Reactoonz 2 brings back Play’n GO’s alien grid with new meters, Electric Wilds, Wild Pair Explosions and a Gargantoon that can split into three waves of Wilds, up to 5,083x.
Reactoonz 2 brings back Play’n GO’s alien grid with new meters, Electric Wilds, Wild Pair Explosions and a Gargantoon that can split into three waves of Wilds, up to 5,083x.
Reactoonz 2 is a sequel that does not simply repeat the original. Play’n GO kept the 7×7 grid of bouncing aliens and the cluster wins, but rebuilt everything that happens around them. There are now two meters, three kinds of Wild, a pair explosion that can clear the board, and a Gargantoon who arrives as one giant Wild and then breaks into smaller ones.
The result is one of the busiest slots Play’n GO has made. Almost every event feeds into another, and a good spin can run for a long time as one feature charges the next. It is high volatility, with a top prize of 5,083 times the bet, and it rewards players who enjoy watching a chain reaction more than those who want quick, simple results.
| Feature | Details |
|---|---|
| Provider | Play’n GO |
| Release | 1 October 2020 |
| Layout | 7×7 grid, clusters of 5 or more |
| RTP | 96.20% (lower versions exist) |
| Volatility | High |
| Bet range | €0.20 to €100 per spin |
| Max win | 5,083x the bet |
| Features | Fluctometer, Electric Wilds, Quantumeter, Energoon and Gargantoon Wilds, Wild Pair Explosion, Uncharged Wilds |
| Free spins | None |
If you know the original Reactoonz, the screen will feel familiar. Eight colourful aliens fill a 7×7 grid: four one-eyed creatures as the low pays and four two-eyed ones as the high pays. They wobble, blink and react when they win, and the soundtrack has the same playful, slightly electronic feel.
Wins work as clusters. Five or more matching aliens connected horizontally or vertically form a win. Diagonal contact does not count. Winning aliens disappear, new ones drop in from above, and the cascade continues as long as new clusters form. All the features in the game hook into this cascade loop.
At the start of every round, one of the one-eyed aliens is chosen at random to fluctuate. These fluctuating aliens are the starting point of most features.
When fluctuating aliens form a winning cluster, an Electric Wild appears in one of the spots they leave behind. Every fluctuating alien removed also goes into the Fluctometer. Once that meter is full, it releases one, two or three more Electric Wilds after all wins and cascades have played out.
Electric Wilds do more than substitute. Every regular alien they remove as part of a win becomes a charge for the second meter, the Quantumeter. In other words, the Fluctometer creates Wilds, and the Wilds fill the Quantumeter. That relationship is the engine of the whole game.
Grey, uncharged Wilds can drop onto the grid at any time. On their own they do nothing: they do not take part in wins and simply take up a spot. They become useful when they are charged, either by a winning cluster next to them or by a Wild Pair Explosion. Once charged they turn into Electric Wilds and play a full part.
It is a small mechanic that adds a lot of tension, because it turns ordinary clusters into potential triggers. An uncharged Wild in the middle of the grid is a promise rather than a result, and you will find yourself watching to see whether a cluster forms next to it.
The Quantumeter holds up to 135 charges across four levels. What it releases depends on how far it has filled when the cascades stop:
The meter keeps charging after an Energoon is released, so a long spin can climb through several levels. Releasing Gargantoon, however, disables the meter for the rest of that round.
The order of events matters. After all cascades end, the Fluctometer acts first, then the Quantumeter, then the Wild Pair Explosion check. Each step can create new clusters and new cascades, which is why one spin can run through several features in a row.
Gargantoon is the star of the game. At level 3 he lands as a single 3×3 Wild. Once he has taken part in a cascade, he splits into two 2×2 Wilds. After those have cascaded, they split again into nine single Wilds. One release therefore gives you three successive waves of Wilds, each with a fresh chance to build clusters.
At level 4, the overcharged state, every win that includes a Gargantoon Wild is doubled. Only one x2 applies per winning cluster, however many Gargantoon pieces it contains, so the multipliers do not stack. Even so, three waves of Wilds with doubled wins is the game’s best route to a big result.
Getting there is the hard part. Reaching 110 or more charges in a single round needs several Electric Wilds removing plenty of aliens, and most rounds stop well short of that.
After the meters have acted, if two or more Electric Wilds are still on the grid, the Wild Pair Explosion kicks in. Two Electric Wilds are picked, with neighbouring pairs preferred. A pair that touches horizontally or vertically removes every other non-Wild symbol on the grid. A pair that does not touch removes the aliens between them.
An adjacent pair is spectacular: the board empties, a fresh set of aliens drops in, and every removed alien counts towards the Quantumeter. This is often the moment a spin goes from promising to excellent, because one explosion can push the meter to a new level in one go.
The game’s best moments are chains. A cluster of fluctuating aliens makes an Electric Wild. That Wild joins a cluster of high pays and charges the Quantumeter. The Fluctometer fills and adds two more Electric Wilds. Two of them sit next to each other and explode, clearing the board and pushing the Quantumeter towards level 3. Gargantoon arrives and splits into his three waves.
Rounds like that are rare. Far more often, a spin produces a cluster or two and stops. One Electric Wild appears but is used up in a small win, or the Quantumeter climbs to 40 charges and the round ends. Because the meters reset between rounds, nothing carries over to the next spin. Understanding that is important for setting expectations.
Play’n GO lists the default RTP as 96.20%, with versions at 94.20%, 91.20%, 87.20% and 84.20% that some casinos choose. The difference matters over time, so check the game’s information screen before you play. Our guide to slot RTP explains how to find it and why the figure is a long-term average.
Volatility is rated high. Small cluster wins are frequent, but many of them pay less than the stake, and the big results depend on the meters reaching their top levels. The maximum win is capped at 5,083 times the bet. More on how this type of game behaves is in our high-volatility slots guide.
Bets run from €0.20 to €100 per spin.
The original Reactoonz from 2017 uses a single Quantumeter that fires a Quantum feature when it fills and releases Gargantoon when it is fully charged a second time in the same round. It is simpler to follow and many players still prefer it for that reason. Its rules are easier to explain to a friend in a sentence, and its rhythm is easier to read.
Reactoonz 2 adds the Fluctometer, uncharged Wilds and the Wild Pair Explosion, and turns Gargantoon into a three-stage Wild. It is more complex and has more going on per spin, with a slightly higher cap. If the original felt repetitive, the sequel gives you more to watch. If it already felt busy enough, stick with the first game.
Fans of meter-driven grids should also look at Rich Wilde and the Tome of Madness, which charges a portal on a 5×5 grid, and the jewel-themed Gemix. More grid slots from the studio are on our Play’n GO page.
What works:
What doesn’t:
Reactoonz 2 is a sequel with real ideas. The two meters, the explosions and the splitting Gargantoon make every spin feel like a small puzzle, and when the features chain together it is one of the most entertaining grid slots around. The price is high volatility and a lot of quiet rounds where nothing builds. If you enjoyed the original and want more depth, it is well worth playing at the 96.20% version.
Play only if you are 18+. Keep your play within limits and see our responsible gambling page for support.