Megaways reel heights
Base + bonus#01Every spin selects a height for each of the six reels.
The reels show between three and seven symbols, changing the number of left-to-right winning ways up to a maximum of 117,649.
Slot by Pragmatic Play
96.5%
RTP
Normal play
25000x
Maximum win multiplier
medium
Volatility
0.2–250 operator-dependent units
Bet range
117649
Ways to Win
6 × 3-7
Game grid
Casino setting
Normal play, with a 3.50% house edge.
Wilds worth up to 1,000× multiply each other and give the game a real engine plus a genuine Sticky or Random trade-off. Every mode from the 3× Ante Bet to the 2,500× buy holds the same 96.50% RTP and so carries no price penalty. The frame is thin because no round retriggers and the regular paytable tops out at 7.5× for six Rottweilers. That Wild choice comes from the earlier Dog House Megaways and makes this a good iteration rather than an excellent new game.
The '1000' in The Dog House Megaways 1000 belongs to the Wild value ceiling. The more consequential rule is how several Wilds combine. Their multipliers multiply rather than add. The free-spin choice then changes how often those values can overlap. Sticky Wilds build a persistent footprint and even force a minimum reel height large enough to retain it. Random Wilds trade that accumulation for up to six fresh placements on every spin. The two Super Bonus structures sit between those poles by deciding which Wilds persist.
Launch the provider-hosted demo in a new tab.
Every spin selects a height for each of the six reels.
The reels show between three and seven symbols, changing the number of left-to-right winning ways up to a maximum of 117,649.
A dog-house Wild on reels two through five contributes to a winning way.
The Wild substitutes for regular symbols and multiplies the win it joins by its own value.
Several Wilds in one winning combination multiply their values together before the result applies to the win.
Three or more scatters of the same type land in view.
The number of scatters that landed sets how many free spins the round starts with.
One or more Sticky Wild positions remain on a reel during a feature.
That reel is guaranteed to stay tall enough to contain the number of Sticky Wild positions already held there.
The floor remains until the end of the applicable free-spin round.
A sticky symbol can change displayed size as the reel height changes on later spins.
A round reaches a total win of 25,000× the bet.
The round ends immediately, the capped amount is awarded and any remaining free spins are forfeited.
Land three or more regular Bonus scatters and then choose Sticky Wilds Free Spins.
Sticky Wilds can land on reels two through five carrying any of the Wild multiplier values and remain for the entire round. Their apparent size follows later reel-height changes.
Land three or more regular Bonus scatters and then choose Random Wilds Free Spins.
Every free spin can add up to six randomly positioned Wilds of different sizes, each carrying one of the Wild multiplier values up to 1,000×. They do not persist to the next spin.
Land three to six Bonus or Super Bonus scatters in total, including at least one of each type.
Every spin adds a random number of ordinary Wilds or Sticky Wilds on reels two through five. Sticky Wilds remain for the round. Ordinary Wilds leave after the current spin.
Land three or more Super Bonus scatters.
Every spin adds a random number of Wilds or Sticky Wilds on reels two through five, and every Wild of either type that lands stays until the feature ends.
Purchase options and their bonus rounds
Each spin costs 3× normal stake and makes a natural trigger of Free Spins, Super Bonus Free Spins or All Super Bonus Free Spins ten times as likely.
Ante Bet
Try in DemoEach spin adds at least two randomly positioned Wilds. Free-spin features cannot trigger in this mode.
Super Spin 1
Try in DemoEach spin adds at least three randomly positioned Wilds, with one guaranteed to carry 25× or more. Free-spin features cannot trigger in this mode.
Super Spin 2
Try in DemoDirect entry to the standard feature for 100× the base bet, followed by the normal choice between Sticky Wilds and Random Wilds, where purchases are permitted.
Standard feature purchase
Try in DemoFor 500× the base bet, the game randomly starts either Super Bonus Free Spins or All Super Bonus Free Spins, where purchases are permitted.
Super Free Spins 1 purchase
Try in DemoFor 2,500× the base bet, choose Sticky Wilds or Random Wilds. Sticky mode starts with one random-position Sticky Wild worth at least 25×, and Random mode guarantees one Wild worth at least 25× on every spin.
