Spark of Creation
Game Rules
Spark of Creation is a 7 row by 6 column slot with dropping symbols.
All drops in normal mode start with creatures on level 1 and a grid size of 7 rows by 6 columns.
The minimum bet is $0.20, and the maximum bet is $100.00.
Each bet is 100 coins.
A game round starts on the selected bet level when the player hits the Spin button.
Winnings and winning combinations are paid out according to the Paytable.
Winnings are presented in the player's currency or in coins. The player can change preference in Settings.
Spark of Creation is played in two modes: normal mode and bonus mode with bonus drops.
Spark of Creation has four collecting creature symbols that can move around the game grid. Each creature is paired with a payout symbol of the same color as the creature.
The creatures can collect payout symbols of the same color as the creatures and all feature symbols.
The creatures collect symbols by moving to horizontally or vertically adjacent collectable symbols.
Paying symbols consist of payout symbols and wild symbols.
Wins are generated by a creature moving and collecting paying symbols.
The creatures continue to collect until they cannot collect any more symbols. A creature can only move one time before a symbol refill occurs.
Collected symbols and activated feature symbols are removed from the game grid.
All remaining symbols and creatures move vertically until they reach a resting position, and new symbols drop in from above to fill the empty spaces.
The avalanche continues as long as at least one creature can move.
There are 7 different types of feature symbols in Spark of Creation: bonus, super bonus, wild, transform, spark, black hole, and firefly.
Transform Feature
A collected transform symbol transforms a cluster of payout symbols next to the creature into the same color as the creature that collected the transform symbol.
It may also convert a random number of payout symbols into feature symbols.
Black Hole Feature
A collected black hole symbol triggers the black hole feature, which is activated when the creatures are unable to collect any more symbols.
The black hole feature absorbs all symbols and creatures on the game grid and then throws them back onto the game grid again in a different order.
Wild Symbol
The wild symbol substitutes for any payout symbol.
A creature cannot finish a symbol collect on a wild symbol.
If a creature ends up on a wild, it will move into an empty position.
Switcheroo Feature
Two adjacent creatures have a chance to perform a "Switcheroo" when they cannot collect more symbols.
If triggered, the creatures switch places horizontally or vertically.
Multiplier Bubbles
The first time a symbol is collected, a multiplier bubble is created.
Every time a symbol is collected on the multiplier bubble position, its multiplier value is increased.
Multiplier bubbles are not affected by gravity.
The starting value of the multiplier is x2.
The multiplier bubble value increases in the following order: x2, x4, x6, x8, x10, x12, x14, x16, x18, x24, x32, x48, x64, x128, x256, to a maximum of x1024.
When a creature collects on a multiplier bubble with a multiplier value, the multiplier is activated.
After all possible symbols have been collected, the activated multipliers are added together to form a final multiplier for that creature.
The final multiplier is then applied to the total value collected by that creature.
The multipliers are then deactivated and increased. If the multiplier is at the maximum value, it is not increased.
Multiplier Strike Feature
The multiplier strike feature increases multipliers on the game grid in one of the following sizes: 3x3, 4x4, 5x5, or 6x7.
The multiplier strike feature can trigger in any symbol drop or bonus drop.
Evolution Meter
A collected spark symbol increases the evolution meter's progression.
The evolution meter keeps track of the collected symbols. Only payout symbols, wild, and spark feature symbols collected by any of the four creatures count.
The evolution meter continues to count collected symbols until the creatures cannot collect more symbols.
Up to four creature evolve features can be kept pending, but only one for each creature.
The creature evolve feature evolves the selected creature to a higher level, up to a maximum of level 3.
A creature evolve feature is awarded when the creatures cannot collect any more symbols.
When the creature evolves, its unique ability is put into a pending state, unless its ability is already in a pending state.
When the evolution meter is full, one pending creature evolve feature is added.
It may choose any of the four creatures to upgrade. The chosen creature's color is shown in the meter inventory.
Fire Creature Ability
Level 1: Removes 1 other creature and the payout symbols of its color.
Level 2: Removes 2 other creatures and the payout symbols of their colors.
Level 3: Removes the other 3 creatures and the payout symbols of their colors.
Water Creature Ability
Level 1: Adds 3 feature symbols to the game grid.
Level 2: Adds 4 feature symbols to the game grid.
Level 3: Adds 5 feature symbols to the game grid.
Nature Creature Ability
Level 1: Removes payout symbols and increases multipliers on the symbol grid in a 3x3 area surrounding itself by 1 step. It also removes all creatures from the game grid, except itself.
Level 2: Removes payout symbols and increases multipliers on the symbol grid in a 3x3 area surrounding itself by 2 steps. It also removes all creatures from the game grid, except itself.
Level 3: Removes payout symbols and increases multipliers on the symbol grid in a 3x3 area surrounding itself by a minimum of 3 steps. It also removes all creatures from the game grid, except itself.
If the multiplier bubble is already at the maximum value, the multiplier is not increased.
Air Creature Ability
Level 1: Chooses one creature and creates a path of 5 payout symbols of its color from its position.
Level 2: Chooses one creature and creates a path of 8 payout symbols of its color from its position.
Level 3: Chooses one creature and creates a path of at least 10 payout symbols of its color from its position.
Feature symbols are not affected.
Creature Ability Order
If multiple creature abilities are pending, they are activated in the following order: water, nature, air, and lastly fire.
If new collections can be made after a creature has used its ability, they occur before other creatures use their abilities.
Firefly Feature
The firefly feature triggers when a creature collects the firefly symbol.
The creature that collects the firefly symbol gets its ability put into a pending state.
The firefly is kept pending and is activated when the creatures are unable to collect more symbols.
If the creature already has its ability in a pending state, another creature will get its ability pending.
Creature Clash Feature
The creature clash feature has a chance to be triggered when two or more creatures end up horizontally or vertically adjacent and are unable to collect more symbols.
During the creature clash feature, the creatures clash into one symbol position.
All creatures in the clash except one are removed.
All payout symbols in a 4x4 area containing the creatures are removed.
Removed payout symbols do not count towards the evolution meter.
Feature symbols are not affected.
The creature that remains after the creature clash feature gets its ability put into a pending state.
If the creature already has its ability in a pending state, the creature is evolved instead.
If the creature already has its ability in a pending state and has a pending evolve at level 2, the creature is unaffected.
If the creature already has its ability in a pending state and has already evolved to level 3, the creature is unaffected.
Bonus Game
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 awards +1 additional bonus drop to the bonus game.
The progress on the evolution meter, the level of the creatures, and all multiplier bubbles and their multiplier values are persistent during the bonus game.
Super Bonus Game
The super bonus game is triggered if one of the three bonus symbols collected is a super bonus symbol.
5 bonus drops are awarded.
Multiplier strike is guaranteed in every super bonus drop.
Collecting a bonus symbol in the super bonus game awards +1 additional bonus drop to the super bonus game.
Bonus Rules
The bonus drops bonus game ends when no bonus drops remain or when the win cap has been reached.
Winnings are paid out at the end of the bonus game.
No bets can be changed during an ongoing game round.
A game round is immediately ended when the win cap is reached, and the wins collected so far are paid out.
Additional Information
The theoretical payout (RTP) in Spark of Creation is 94.0%.
The maximum total win in a game round is capped at 10,000x the placed bet.
In the event of malfunction, all bets and wins are void.
Last modification date: 9/16/2026