Shookie
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Although albeit late with this, I thought I'd give quick intro to this game and how it works, so more people will (hopefully) understand it. It's one of my personal favorites too, so I thought I'd go a little bit "in-depth" into the game.
First, the obvious differences between R1 and R2:

- Wilds are everything in this game. Without wilds, getting to Garga will be a toughie, to say the least.
- When you connect a set, meaning 5 or more of the same fluctometer-symbol, you will always get 1x wild-symbol pr. set. As illustrated here, there are 2 sets of 5+ fluctometer-symbols, meaning it will create 2x wild-symbols, 1 for each set (if these 2 sets would have been connected, you would've only had 1 set of fluctometer-symbols, and thus only get 1x wild-symbol):

Although obvious, but yeah; non-fluctometer-symbol sets do not create a wild, unless there's a "hole" next to the connected set OR a wild pair explosion (WPE). A "hole" = this symbol:

- When you connect ANY set (meaning 5 or more of a particular symbol (power or low-symbols) with a wild-symbol, the wild will automatically zap every single one of that particular symbol visible on the board. The amount of symbols connected (not including the wild-symbol) will then be added to the Quantumeter (QM). In the example below, you will see that a set of regular red low-symbols are connected with a wild, so the wild zaps the 2 additional red low-symbols located on the board, making it into a total of +7 low red-symbols that will be added to the QM:

- Here you can see that it works the same with power-symbols too, as a set of power blue-symbols with a wild zaps the rest of the power blues on the board and adds it to the QM (again, wild-symbol(s) does not add to the count, thus making it 7 + 12 = 19 on the QM):

- DO NOTE that the wilds on the bottom left side do not disappear because they are not connected to a set! IF there would've been a connection, both wilds would've disappeared, because as we know, power symbols can not be shiny...
- Yes, you can get 15x pinks by a wild connecting with 5x pinks and then zap the other pinks on the screen...
- Naturally, a wild can connect to multiple sets of different symbols, low and/or power-symbols, and of course removing the connected symbols on the entire board, adding the numbers to the QM. If there are still some shiny symbols remaining in the FM, it will fill that in addition to adding the numbers to the QM, as you can see on the example here; there are 5 more yellow symbols missing in the FM, but the wild connects 9 yellows and 10 purples, filling the FM + adding the numbers to the QM:


- As mentioned earlier, you then want to fill the Quantumeter (QM) in order to reach Garga-levels. QM has 4 levels, where level 3 and 4 are Garga-levels:

- Level 1 = connect 55-84 symbols. If you fail to connect a set before reaching level 2, but you've gone past level 1, it will spawn 4x 1x1 Energoon-symbols on the board.

- Level 2 = connect 85-109 symbols. If you fail to connect a set before reaching level 3, but you've gone past level 2, it will spawn 1x 4x4 Energoon-symbol on the board.

- Level 3 = connect 110-134 symbols = REGULAR GARGA-TIME! If you fail to connect a set before reaching max level, but you've gone past level 3, it's regular Garga-time, baby! Like on Reactoonz 1, you get 1x 9x9 Garga-symbol, followed up by 2x 4x4 Garga-symbols and then finally 9x 1x1 Garga-symbols spawning on the board.

- Level 4 = 135 symbols connected = GARGA X2! Same as with level 3, but all Garga-symbols will have x2 on them.
- NOTE1: If you fail to connect a set and have i.e 109 symbols on the QM, it will first give you the 4x4 Energoon-symbol, and if you still have between 55-84 symbols, it will naturally give you 4x 1x1 Energoon-symbols. So yeah, you can still reach Garga-levels even if you fail at i.e 109 symbols...
- NOTE2: Energoon-symbols does act like a regular wild-symbol, with 1 important exception; it doesn't have the power to zap like the wild-symbol has! However, if the 4x4 Energoon is connected to a wild-symbol, it will zap all the matching symbols surrounding the 4x4 Energoon-symbol on the entire board!

- A Wild Pair Explosion (WPE) happens when you have 2 wilds on the board and when no set is connected aka no win. 2 wilds will then explode, and all nearby symbols will be demolished and the amount of symbols will be added to the QM and the FM, if the FM is missing any symbols, of course.
- I have included an example where there are 4 wilds presented on the screen, and to my experience, it prefers to opt for the WPE that connects the most symbols, which in return is good for the player. In this case, the 2 top wilds result in a WPE that connects to 12 nearby symbols (not including the wilds, ofc), and as we already know, sets with a wild connected to it, will add the numbers to the QM. NOTE: Any fluctometer-symbols within the WPE will be added to the FM, naturally. In this case, there is 1 yellow-symbol that is added to the FM in addition to the QM-count:

- DO NOTE that on picture 1, that "hole" gets transformed into a wild because it's connected to a set and/or a wild pair explosion, as mentioned earlier.
- There's also a WPE that does a fullscreen clear! That happens when 2 wilds are next to each other, horizontally or vertically, that does not connect to a set! Like with a regular WPE, it gathers the low + power-symbols and adds that to the both the FM and QM.
There we go. I hope that made somewhat sense to some of you who might be having trouble understanding this game.
If you have any questions or anything to add, feel free to comment, and I will try to get to it asap, heh.
And nope, I am not a PnG-worker or anything like that. I am just one who likes this game a lot, but I understand it can be rather complicated for some users out there.
Stay safe and good luck with your bets, people! Cheers.
Also, hi2u, casinogrounds members! My first "proper" post here, despite being a member for a while, heh...
REACTOONZ 2 TUTORIAL
First, the obvious differences between R1 and R2:
- NO instability.
- NO incision, implosion, demolition and/or alteration.
- 4x4 symbols are no longer paying x2, with the exception of Garga x2, of course...
- 15x pinks on R2 = 500x (on R1 = 750x)

