The best idea sits in the most expensive round
Sweet Bonanza 2500 is a follow-up to Sweet Bonanza, and like Sweet Bonanza Dice it keeps the series' pay-anywhere wins and tumbling symbols; Sweet Bonanza Xmas is the family's seasonal release. It is a variant, not an invention, so I judge it on what it builds around that base: a Candy Bomb ladder topped at 2,500×, a 25,000× cap and seven paid options. The best of it is locked inside one of those options. In Super Free Spins 2, a bomb used with a win goes into a total multiplier that keeps working for the rest of the round. My argument is that this counter is the game's best idea and has less room above its price than anything else on the menu. It opens through a 1,000× purchase that shares its 25,000× ceiling with a 100× buy. Four or more Lollipop Scatters open the ordinary Free Spins, which reset the bomb sum after every tumble sequence, and two side modes switch Free Spins off altogether. The game without a purchase is a competent tumbler, and the one worth talking about costs 1,000× the bet to open.
Without a bomb, the paytable is small change
Five of the nine regular symbols return the stake or less for eight or nine matches: banana, grapes, watermelon and plums pay 0.25× to 0.8×, and apples pay 1×. Red heart candy is the one symbol that pays 10× for eight, four times the next best, purple candy at 2.5×, and its twelve-or-more award of 50× is the top of the table.
I work out the best a single board can pay from regular symbols. Twelve red hearts and twelve purple candies fill 24 of the 30 positions for 50× plus 25×, which is 75×, and the six positions left cannot form a third win. Splitting the board three ways pays less: twelve red hearts, ten purple and eight green make 50× + 10× + 2×, or 62×. Tumbles can add further wins to a sequence, but the regular wins in a sequence with no bomb come straight from this table, and the cap is 333 times the best board it can pay.
The Candy Bomb ladder closes that gap, and its top is sized to the cap. A 2,500× bomb on the smallest red heart award, 10×, makes exactly 25,000×. A 500× bomb does the same to a 50× twelve. A lone 100× bomb needs a 250× sequence win to get there, more than three of those best boards. Past the cap nothing is paid: a 2,500× bomb on twelve red hearts would be 125,000×, and the round ends at 25,000× with four fifths of that product unpaid and any remaining free spins cancelled. The paytable decides how large a bomb has to be, and the bomb decides whether the cap is in reach.
Super Free Spins 2 buys persistence, not headroom
All three free-spin rounds start with ten spins, add five for three or more Lollipop Scatters, and stop at the same 25,000× cap. Against that fixed ceiling, the best case shrinks as the price rises: 250 times its cost for the 100× Buy Free Spins, 50 times for the 500× Super Free Spins 1, and 25 times for the 1,000× Super Free Spins 2. Per starting spin the three cost 10×, 50× and 100×. The extra 900× over the standard buy changes what happens under the ceiling and does not raise it.
Super Free Spins 1 changes the floor. Of the 16 bomb values, the nine from 2× to 15× are gone, leaving seven from 20× to 2,500×. The sum still resets when each tumble sequence ends, so a 20× bomb on an eight-banana win pays 5× and is then spent.
Super Free Spins 2 lowers that floor to 10×, which lets 10×, 12× and 15× back in for ten values. A 10× bomb is half the weakest bomb Super Free Spins 1 allows. The trade comes afterwards: every bomb used with a win is collected into a total multiplier, and that total multiplies later wins in the feature instead of vanishing with its sequence. No other mode lets a multiplier outlive its tumble sequence, and it is the right fix for a paytable whose top award is 50×, because it turns small wins after the first bombs into multiplied ones. The cap trims the top of it. Once the total reaches 500×, a twelve-red-heart win ends the round at 25,000×, and at 2,500× an eight-red-heart win does.
I rate the counter above anything else in the game, and I rate its terms below everything else. No purchase on the menu has less room above its price than this 25 times, and a natural trigger opens the standard round, not this one.
A guaranteed bomb is a poor buy at 250× a spin
Super Spins 1 and Super Spins 2 change paid spins instead of opening a round. The first costs 20× per spin and guarantees at least one randomly valued Candy Bomb; the second costs 250× and guarantees at least one bomb of 25× or more. Free Spins cannot trigger in either mode, so they are not stronger Ante Bets. They are base-game spins with a bomb attached, and the bomb sum still resets when the sequence ends.
A guaranteed bomb is not a guaranteed win. The multiplier applies only when the tumble sequence produces a win, so a bomb on a spin with no win multiplies nothing. At the 25× floor, an eight-banana win returns 6.25×, which is 2.5% of a Super Spins 2 spin, and it takes a 10× sequence win, what eight red hearts pay, just to return the 250× stake.
The comparison with the buys settles it. One Super Spins 2 spin costs two and a half times the whole Buy Free Spins round and two and a half times Super Free Spins 2's price per starting spin, and those Super Free Spins 2 spins can retrigger and feed a counter that a Super Spins 2 spin cannot. Its best case is 100 times its price. Super Spins 1 is easier to defend, with 1,250 times its 20× cost below the cap, but its bomb is randomly valued from a ladder that starts at 2×, and a 2× bomb needs a 10× sequence win just to return that 20×.
Ante Bet 2 buys Free Spins at a worse rate than a plain spin
Ante Bet 1 raises the bet from 20 units to 50, 2.5 times the cost, and makes Free Spins eight times as likely. Per unit staked that is 3.2 times the standard chance. Ante Bet 2 raises the bet to 240 units, 12 times the cost, for ten times the chance, which per unit staked is five-sixths of a plain spin's rate. What the surplus buys is a 20× minimum on any multiplier that lands. Against each other the order is clear: Ante Bet 1 is the sensible side bet, and Ante Bet 2 gives up feature rate for a multiplier floor.
The game without purchases earns the score, and the buys do not lift it
Without a purchase, Sweet Bonanza 2500 is standard Free Spins from four or more Lollipop Scatters, per-sequence bombs up to 2,500× and a 25,000× cap at high volatility. That is a sound version of the series formula and a thin one, because the regular wins in every bombless sequence come from a table that tops out at 50×. It suits a player who wants pay-anywhere tumbles with a long multiplier ladder and accepts that sequences without a bomb pay small. A player drawn by the counter faces 1,000× per attempt, a best case of 25 times the price and the same ceiling as the 100× buy. The standard round offers the same ladder and cap, only without the memory.
The return setting matters as much as any choice on the menu. At 96.52% the theoretical house edge is 3.48%; at 95.53% it is 4.47%, so the lower setting keeps about 28% more of turnover. The rules screen shows which one a casino runs. I place the game in the middle of the scale: a competent formula, a 50× top regular award, and its best idea behind its most expensive buy.