Spark of Creation
Rules of the game
Spark of Creation is a 7-row, 6-column slot machine with falling symbols.
All drops in normal mode start with level 1 creatures and a board size of 7 rows and 6 columns.
A game round starts at the selected betting level when the player presses the Spin button.
If Auto Spin is activated, the game can be played automatically. Press and hold the Spin button or use the Auto Spin button to set the number of rounds to be played automatically.
Winnings and winning combinations are paid according to the payout table.
Winnings are displayed in the player's balance or in coins. The player can change their preferences in the settings.
The winnings are shown on the player's foot.
Spark of Creation has two game modes: normal mode and bonus mode with bonus drops.
Spark of Creation features four collector creature symbols that move around the game board. Each creature is paired with a pay symbol of the same color.
Creatures can collect pay symbols that are their own color, and all feature symbols.
The creatures collect symbols by moving towards collectible symbols that are adjacent horizontally or vertically.
The pay symbols are the pay symbols and the Wild symbols.
Profits are generated when a creature moves and collects paying symbols.
The creature continues collecting until it can no longer collect any more symbols. Creatures can only move once before the symbol reload occurs.
Collected symbols and activated function symbols are removed from the game board.
The remaining symbols and creatures move vertically until they reach a resting position. New symbols fall from above to fill the gaps.
The Avalanche continues as long as at least one creature can move.
In Spark of Creation there are 7 types of feature symbols: bonus, superbonus, Wild, transformation, Spark, Black Hole and Firefly.
A collected transformation symbol transforms a group of pay symbols near the creature to be the same color as the creature that collected the transformation symbol.
Additionally, you can convert a random number of pay symbols into feature symbols.
Collecting a Black Hole symbol triggers the Black Hole function, which activates when creatures can no longer collect any more symbols.
The Black Hole function absorbs all symbols and creatures on the game board and then returns them to different positions on the game board.
The Wild symbol substitutes for any paying symbol. A creature cannot end up collecting symbols on a Wild symbol. If a creature ends up on a Wild, it will move to an empty slot.
Two adjacent creatures have the possibility of carrying out a
"Switcheroo" is activated when the creatures can no longer collect any more symbols. If activated, the creatures swap their horizontal or vertical positions.
The first time a symbol is picked, a multiplier bubble is created. Each time a symbol is picked in a position with a multiplier bubble, the value of that multiplier increases.
Gravity does not affect the multiplier bubbles. The initial value of the multiplier is x2.
The value of the multiplying bubbles increases in this order: x2, x4, x6, x8, x10, x12, x14, x16, x18, x24, x32, x48, x64, x128, x256 up to a maximum of x1024.
When a creature collects a multiplier bubble with a multiplier value, the multiplier is activated.
Once all possible symbols have been collected, the activated multipliers are combined to form a final multiplier for that creature.
Then, the final multiplier is applied to the total value collected by that creature.
Then, the multipliers are deactivated and increased.
If the multiplier is already at its maximum value, it does not increase.
The Strike Multiplier feature increases the multipliers on the game board according to these sizes: 3x3, 4x4, 5x5, or 6x7. The Strike Multiplier feature can trigger any symbol drop or bonus drop.
Collecting a Spark symbol increases the progress of the evolution meter.
The evolution meter counts the symbols collected. Only pay symbols, Wild symbols, and Spark feature symbols collected by any of the four creatures count.
The evolution meter continues counting the collected symbols until the creature can no longer collect any more.
When the evolution meter is full, a pending creature evolution function is added. You can evolve any of the four creatures. The color of the chosen creature appears in the meter's inventory.
Up to four creature evolution functions can be maintained in
pending status, but only one per creature.
The evolve creature function improves the selected creature to a higher level, with level 3 being the maximum.
If a creature has already evolved to level 3, the chosen creature's ability will instead enter a pending state. If the creature already has its ability pending and has already evolved to level 3, nothing changes.
A creature evolution function is granted when creatures can no longer collect any more symbols.
When the creature evolves, its unique ability enters a pending state, unless that ability is already pending.
The fire creature's ability:
Level 1: Remove 1 creature and the pay symbols of its color.
Level 2: Eliminate 2 more creatures and the pay symbols of their colors. Level 3: Eliminate 3 more creatures and the pay symbols of their colors.
The water creature's ability:
Level 1: Add 3 function symbols to the game board. Level 2: Add 4 function symbols to the game board. Level 3: Add 5 function symbols to the game board.
The creature's ability in nature:
Level 1: Removes pay symbols and increases the symbol board multipliers by 1 position in a surrounding 3x3 area. Also, removes all creatures from the game board except itself.
Level 2: Removes pay symbols and increases the symbol board multipliers by 2 positions in a surrounding 3x3 area. Also, removes all creatures from the game board except itself.
Level 3: Remove the paying symbols and increase by at least 3 positions
The symbol board multipliers in a surrounding 3x3 zone. In addition, it removes all creatures from the game board except itself.
If the multiplier bubble has already reached its maximum value, the multiplier does not increase.
The ability of the air creature:
Level 1: Choose a creature and create a path of 5 paying symbols of its color from its position.
Level 2: Choose a creature and create a path of 8 paying symbols of its color from its position.
Level 3: Choose a creature and create a path of at least 10 paying symbols of its color from its position.
It does not affect function symbols.
If there are multiple pending creature abilities, they are activated in the following order: water, nature, air, and finally, fire.
More symbols can be collected after a creature uses its ability, and this happens before other creatures use their abilities.
The Firefly function is activated when a creature collects a Firefly symbol.
The ability of the creature that collects the Firefly symbol remains in a pending state.
The Firefly remains as a pending item and is activated when a creature can no longer collect any more symbols.
If the creature already has its ability pending, another creature will have its ability pending.
The creature collision function can be triggered when two or more creatures end up in adjacent horizontal or vertical positions and can no longer collect symbols.
During the creature clash function, the creatures face off over a symbol position.
All colliding creatures are removed, except for one. All pay symbols in a 4x4 area containing the creatures are removed.
Removed pay symbols do not count towards the evolution meter. This does not affect feature symbols.
The ability of the creature that survives after the creature shock function enters a pending state.
If the creature already has its pending ability, it will evolve.
If the creature already has its ability and a level 2 evolution pending, it does not undergo any changes.
If the creature already has its ability pending and has already evolved to level 3, it does not undergo any changes.
The bonus game with bonus drops is triggered if the creatures collect three bonus symbols during an active game round. 5 bonus drops are awarded.
Collecting a bonus symbol in the bonus game grants an additional +1 bonus drop to the bonus game.
Progress on the evolution meter, creature level, and all multiplier bubbles and their multiplier values are retained during the bonus game.
The super bonus game is triggered if one of the three collected bonus symbols is a super bonus symbol. 5 bonus drops are awarded.
The Strike multiplier is guaranteed on every super bonus drop.
Collecting a bonus symbol in the superbonus game grants an additional +1 bonus drop to the superbonus game.
The bonus game with bonus drops ends when there are no more bonus drops or when the winnings limit is reached.
Winnings will be paid out at the end of the bonus game.
Bets cannot be changed during a game round in progress.
A game round will end immediately when the winnings limit is reached; then the winnings accumulated up to that point will be paid out.
The theoretical payout (RTP) in Spark of Creation is 94.0%.
The maximum total winnings in a game round are limited to 10,000 times the bet placed.
In case of malfunction, all bets and winnings are voided.
Last modification date: 6/2/2026