Tumbles
Base + bonus#01Eight or more matching regular symbols form a win anywhere on the grid.
Winning symbols are removed and new symbols drop into the empty positions.
The chain of tumbles ends as soon as a drop makes no new win.
Slot by Pragmatic Play
96.5%
RTP
Default setting
5000x
Maximum win multiplier
high
Volatility
Pay Anywhere
Pay Anywhere
6 × 5
Game grid
Casino setting
Casinos can run the game at other settings.
Casino setting
This is Pragmatic Play's default setting for the game. Casinos can run the game at other settings.
The free-spin round carries this game, because marked cells survive between spins and every active cell under a win adds its value to the multiplier. A wide patch of modest cells is therefore more consistently useful than a lone 128× cell that a win must land through. The 5,000× ceiling cuts that map short, since one 50× heart-candy win through a single 128× cell would already pay 6,400×. A 97.5% return setting helps where a casino runs it, but a join of two existing feature systems with a clipped top end is competent rather than excellent.
Sweet Rush Bonanza combines Sweet Bonanza's 6×5 pay-anywhere threshold with Sugar Rush-style cell multipliers, but the useful detail is the activation order. The first winning removal marks a cell. The next qualifying removal on that same position creates a 2× multiplier, and further hits double it to 128×. Several active cells in one win are added together. Base-game progress lasts only for the current tumble sequence, while the free-spin round keeps the marked map alive between spins.
Launch the provider-hosted demo in a new tab.
Eight or more matching regular symbols form a win anywhere on the grid.
Winning symbols are removed and new symbols drop into the empty positions.
The chain of tumbles ends as soon as a drop makes no new win.
Winning symbols mark their cells, and another winning symbol is removed from the same cell during a later tumble.
The second qualifying removal turns that cell into a 2× multiplier, and each further qualifying removal doubles the cell value.
Marked cells last only for the current base-game spin, and they stay in place for the whole free-spin round.
One winning combination occupies more than one active multiplier cell.
The participating cell values are added together and the resulting total multiplier is applied to that win.
Select Ante Bet from the Special Bets menu where the option is available.
The spin costs 3× the normal base-game stake and gives a 10× chance of entering the feature.
Select Super Spin 1 from the Special Bets menu where the option is available.
The spin costs 20× the normal stake and begins with random multipliers on the grid.
Select Super Spin 2 from the Special Bets menu where the option is available.
The spin costs 250× the normal stake and begins with a 32× multiplier on every grid position.
Land four or more lollipop scatters.
Four or more scatters during the round retrigger the feature.
Marked cells and their multiplier values stay on the 6×5 grid between free spins instead of resetting after each completed tumble sequence.
Purchase options and their bonus rounds
Direct entry to the standard free-spin round for 100× the base bet. The option is available only in permitted operator markets.
Direct entry for 500× the base bet with a starting 2× multiplier on every grid position. The option is available only in permitted operator markets.
Bonus buy and feature screens

In-game screenshots

Winning combinations and symbol payouts
Symbol payouts
#PT| Symbol | 4 | 5 | 6+ | 8–9 | 10–11 | 12+ |
|---|---|---|---|---|---|---|
| Bananalow | · | · | · | 0.25× | 0.5× | 2× |
| Grapeslow | · | · | · | 0.3× | 0.75× | 3× |
| Applelow | · | · | · | 0.4× | 0.9× | 4× |
| Yellow Gummylow | · | · | · | 0.5× | 1× | 5× |
| Blue Gummylow | · | · | · | 0.6× | 1.25× | 6.25× |
| Pink Gummylow | · | · | · | 0.75× | 1.5× | 7.5× |
| Green Candyhigh | · | · | · | 1× | 2× | 10× |
| Purple Candyhigh | · | · | · | 1.25× | 2.5× | 15× |
| Heart Candyhigh | · | · | · | 5× | 10× | 50× |
| Swirl Lollipop Scatterspecial | 0.1× | 0.25× | 5× | · | · | · |
Swirl Lollipop Scatter. Four or more lollipop scatters also start the ten-spin feature, and four or more during the round retrigger it.
Payouts are total-bet multipliers. Regular symbols pay at 8-9, 10-11 and 12+ matches anywhere, and the lollipop scatter uses bands of 4, 5 and 6+.
Signed reviews from our team
Sarah Chen
Streaming Specialist at 0xPlaySlots
Sweet Rush Bonanza grows multipliers faster than its 5,000× cap will pay them. By my count, thirteen heart candies on 8× cells take a single win past the cap with four rungs of the ladder still above them, and that one sum explains most of this game. The free-spin round is sound, the base game waits for it, and every option that sells a head start charges more for the same ceiling.
Pragmatic Play assembled it from two of its own games. From Sweet Bonanza comes the 6×5 grid and the rule that eight or more matching symbols pay wherever they land. From Sugar Rush comes the cell system: a winning removal marks a position, the next one there makes it 2×, and each one after that doubles it, up to 128×. Neither half is new. The join matters in one specific way. A pay-anywhere win takes in every matching symbol on the grid, so an active cell in any position can end up under a win, and because all the active cells under one win are added together, a wide spread of modest cells is more consistently useful than a single tall one. This is a refinement of two existing systems rather than an invention, and I judge it as one.