Super Free Spins 2 purchase
Try in DemoBonus buy and feature screens


In-game screenshots





Winning combinations and symbol payouts
Symbol payouts
#PT| Symbol | 3 | 4 | 5 | 6 |
|---|---|---|---|---|
| Tenlow | 0.05× | 0.1× | 0.2× | 0.5× |
| Jacklow | 0.05× | 0.1× | 0.2× | 0.5× |
| Queenlow | 0.1× | 0.2× | 0.3× | 1× |
| Kinglow | 0.1× | 0.2× | 0.3× | 1× |
| Acelow | 0.1× | 0.2× | 0.3× | 1× |
| Bonelow | 0.15× | 0.4× | 0.5× | 1.5× |
| Collarlow | 0.15× | 0.4× | 0.5× | 1.5× |
| Brown Doghigh | 0.2× | 0.5× | 0.75× | 1.5× |
| Pughigh | 0.35× | 0.75× | 1× | 2× |
| Pink Doghigh | 0.5× | 1× | 1.5× | 3× |
| Rottweilerhigh | 0.75× | 2× | 3× | 7.5× |
All values are total-bet multipliers for three, four, five or six matching symbols on adjacent reels from the left.
Special symbols
#SSSigned reviews from our team
Marcus Jones
High Roller Expert at 0xPlaySlots
I read The Dog House Megaways 1000 as a Wild-multiplier machine with a paytable attached. Its regular symbols top out at 7.5× the bet for six Rottweilers, its Wilds reach 1,000× and multiply each other, and its 25,000× cap sits far above the first number and well within reach of the second. Almost every sizeable outcome comes down to how many Wilds share a way. The rest of the design either feeds that engine or rations it: the Sticky or Random choice decides how Wilds overlap, a six-rung purchase menu sells access to them at an unchanged 96.50%, and the absence of any retrigger limits how long a round has to build. My conclusion is a strong engine in a short frame, which makes it a good game and not an excellent one.
I also rate it a refinement, not an invention. A choice between sticky and roaming Wilds was already the feature decision in The Dog House Megaways, the earlier Megaways entry in this series, and it returns here as Sticky Wilds against Random Wilds. Around that inherited choice this version builds a 1,000× top Wild value, a second scatter type that mixes the two Wild behaviours, and a buy ladder from a 3× Ante Bet to a 2,500× purchase. The Wild ceiling changes the maths. The frame does not keep up with it.
I count eight of the eleven regular symbols paying 1.5× or less for six of a kind. The five card ranks pay 1× or less, and three tens return 0.05×, a twentieth of the stake. Only the pug, the pink dog and the Rottweiler pay more for a full six, at 2×, 3× and 7.5×. Those are the per-way values on any win no Wild joins, and a table this flat leaves the base game leaning on Wilds for anything worth noticing.
Set the cap against that table. When I divide 25,000 by 7.5 I get 3,333.3, so even the best way in the game needs a combined Wild multiplier above 3,333× to reach the ceiling by itself. One 1,000× Wild on a six-Rottweiler way makes 7,500×, 30% of the cap. A 3× Wild alongside it lifts the way to 22,500×, still short. A 5× partner produces 37,500×, which the maximum-win stop cuts to 25,000×. At the bottom of the table the picture inverts. A three-reel way starting with a ten has two Wild reels inside it, reels two and three, and two 1,000× Wilds there turn 0.05× into 50,000×, twice the cap. The weakest paying combination and the strongest end at the same stop.
That, to my mind, is the real content of the "1000". Because values multiply, the ladder of 1×, 2×, 3×, 5×, 10×, 25×, 100× and 1,000× turns steep at the top: two 100× Wilds on one way are worth 10,000×, where adding them would give 200×. A 1× Wild only substitutes. Overlap is the engine, and I treat everything else in the game as machinery for producing it.
The standard round asks for its choice after the scatters have landed, so the length of the round is already fixed: 7 free spins for three scatters, 12 for four, 15 for five and 20 for six. None of the four free-spin rounds retriggers, so the number at the choice is the number the round keeps.