- Wilds are everything in this game. Without wilds, getting to Garga will be a toughie, to say the least.
- When you connect a set, meaning 5 or more of the same fluctometer-symbol, you will always get 1x wild-symbol pr. set. As illustrated here, there are 2 sets of 5+ fluctometer-symbols, meaning it will create 2x wild-symbols, 1 for each set (if these 2 sets would have been connected, you would've only had 1 set of fluctometer-symbols, and thus only get 1x wild-symbol):

Although obvious, but yeah; non-fluctometer-symbol sets do not create a wild, unless there's a "hole" next to the connected set OR a wild pair explosion (WPE). A "hole" = this symbol:

- When you connect ANY set (meaning 5 or more of a particular symbol (power or low-symbols) with a wild-symbol, the wild will automatically zap every single one of that particular symbol visible on the board. The amount of symbols connected (not including the wild-symbol) will then be added to the Quantumeter (QM). In the example below, you will see that a set of regular red low-symbols are connected with a wild, so the wild zaps the 2 additional red low-symbols located on the board, making it into a total of +7 low red-symbols that will be added to the QM:

- Here you can see that it works the same with power-symbols too, as a set of power blue-symbols with a wild zaps the rest of the power blues on the board and adds it to the QM (again, wild-symbol(s) does not add to the count, thus making it 7 + 12 = 19 on the QM):

- DO NOTE that the wilds on the bottom left side do not disappear because they are not connected to a set! IF there would've been a connection, both wilds would've disappeared, because as we know, power symbols can not be shiny...
- Yes, you can get 15x pinks by a wild connecting with 5x pinks and then zap the other pinks on the screen...
- Naturally, a wild can connect to multiple sets of different symbols, low and/or power-symbols, and of course removing the connected symbols on the entire board, adding the numbers to the QM. If there are still some shiny symbols remaining in the FM, it will fill that in addition to adding the numbers to the QM, as you can see on the example here; there are 5 more yellow symbols missing in the FM, but the wild connects 9 yellows and 10 purples, filling the FM + adding the numbers to the QM:


- As mentioned earlier, you then want to fill the Quantumeter (QM) in order to reach Garga-levels. QM has 4 levels, where level 3 and 4 are Garga-levels:

- Level 1 = connect 55-84 symbols. If you fail to connect a set before reaching level 2, but you've gone past level 1, it will spawn 4x 1x1 Energoon-symbols on the board.

- Level 2 = connect 85-109 symbols. If you fail to connect a set before reaching level 3, but you've gone past level 2, it will spawn 1x 4x4 Energoon-symbol on the board.

- Level 3 = connect 110-134 symbols = REGULAR GARGA-TIME! If you fail to connect a set before reaching max level, but you've gone past level 3, it's regular Garga-time, baby! Like on Reactoonz 1, you get 1x 9x9 Garga-symbol, followed up by 2x 4x4 Garga-symbols and then finally 9x 1x1 Garga-symbols spawning on the board.

- Level 4 = 135 symbols connected = GARGA X2! Same as with level 3, but all Garga-symbols will have x2 on them.
- NOTE1: If you fail to connect a set and have i.e 109 symbols on the QM, it will first give you the 4x4 Energoon-symbol, and if you still have between 55-84 symbols, it will naturally give you 4x 1x1 Energoon-symbols. So yeah, you can still reach Garga-levels even if you fail at i.e 109 symbols...
- NOTE2: Energoon-symbols does act like a regular wild-symbol, with 1 important exception; it doesn't have the power to zap like the wild-symbol has! However, if the 4x4 Energoon is connected to a wild-symbol, it will zap all the matching symbols surrounding the 4x4 Energoon-symbol on the entire board!

- A Wild Pair Explosion (WPE) happens when you have 2 wilds on the board and when no set is connected aka no win. 2 wilds will then explode, and all nearby symbols will be demolished and the amount of symbols will be added to the QM and the FM, if the FM is missing any symbols, of course.
- I have included an example where there are 4 wilds presented on the screen, and to my experience, it prefers to opt for the WPE that connects the most symbols, which in return is good for the player. In this case, the 2 top wilds result in a WPE that connects to 12 nearby symbols (not including the wilds, ofc), and as we already know, sets with a wild connected to it, will add the numbers to the QM. NOTE: Any fluctometer-symbols within the WPE will be added to the FM, naturally. In this case, there is 1 yellow-symbol that is added to the FM in addition to the QM-count:

- DO NOTE that on picture 1, that "hole" gets transformed into a wild because it's connected to a set and/or a wild pair explosion, as mentioned earlier.
- There's also a WPE that does a fullscreen clear! That happens when 2 wilds are next to each other, horizontally or vertically, that does not connect to a set! Like with a regular WPE, it gathers the low + power-symbols and adds that to the both the FM and QM.
There we go. I hope that made somewhat sense to some of you who might be having trouble understanding this game.
If you have any questions or anything to add, feel free to comment, and I will try to get to it asap, heh.
And nope, I am not a PnG-worker or anything like that. I am just one who likes this game a lot, but I understand it can be rather complicated for some users out there.
Stay safe and good luck with your bets, people! Cheers.
Also, hi2u, casinogrounds members! My first "proper" post here, despite being a member for a while, heh...
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