Dynamite Riches Slot Review
A mine shaft lit by drifting gold sparks, four padlocked barrels hanging over the reels, and a single stick of dynamite tied to a rope. Dynamite Riches is one of the few slots that gets genuinely worse before it gets better, and that’s the point: the game you sit down to isn’t the game you’re still playing an hour later. Every feature starts locked, and the wilds that open them burn themselves up as you go.
Red Tiger built it on a 5×4 grid with 20 win lines, a 95.7% RTP and a calculated maximum win of 5,341x the stake. It’s a shaft the studio has been down before, in Digging For Wilds and Pirates Plenty, and a sequel, Dynamite Riches The Mother Lode, has since taken the same progress-bar model further. The mine cart rails at the bottom of this one run somewhere quieter, but the gold is still down there.
How the Base Game Pays
Wins pay when a symbol matches a payline pattern from the leftmost side of the reels, across 20 fixed win lines. The hit frequency sits at 29.52%, so just under a third of spins connect with something. Stakes run from 0.10 to 50 per spin, which keeps the full progress grind affordable at most budgets.
The paytable splits into five character-and-tool symbols at the top and four coloured gems below them. The values, at the minimum stake, look like this:
- Miner: 0.2 for two, then 2, 5 and 15 for three, four and five
- Gold Bag: 1.6, 4 and 10
- Miner’s Helmet (lamp): 1.2, 3 and 7
- Crossed Pickaxes: 0.9, 2 and 5
- Mining Cap: 0.6, 1.5 and 4
- Green Gem: 0.3, 0.7 and 1.8
- Red/Pink Heart Gem: 0.3, 0.6 and 1.5
- Blue Gem: 0.2, 0.5 and 1.2
- Purple Gem: 0.2, 0.5 and 1
Only the Miner pays from two of a kind; everything else needs three from the left. There’s a clear gap between the premium tier and the rest, too: five Miners pays 15, half again what the Gold Bag’s 10 offers, while the four gems all cluster between 1 and 1.8 for a full line. Wins in the base game are built from those modest gem lines more often than not, given how the symbol ladder is weighted.
Four of the nine paying symbols are gems, and the gaps between them are small. The Green Gem edges the other three at every tier, and the Purple Gem sits at the bottom with 1 for a full line. The premium symbols tell a different story: the Miner, Gold Bag and Helmet each pay at least six times the Purple Gem’s top value for five of a kind, which is where the real line wins live.
The Dynamite Wild can land on any reel, and rather than standing in for other symbols it lights the progress fuse and removes itself from the reels, which is where the game’s real machinery starts.
Dynamite Wilds and Game Progress
Every feature in Dynamite Riches is locked when you start playing. Each Dynamite Wild that lands counts as one step of progress along a fuse, and the game moves through four stages, one per locked feature. When a stage completes, its feature unlocks, triggers on the next spin, and from then on fires at random on future spins. More than one unlocked feature can go off in the same spin.
The wilds work against you as you go. Every Dynamite Wild that lands gets removed from the reels after lighting the fuse, so the chance of landing further Dynamite Wilds drops with each step. Progress gets slower the deeper you dig. Once the fourth and final feature unlocks, Dynamite Wilds stop landing altogether.
The stages, and what each one demands:
- First Stage: 6 Dynamite Wilds, unlocking Remove Low-Paying Symbols
- Second Stage: 7 more, 13 in total, unlocking Random Wilds
- Third Stage: 8 more, 21 in total, unlocking the Multiplier feature
- Fourth Stage: 9 more, 30 in total, unlocking Mega Wilds
Put together, reaching the top takes 30 Dynamite Wilds, and the second half of that count is deliberately harder to gather than the first. Each new round after an unlock starts with a thinner supply of wilds on the reels than the one before it, so the gap between stage three and stage four is where most of the grind lives.
Stage sizes climb too: six wilds for the first unlock, then seven, eight and nine. The escalations look gentle on paper, but they stack on top of the shrinking supply, so the final nine can take longer to gather than the first three stages combined.
Remove Low-Paying Symbols
The first unlock is the simplest and one of the most useful. Every low-paying symbol is cleared off the reels for the spin it triggers on, and only high-paying symbols land. On a 20-line grid that’s a meaningful swing, and it’s the feature you’ll see first since it needs the fewest wilds to open.
Random Wilds
The second stage unlock does what the name promises: when it triggers, a random number of wilds land on the reels. It’s a straightforward spike in win potential, and once it’s live it stacks alongside Remove Low-Paying Symbols whenever both fire together.
Multiplier
Stage three unlocks a Multiplier feature, at 21 Dynamite Wilds in total. It joins the random trigger pool with the first two, adding a multiplier to wins on the spins where it goes off.
Mega Wilds
The final stage, at 30 Dynamite Wilds, unlocks Mega Wilds. It’s the last thing the fuse has to offer, and once it’s open the Dynamite Wilds disappear from the reels entirely: from there on, all four features trigger at random and nothing else is left to collect.
Our Honest Verdict
Overall Rating: 7.6/10
Playing Dynamite Riches is like being lowered into the shaft with an empty cart: the first hundred spins are thin, gem-heavy fare, and the only reason to keep going is that the mine visibly opens up as you work. The padlocks come off one at a time, and you can feel each one go.
Its strength is that the escalation is real. A fully unlocked board, with modifiers stacking in the same spin, plays like a different and much better game than the one you started with, and no free-spins round could have delivered that sense of arrival.
The weakness is just as real: the wilds thin out as you climb, so the last two unlocks are a long, dry crawl, and nothing carries between sessions. This one suits players who like a long build inside a single sitting and don’t mind paying for it in patience. Anyone after instant bonus rounds will find the early shaft too dark to bother with. For the patient, the seam pays.
Dynamite Riches FAQs
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What is the RTP of Dynamite Riches?
The RTP is 95.7%. -
How does the Dynamite Wild progress system work?
Each Dynamite Wild that lands counts as one step along a fuse. The game moves through four stages, needing 6, 13, 21 and 30 wilds in total, and each completed stage unlocks a feature that then triggers at random on future spins. -
What does the Remove Low-Paying Symbols feature do?
When it fires, the reels are swept clean of every low-paying symbol for that spin, leaving only the high-paying symbols able to land. It’s the first feature to unlock, at 6 Dynamite Wilds. -
Can more than one feature trigger in the same spin?
Yes. Once a feature is unlocked it triggers at random, and if more than one feature is unlocked, several can fire in the same spin. -
What is the maximum win on Dynamite Riches?
The calculated maximum multiplier is 5,341x your bet. -
What is the hit frequency of Dynamite Riches?
It’s 29.52%, so just under a third of spins produce a winning combination. -
Do Dynamite Wilds stop landing at some point?
Yes. Each Dynamite Wild that lands is removed from the reels, and once the fourth and final feature is unlocked, Dynamite Wilds no longer land at all. -
What is the minimum and maximum bet on Dynamite Riches?
Bets run from 0.10 to 50 per spin.