At the normal stake, with or without Ante Bet, a cell holds no multiplier until a second winning removal lands on it, and marked cells last only for the spin they were made in. A spin whose tumble chain produces one win pays that win exactly as the paytable reads. Outside the two Super Spins, a base-game multiplier needs a chain of at least two wins sharing a position, and a 128× cell needs eight winning removals on one position inside one chain: one to mark it, one to reach 2×, then six doublings.
The paytable does nothing to cover for those spins. I count six low symbols, and each pays 0.75× or less for eight or nine matches, from banana at 0.25× to pink gummy at 0.75×. Green candy returns exactly the stake at that count, purple candy 1.25× and heart candy 5×, so six of the nine regular symbols pay back less than the stake on a minimum win. The largest figure anywhere on the table is 50×, for twelve or more hearts. A high-volatility game with this little in its base paytable is a waiting room for its feature.
That makes Ante Bet the first setting worth judging. It costs 3× the stake for a 10× chance of reaching the feature, so each feature entry costs, on average, three tenths of what it costs at the normal stake. For a player who is here for the round, that is the sensible way to wait.
The free-spin round is ten spins, extended by four or more scatters inside it, and it keeps marked cells and their values from one spin to the next. That persistence gives the additive rule room to work, and it is also what walks the round into its ceiling.
Take the top pay. Twelve or more hearts pay 50×, so a heart win needs 100× of added multiplier to reach 5,000×. Thirteen hearts on 8× cells add to 104×, a 5,200× win that is paid at 5,000×. Twelve hearts get there with eleven cells at 8× and one at 16×. The same twelve-heart win through a single active 128× cell comes to 6,400× and is paid at the same 5,000×. A big heart win can meet the ceiling without touching the 32×, 64× or 128× rungs.
The bottom of the table shows where the rest of the ladder goes. Banana at twelve or more pays 2×, so it needs 2,500× of added multiplier. Nineteen cells at 128× add to 2,432×, a 4,864× win, so a banana win needs at least twenty active cells under it, two thirds of the grid, before it meets the ceiling. The top rungs matter on wins like that, and on counts of eight to eleven. On a large heart win, the cap is already within reach from the 8× rung. Thirteen 8× cells do on that win what one 128× cell does, and thirteen positions sit under far more of the grid's possible wins than one position does.
Every purchase answers to the same 5,000× ceiling, so the best case each one can return, as a multiple of its own price, shrinks as the price rises.
The standard Free Spins buy costs 100×, which puts its best case at 50 times its price. Super Free Spins costs 500× and starts all 30 positions at 2×, which puts its best case at 10 times its price. The extra 400× buys two winning removals per cell, because a cell in the standard round needs a mark and a second removal to reach 2×. On the capped heart win above, thirteen 8× cells take 52 removals in the standard round and 26 in the Super round. Five times the price halves the work toward a win that both rounds pay at the same 5,000×. That is the worst trade on the menu.
Super Spin 2 costs 250× and opens a base-game spin with 32× on every position. Any win in that spin covers at least eight 32× cells, so its multiplier is at least 256×. Eight bananas on untouched 32× cells pay 64×, about a quarter of the price. Twelve purple candies come to 5,760× and twelve hearts to 19,200×, and both are paid at 5,000×, which is 20 times the price. The second-best symbol reaches the ceiling on one win, and the 32× grid belongs to a base-game spin, so it lasts only for that spin.
Super Spin 1 costs 20×, which puts its best case at 250 times its price, but its multipliers are random, so there is no fixed seed to set against that price.
Ranked by best case against price, Super Free Spins comes last at 10 times, Super Spin 2 next at 20 times, and the standard buy sits at 50 times. Each figure is a ceiling, not a return.
The return setting matters here as much as any menu choice. The 97.5% build carries a 2.5% house edge. Pragmatic Play's default is 96.5%, a 3.5% edge, which takes 40% more of every unit staked over the long run, and casinos can run other settings as well.
The game suits a player who wants Sugar Rush's growing cells on a pay-anywhere grid and reaches them through four scatters, Ante Bet or the 100× buy, where the ceiling sits 50 times above the price. It does not suit a player whose reason to spend 250× or 500× is the size of a pre-seeded grid, because the cap takes the top off that grid before it pays, nor one who wants the base game to hold up on its own.
What holds the game back is not the idea. The persistent, additive free-spin map is a sound join of two feature systems the provider already had. The problem is that the map outgrows its 5,000× ceiling long before its 128× ladder is finished, and the premium options charge up to five times as much for that same ceiling. That makes a competent game with a clipped top end, not an excellent one.
Verdict
A persistent, additive free-spin map makes this a sound join of Sweet Bonanza and Sugar Rush. A 5,000× cap that thirteen hearts on 8× cells already reach clips its top end and prices the premium buys poorly, so it is competent rather than excellent.
Game Details