The six winds compared
A side-by-side look at Steady Breeze, Rising Thermal, Tethered Wilds, Cloudburst, Second Gust and Full Sail Wilds islands.
Winds that help after an empty spin
On a Tethered Wilds island, a spin that paid nothing keeps its wilds pinned in place and spins every other cell once more. On a Second Gust island, a spin that paid nothing with exactly two scatters in view sends reel five round on its own.
The wind that follows a win
Cloudburst islands sweep away every winning symbol, drop the survivors into the gaps and fill from above. A new win pays ×2, the next ×3 and any further win in that chain ×5.
The wind that blows before anything pays
Full Sail Wilds islands look at reels two, three and four first. Any wild there takes over its whole reel, and only then are the lines checked. This happens in free spins as well as normal play.
Winds that only touch free spins, or nothing
Rising Thermal islands are ordinary until the free spins, where the multiplier climbs. Steady Breeze islands have no extra rule whatever, just lines, scatters and free spins.