wiped when the round ends.
  • The symbol paytable is close to decorative, with half the paying symbols capping at 80× and the best planet at 300× against a 10,000× ceiling. The bands are back-loaded, with that top planet worth only 10× at nine symbols, so a round's size comes from the multiplier tiles stacked under its clusters.
  • Three free-spin symbols award only eight spins, a short window in which the rockets have to land and a later drop has to build a cluster over their tiles. When that never happens, the feature pays back whatever small clusters happened to form.
  • Bet limits belong to the casino rather than to the game, with the spin range running 0.20 to 100 at some licensed sites and stopping at £5 at others. The ceiling on offer is whatever the operator set, so it is worth checking before the first spin.

Features & Themes

Game features

Cluster PaysCascading WinsRocket Multiplier TilesAdditive Multiplier StackingUfo Symbol RemovalFree SpinsWild Only In Free SpinsBonus Buy

Themes

Outer Spaceplanetsrocketsufoastronaut

Game mechanics

Cluster pays

Base + bonus#01

Five or more matching symbols connect anywhere on the 7×7 grid.

The connected symbols form a winning combination, and the rule is identical inside Free Spins.

Only the highest win per winning way is paid.

  • Nine award bands by cluster size.
  • Single-size bands at 5, 6, 7, 8, 9 and 10 symbols.
  • Paired bands at 11 to 12 and 13 to 14 symbols.
  • Top band at 15 or more symbols.

Cascading drops

Base + bonus#02

Any winning cluster.

Each winning cluster is removed and new symbols drop in to fill the gaps.

The chain continues until a drop produces no new win.

Multiplier rockets

Base + bonus#03

In the base game a rocket launches only when three or more rocket symbols are in view, and in Free Spins every landed rocket launches regardless of count.

A rocket ascends through its reel, destroys every symbol it passes and leaves a trail of multiplier tiles across those positions.

Multipliers stay on the reels for the duration of a base game round.

New symbols then drop into the cleared cells. A tile multiplies a win only when it sits under a winning cluster.

  • Only one rocket can land on each reel per spin.
  • In the base game nothing launches unless three or more rockets are in view.
  • Rocket 1 leaves tiles of 1×, 2×, 3×, 4× or 5×.
  • Rocket 2 leaves tiles of 10×, 15× or 20×.
  • Rocket 3 leaves tiles of 25×, 50× or 75×.

Additive multiplier stacking

Base + bonus#04

Two or more multiplier tiles sit under one winning cluster.

The tiles are added together first, and the cluster win is multiplied by that total.

Applied per winning cluster, per drop.

Three 25× tiles under one cluster therefore pay that cluster 75× rather than a compounded figure.

UFO sweep

Base + bonus#05

It appears at random on spins where rockets have launched, in the base game and in Free Spins alike.

The UFO beams up a random number of symbols and clears them, and new symbols drop to replace the ones removed.

Single-shot per occurrence.

A floor of 20 is just over two fifths of the 49 positions. Even the smallest sweep therefore redraws a large part of the board.

  • The smallest sweep removes 20 symbols.
  • The largest sweep removes every symbol on the grid.

Free Spins Wild

Bonus#06

The Wild symbol lands during Free Spins only.

The Wild substitutes for all paying symbols in the paytable.

The Wild appears only in Free Spins. Base-game clusters must therefore be formed by natural symbols alone.

Free-spin scatter

Base game#07

At least three free-spin scatter symbols land in the base game.

The Free Spins feature starts, and three scatters award eight free spins.

The symbol is drawn as an astronaut.

Maximum win stop

Base + bonus#08

A round's win reaches 10,000× the bet.

The game displays a maximum-win message, ends the round immediately and awards the winnings.

If it happens during free spins or another bonus feature, play returns to the main screen. Any remaining free spins or features are discarded.

Bonus rounds

Free Spins

Free spins
8 spins

At least three free spin scatter symbols land in the base game.

Three free spin symbols award eight free spins. Every landed rocket launches instead of needing three or more in view, and its tiles are still worth up to 75×. The Wild is absent from the base game and becomes live here as a substitute for every paying symbol. The five-symbol cluster requirement, the cascades, the additive multiplier tiles and the UFO all carry over unchanged.

  • Uses Cluster pays, Cascading drops, Multiplier rockets, Additive multiplier stacking, UFO sweep, Free Spins Wild, Maximum win stop.

Feature purchases

Purchase options and their bonus rounds

Buy Bonus

Bonus Buy

A BUY BONUS button takes the Free Spins feature directly from the main game at 129× the bet. It is the only purchase the game carries, with no multi-tier ladder and no feature-spin option.