The two modes respond to that number differently, and the difference is arithmetic. Random Wilds have no memory. Each spin can add up to six, so a 7-spin round allows at most 42 placements and a 20-spin round at most 120, the same 2.9-fold increase as the length. A Sticky Wild is worth the spins left after it arrives: one that lands on the first of 7 spins works on all 7, and on the first of 20 it works on 20. If a round added one Sticky Wild per spin, I make the Wild-spins total 1 + 2 + … + 7 = 28 in the short round and 1 + 2 + … + 20 = 210 in the long one, 7.5 times as much from 2.9 times the length. Accumulation grows with the square of the round, and because sticky Wilds sharing a way multiply, that square compounds. The reel-height floor joins in once a reel holds more sticky positions than the three-row minimum, because the reel can no longer shrink below the footprint built there.
My reading is that Sticky Wilds lose far more to a short round than Random Wilds do, so the case for Sticky is strongest on 15 or 20 spins and weakest on 7. That makes the choice a genuine structural trade-off and, in my judgement, the best-designed decision in the game. It also exposes the worst rule in the frame: with no retrigger, a three-scatter start hands the accumulating mode its smallest canvas and never enlarges it.
The Super Bonus rounds take the decision away. Super Bonus keeps only Sticky Wilds between spins, while All Super Bonus keeps every Wild that lands, folding Random's placement volume into Sticky's memory.
Normal play and all six paid modes hold 96.50%, so no rung carries a price penalty and paying for access costs the same edge per unit staked as spinning for it. What changes up the ladder is the shape of what the money can do, and the cap makes that shape simple to calculate. I set the rungs out below.
| Mode | Cost | Average return at 96.50% | Cap as a multiple of cost |
|---|---|---|---|
| Super Spin 1 | 20× | 19.3× | 1,250 |
| Free Spins | 100× | 96.5× | 250 |
| Super Spin 2 | 500× | 482.5× | 50 |
| Super Free Spins 1 | 500× | 482.5× | 50 |
| Super Free Spins 2 | 2,500× | 2,412.5× | 10 |
The 100× buy's best case is 250 times its price. The 2,500× buy's best case is 10 times its price, and its long-run average of 2,412.5× is already close to a tenth of the cap. That purchase cannot be a long shot the way the 100× buy can, because the same 96.50% has to arrive under a ceiling only about ten times its own average. The extra 2,400× over the standard buy pays for one guarantee: a starting Sticky Wild worth 25× or more in Sticky mode, or a Wild of 25× or higher on every spin in Random mode. Both still sit behind the ordinary Sticky or Random choice, so I read the top rung as the standard round with a floor under its Wild values, not a higher tier of bonus.
Two rungs share the 500× price and pull in opposite directions. Super Free Spins 1 buys a full round but picks Super Bonus or All Super Bonus at random, so the buyer pays without knowing whether ordinary Wilds will persist, which is the whole difference between those rounds. Super Spin 2 buys one spin with at least three Wilds, one worth 25× or more, and cannot trigger free spins. Each averages 482.5× and tops out at 50 times its cost, but Super Spin 2 spends its whole price on a single board with no memory. I rank it the weakest-shaped rung on the menu.
The Ante Bet triples the stake and makes a natural trigger ten times as likely, about 3.3 times the feature chances per unit staked at the same 96.50%. Because triggers stay natural, the scatter ladder and the arithmetic above still apply, which makes it the rung that changes the game least.
Multiplying Wilds with a 1,000× top value, a Sticky or Random choice with real arithmetic behind it, and a purchase menu that charges no premium are three things done properly. The frame is where the game runs thin. No round retriggers, so a three-scatter round is seven spins and nothing more. The regular paytable ends at 7.5×, so a spin without a Wild in the winning way is close to a non-event. And the strongest idea in the design came from The Dog House Megaways, which is why I call this a good iteration rather than an excellent new game.
In my view it fits a player who wants Megaways results decided almost entirely by Wild overlap and who values a buy menu with no return penalty at any price. Anyone who wants line pays to carry the spins between features, or bonus rounds that extend themselves, should look elsewhere, because this game offers neither.
Verdict
Multiplying Wilds worth up to 1,000× and a flat 96.50% across every purchase give this game a real engine at a fair price. No retriggers, a 7.5× paytable ceiling and a Wild choice inherited from The Dog House Megaways make it a good iteration rather than an excellent new game.
Game Details