Gems Gone Wild Slot Review
A jewel vault drifts in deep purple space, its reels curved inside a glass-and-chrome frame, a gold-and-magenta logo arcing overhead with a faceted diamond wedged in the middle of it. Gems Gone Wild has a claim to make from inside all that gloss: the paytable matters less here than in almost any other slot. Red Tiger builds it on a 5×3, 20-line grid at 96.14% RTP, a 19.09% hit frequency, a 1,706x maximum win and stakes from 0.1 to 50 per spin.
The reason the paytable matters so little is that the two symbols in every tier pay identically, and any of them can be upgraded at random. Where most slots hold their wilds back for special symbols or bonus rounds, this one hands them out during ordinary spins. It sits in the studio’s catalogue alongside Arcade Bomb and Mystery Reels Megaways, both built around a single signature mechanic rather than a stack of features.
How Gems Gone Wild Pays
The paytable is all gems, eight of them across four tiers. The coding is by shape as much as colour: round gems and square gems alternate down the ladder, with the round yellow-and-gold stone at the top and the two pink and purple squares propping up the bottom. Each tier holds two symbols that pay identically, so the effective ladder is four steps deep rather than eight.
Those steps sit close together, and that compression is the point. When any symbol can turn wild, a converted bottom-tier square is worth exactly as much as a converted gold gem, so the difference between the best and worst symbols on the sheet barely survives contact with the feature. Only the wild, which nobody converts, stands apart at the top.
Wins don’t follow the usual left-to-right habit. All symbols pay on adjacent reels starting from either side of the reels or in the middle, so a combination can begin on reel one, reel five, or around the centre, provided the symbols sit on adjacent reels.
On a 20-line game that’s a genuine loosening of the standard rules. It gives low-symbol clusters more routes to a payout than they’d usually get, and it means a run of locked wilds in the middle of the grid can complete lines running outward in both directions at once.
The values below are as printed on the game’s paytable, paid for three, four and five of a kind.
- Yellow/gold gem: 2, 5, 15
- Pink/purple round gem: 2, 5, 15
- Green square gem: 0.5, 1.2, 3
- Blue square gem: 0.5, 1.2, 3
- Teal round gem: 0.3, 0.6, 1.5
- Red/orange round gem: 0.3, 0.6, 1.5
- Purple square gem: 0.2, 0.4, 1
- Pink square gem: 0.2, 0.4, 1
- Wild (gold star): 3, 10, 30
The wild is the richest symbol on the reels, and it substitutes for all paying symbols, counting as whichever symbol forms the highest winning combination on a single win line. Three of a kind is the threshold for every symbol on the sheet, wild included. There’s no two-of-a-kind pay anywhere in the game.
Go Wild and Wild Respins
During any spin, random positions may be marked with a colourful circle frame. Once the reels stop, each marked position either disappears without effect or turns whatever symbol has landed there into a wild. There’s no pattern to which positions get marked and no way to influence it.
Any Symbol Can Go Wild
The conversion isn’t reserved for low-value filler. Any symbol on the reels can go wild, from the bottom-tier pink square to the top-paying gold gem, and a converted symbol behaves exactly like the wild itself: it substitutes for everything and counts as whichever symbol completes the best line it sits on.
Because the wild also leads the paytable, a run of conversions can pay twice over. Locked wilds complete lines as the best available symbol, and they can form their own combinations too. A grid scattered with conversions is therefore evaluated line by line for whichever reading pays more.
Wild Respins
The respin is what turns a random conversion into a run. The sequence runs:
- Marked positions convert their symbols into wilds
- Wins are paid on the new grid
- All wilds lock in place and a respin triggers
- If the respin converts more symbols, the cycle repeats from step two
- If no new wilds appear, the round ends and the wilds release
Each link in the chain adds locked wilds to the grid, so the third respin pays on a better board than the first. A respin that converts nothing ends the round there and then. The chains build one way only: wilds never unlock mid-run, so every conversion is kept for the remainder of the sequence.
Respins may continue until every position on the reels has turned wild. A fully wild 5×3 grid across 20 paylines, all of them reading in whichever direction pays most, is what the 1,706x maximum is built on. Short of that ceiling, the chains still do the game’s heavy lifting, since each new conversion is added to an already-improved board rather than starting from scratch.
Not every marked position converts, and that’s where the tension sits. A frame can vanish harmlessly after the stop, or it can catch a symbol mid-grid and hand the respin chain its first locked wild. The frames appear during any spin, base game included, so no spin in the game is entirely routine.
Our Honest Verdict
Overall Rating: 7.8/10
Playing Gems Gone Wild is mostly watching a pretty vault and waiting for a coloured ring. When one lands and the conversions start chaining, it’s electric in a way most five-reelers never manage, and that waiting game is the whole reason to sit down at this cabinet instead of a busier one.
The respin chain isn’t a bonus round you qualify for; it can erupt from any spin, which puts every part of the game on the same footing. The weakness is the flatness underneath it. Four spins in five pay nothing at all, and the wins that do arrive outside the chains are small, so the stretches between eruptions run long.
This is a game for players who enjoy one mechanic done properly and can coast through the quiet spells, and it isn’t for anyone who wants free spins, second screens or a feature list to read through. The vault stays beautiful the whole time, and a full conversion run repays every quiet spin before it.
Gems Gone Wild FAQs
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What is the RTP of Gems Gone Wild?
Gems Gone Wild runs at an RTP of 96.14%. -
What is the maximum win on Gems Gone Wild?
The maximum win is 1,706x your stake. The biggest results come from respin chains where most or all of the reels have turned wild. -
How does the Go Wild feature trigger?
As a spin plays out, the game flags random reel positions with a colourful circle frame. When the spin finishes, each flagged spot either does nothing or converts whatever landed on it into a wild. Any symbol, on any spin, can be affected. -
Do the Wild Respins have a limit?
Respins continue for as long as new symbols keep turning wild, and they may go on until every position on the reels is wild. Once a respin produces no new wilds, the round ends and the locked wilds release. -
How do wins pay in Gems Gone Wild?
All symbols pay on adjacent reels starting from either side of the reels or in the middle, rather than only left to right. Wins are evaluated on the game’s 20 paylines across its 5×3 grid. -
What is the hit frequency of Gems Gone Wild?
The hit frequency is 19.09%, meaning roughly one spin in five produces a winning combination. It’s a game where the respin chains, not frequent small wins, do the work. -
What are the minimum and maximum bets on Gems Gone Wild?
Stakes run from 0.1 to 50 per spin, which covers both low-stakes play and a decent ceiling for bigger bankrolls. -
Can low-value symbols turn wild in Gems Gone Wild?
Yes. Any symbol can go wild, and because the two symbols in each paytable tier pay identically, a converted bottom-tier square is worth exactly the same as a converted top gem once it’s a wild.