Cost
129x stake
RTP for this option
96.34%
Linked bonus round
Free Spins

Buying the Free Spins feature returns 96.34% in theory, fractionally more than normal play.

Feature Artwork

Bonus buy and feature screens

Rocket Reels bonus buy panel
Bonus Buy Preview
Rocket Reels in-game feature panel
Feature Preview

Screenshot Gallery

In-game screenshots

Rocket Reels screenshot 1
Rocket Reels screenshot 2
Rocket Reels screenshot 3
Rocket Reels screenshot 4
Rocket Reels screenshot 5

Paytable & Symbol Values

Winning combinations and symbol payouts

Symbol payouts

#PT
Symbol567891011–1213–1415+
Yellow Rocklow0.1×0.2×0.3×0.5×1×5×10×40×80×
Blue Rocklow0.1×0.2×0.3×0.5×1×5×10×40×80×
Green Rocklow0.1×0.2×0.3×0.5×1×5×10×40×80×
Orange Rocklow0.1×0.2×0.3×0.5×1×5×10×40×80×
Purple Rocklow0.1×0.2×0.3×0.5×1×5×10×40×80×
Green Planethigh0.75×1×2×3×10×25×75×150×300×
Magenta Planethigh0.5×0.75×1.5×2.5×4×15×40×125×200×
Orange Planethigh0.5×0.75×1.5×2.5×4×15×40×125×200×
Blue Planethigh0.3×0.6×1×2×3×10×30×100×150×
Purple Planethigh0.3×0.6×1×2×3×10×30×100×150×

The five coloured rocks pay identically and cap at 80×, while the five planets split into one at 300×, two at 200× and two at 150×. Every figure is a bet multiplier, so the whole table moves with the stake.

Special symbols

#SS
Wild
Substitutes for all paying symbols in the paytable and appears only during Free Spins. It carries no payout of its own.
Free Spin symbol
Three or more in the base game trigger the Free Spins feature, and three award 8 free spins. Drawn as an astronaut, and it carries no payout of its own.
Rocket 1
Launches upward through its reel and destroys the symbols it passes, leaving a trail of multiplier tiles worth 1× to 5×. It carries no payout of its own.
Rocket 2
Launches the same way and leaves a higher trail of 10×, 15× or 20× multiplier tiles. It carries no payout of its own.
Rocket 3
The top rocket, leaving a trail of 25×, 50× or 75× multiplier tiles. It carries no payout of its own.
UFO
Appears at random on spins where rockets have launched and beams away a random number of symbols, from a minimum of 20 up to the whole grid. The cleared positions then refill, and the symbol carries no payout of its own.

Our Team Reviews

Signed reviews from our team

1 review
FEATURED

Rocket Reels rations its one good idea in the base game and sells it back at 129×

ER

Emily Rodriguez

Mobile Gaming Expert at 0xPlaySlots

September 14, 2026
6.8/10

The rocket is the only new part, and the base game rations it

Rocket Reels has one genuinely good idea and a structure that keeps it locked away until the bonus. A rocket burns up its reel, destroys what it passes and leaves multiplier tiles on exactly the cells the next drop has to refill, so a fresh symbol over every tile is guaranteed and only the cluster is left to chance. That conditional is where the game's size lives, because no single cluster on its paytable pays more than 3% of the cap. The base game then gates the rockets behind three in view, withholds the Wild and wipes the tiles when each round ends. I read the result as a game whose real product is the 129× buy, and I find that buy fairly priced but only eight spins deep.

I place Rocket Reels in a format it shares rather than defines. Sugar Rush is the closest structural match, a 7×7 cluster grid with cascades where multipliers attach to grid positions and pay only when a later cluster re-forms over the marked cell. Candy Jar Clusters works the same size of grid and also carries its potential in multipliers dropped onto the board instead of in the symbol table, and Gronk’s Gems is one of Hacksaw Gaming's own connected-symbol grids with a buy on top. What this game changes is delivery. A cell gets marked by being destroyed, a whole trail at once, and the UFO can follow a launch by beaming away anywhere from 20 cells to all 49. That is a variation on how the multiplier arrives, not a new model, so I judge the game on whether it lets the delivery work.

No cluster here is worth much without a tile under it

The ceiling of the symbol table is 300×, for fifteen or more green planets. The table also stops counting at fifteen, so a fifteen-planet cluster and a board filled edge to edge with green planets pay the same 300×. Past that band, size adds nothing and only tiles scale a win.

The bottom of the table is where ordinary spins sit. I count all five rocks paying less than the stake for every cluster from five to eight symbols and exactly 1× at nine. A five-rock cluster pays 0.1×, so even the best Rocket 1 tile, 5×, lifts it only to half the stake. A lone 1× tile changes nothing at all and counts only as an addend to other tiles.

Going up, the best Rocket 2 tile of 20× under the best cluster makes 6,000×. A single 50× tile from Rocket 3 under the same cluster makes 15,000×, and the cap removes a third of it. Rocks need more help: a fifteen-rock cluster at 80× needs tiles summing to 125×, such as one 75× and one 50×, to land exactly on 10,000×. One cluster reaches the ceiling with a single 75× tile under any planet's top band. I therefore treat the maximum-win stop as a truncation the game's ordinary pieces run into rather than a remote figure.

Additive stacking is what keeps that legible. Two 75× tiles under one cluster give 150×. Compounded they would give 5,625×, enough for a seven-symbol green planet cluster at 2× to clear the cap, and the ceiling would be a formality. I rate summing as the most honest rule in the game.

The base game is locked three times

Rockets land at most one per reel, and in the base game nothing launches until three of the seven reels show one at the same time. The UFO appears only on spins where rockets have launched, so the base-game sweep sits behind the same three-rocket condition. The Wild never lands outside Free Spins, which leaves every base cluster to natural symbols. Whatever tiles are still on the grid when the cascade chain stops are wiped, so a base launch that fails to get a cluster over its trail before the board settles is lost.

Stack those and a base spin without three rockets is the paytable alone, where half the paying symbols return less than the stake until a cluster reaches nine. High volatility follows from the structure: the base game's return is concentrated in the spins that clear the gate and then build a cluster over a trail. I find no reason to spin it for its own sake. It exists to deliver three astronaut scatters, and it offers nothing else on the way.

At 129× the buy is fair, and eight spins are too few

The Buy Bonus is the only purchase, with no cheaper tier and no feature-spin option. At 96.34% I put its average return at about 124.3× the bet, an expected cost of roughly 4.7× per purchase. Normal play at 96.30% keeps 3.70% of every stake and the buy keeps 3.66%, so buying carries no penalty. It is the same edge taken in one lump, fractionally cheaper. The best case is the cap, which is 77.5 times the price.

The price removes two of the three locks. Every landed rocket fires, the UFO becomes possible on any spin where one does, and the Wild can complete a cluster over a trail that natural symbols would have left one short.

Eight spins at 129× cost 16.125× the bet each. Without a tile under it, no cluster of nine or fewer symbols pays that much on any symbol, and at ten only the green planet does, at 25×. Of the 90 prices in the paytable, I count six above the full buy price, and all six belong to planet clusters of thirteen or more. The table's own prices sit far below the buy, so the bonus leans on the rocket conditional, and it gives that two-step event eight attempts: a rocket has to land, then a later drop has to build a cluster over its tiles. When that fails, the round pays small clusters back against 129×. The cap clips the other tail, since reaching 10,000× ends the feature and discards the spins still owed, so the upside stays at 77.5× the price however early it arrives.

It is a game for buyers, not spinners

I would point Rocket Reels at a player who has already decided to buy, wants a multiplier rule readable at a glance, and accepts a feature that resolves in eight spins. At the 0.20 minimum bet the buy costs 25.80, and at the 100 maximum it costs 12,900 wherever a casino allows that stake. Anyone who wants a base game that carries its own weight should look elsewhere, and so should anyone who wants a bonus that builds, because tiles do not outlive a base round, there is no upgrade path and there is one price. I see a competent and honest design with an idea worth studying, leaned on harder than eight spins can bear.

Pros

  • Rockets destroy a reel's symbols and mark exactly the cells the next drop refills, a clean take on positional multipliers
  • Additive stacking keeps boards readable, with two 75× tiles making 150× rather than a compounded figure
  • The 129× buy returns 96.34%, fractionally above normal play, so buying costs no extra edge
  • A UFO sweep of 20 cells up to the whole grid gives a launch spin a second large redraw

Cons

  • Base-game rockets and the UFO both wait on three rockets in view, and the Wild never appears there
  • The best cluster pays 300×, 3% of the cap, so the symbol table carries almost nothing alone
  • Eight bought spins cost 16.125× the bet each, and no cluster of nine symbols pays that without a tile
  • Tiles are wiped when a base round ends, and there is no persistent state or upgrade path

Verdict

Rocket Reels builds one sound idea with honest additive maths, then rations it so hard in the base game that the fairly priced 129× buy becomes the real product. It is competent and legible but only eight spins deep.

#GP

Game Provider

#GD

Game Details

Information

Hacksaw Gaming
September 15, 2021
Video Slot
Cluster Pays Slot
Cascade Slot
Cluster Pays