Hyper Respins Slot Review
Hyper Respins is at its best when the bonus round is nowhere in sight. The 6×6 grid floats in a violet nebula with barely a frame around it, and ReelPlay have built a base game where exploding modifiers and chaining clusters pay out constantly, so the scatter chase never feels like the only reason to keep spinning. That’s rarer than it should be in cluster games.
The numbers are solid rather than spectacular. It runs at 96.05% RTP with medium-high volatility, stakes from 0.20 to 15 per spin, and a maximum win of 13,552x the bet. The studio’s back catalogue is worth a look too: Hypernova Megaways covers similar cosmic ground, while Atlantis 10K Ways and Hercules 10K Ways show off their ways-to-win pedigree. Space, it turns out, still has room for one more gem party.
Base Game & Features
Wins land when five or more matching gems group in adjacent horizontal or vertical positions anywhere on the grid. Every winning symbol then explodes and is replaced by symbols falling from above, so one spin can chain several wins on a single stake. Coinciding wins are added together, and only the positions holding the winning symbol count towards it.
There’s no payline map to learn. A cluster shapes itself anywhere it likes, which makes every drop after a win worth watching: the symbols that fall in can extend a run, form a fresh cluster, or drop a Hyper Symbol into the middle of the action. Each chain keeps working at the same stake until the grid settles.
The wild substitutes for every symbol except the scatter, and any win it helps to complete is multiplied by 4x. A wild landing inside a big cluster turns a decent hit into a proper one, so it’s the symbol worth watching most in the base game.
Cluster pays are graded by size, and the gem ladder is generous at the top. Values below are shown at the game’s base betting unit:
- Top gem: 250 for a 15+ cluster, 50 for 14, 30 for 12-13, 20 for 10-11, 12.5 for 8-9, 7.5 for 7, 3 for 6, 1 for 5
- Second gem: 60 for 15+, 25 for 14, 15.5 for 12-13, 9 for 10-11, 5.5 for 8-9, 3 for 7, 1.75 for 6, 0.75 for 5
- Third gem: 40 for 15+, 16.5 for 14, 10.5 for 12-13, 7 for 10-11, 4.5 for 8-9, 2.5 for 7, 1.25 for 6, 0.5 for 5
- Fourth gem: 25 for 15+, 12 for 14, 8.5 for 12-13, 5.5 for 10-11, 3.5 for 8-9, 2 for 7, 1 for 6, 0.4 for 5
- Fifth gem: 20 for 15+, 10 for 14, 7 for 12-13, 4.5 for 10-11, 2.75 for 8-9, 1.5 for 7, 0.75 for 6, 0.3 for 5
- Sixth gem: 15 for 15+, 8.5 for 14, 6 for 12-13, 4 for 10-11, 2.5 for 8-9, 1.25 for 7, 0.5 for 6, 0.25 for 5
- Seventh gem: 12.5 for 15+, 6.5 for 14, 4.5 for 12-13, 2.75 for 10-11, 1.5 for 8-9, 0.9 for 7, 0.4 for 6, 0.2 for 5
- Eighth gem: 10 for 15+, 6 for 14, 4 for 12-13, 2 for 10-11, 1 for 8-9, 0.75 for 7, 0.3 for 6, 0.15 for 5
Hyper Symbols
After all wins are settled, one Hyper Symbol per cascade resolves, chosen bottom-to-top by column and left to right across the grid. Six of them exist, each with its own blast pattern:
- Bomb – clears a 3×3 square centred on itself
- Megabomb – clears a 5×5 square centred on itself
- Zap (Horizontal) – clears its entire row
- Zap (Vertical) – clears its entire column
- Megazap – clears its row and column together
- Hyperbomb – clears the whole grid
Every non-scatter symbol caught in a blast pays out immediately and disappears, with fresh symbols dropping in from above, so new clusters can form before the next Hyper Symbol fires. Hyper Symbols ignore each other, which stops the chain eating itself.
The order matters more than it first appears. Because resolution runs bottom-to-top, a Bomb sitting low in a column goes off before anything above it, and the symbols that fall into the gap can build a cluster exactly where the next blast is waiting. Long chains are built from the bottom of the grid upward, not the top down.
Hyper Respins Bonus Respins
Land five or more scatters and the Bonus Respins round begins, once all wins and Hyper Symbols have finished resolving. Every scatter is held in place and the remaining positions spin; each new scatter that lands is also held and resets the respin counter to three. The round runs at the triggering bet, with only scatters, blanks and Hyper Symbols appearing.
The round plays out in a fixed sequence:
- Five or more scatters land and lock in place
- Three respins begin on the empty positions
- Any new scatter locks and resets the count to three
- Hyper Symbols can land, doubling every scatter prize they touch
- When respins run out, each scatter pays its accumulated value
Each scatter’s prize starts between 1x and 100x the total bet, and Hyper Symbols can double them during the round – repeatedly, with no cap per scatter. That doubling is where the ceiling lives: a screen of well-fed scatters is what the 13,552x max win is built on.
Bonus Buy
Where jurisdictions allow it, the Bonus Respins round can be bought outright. The cost is 1,600x the base bet, the round is played at twenty times the base bet, and the purchased spin always lands five or more scatters to start the feature. In plain terms:
- Cost: 1,600x the base bet
- Guaranteed trigger of five or more scatters
- Round played at twenty times the base bet
The buy covers the feature and its opening scatter count. What the scatters pay after that is still down to what lands during the round itself.
Our Honest Verdict
Overall Rating: 7.6/10
Out in that nebula, things blow up constantly, and that’s the reason to be here. Hyper Respins plays quick and loud, with clusters popping and modifiers firing on spins that never made it to the bonus at all, so a session never feels like queuing for one feature.
Its strength is the base game economy: 4x wilds inside big clusters, and a doubling mechanic with no ceiling per scatter that can turn a modest respin round into something enormous. Its weakness is the flip of the same coin. Scatter prizes start as low as 1x the bet, so a bonus that lands few Hyper Symbols can finish barely ahead of a decent base win, and the wait for it stings more than it should.
This is a game for people who like constant motion and big single swings, not for anyone who prefers a slow, predictable build. If explosions in the void sound like a good evening rather than a noisy one, it’ll suit you nicely.
Hyper Respins FAQs
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What is the RTP of Hyper Respins?
Hyper Respins runs at 96.05% RTP, sitting just above the industry average. -
Is Hyper Respins high volatility?
It’s a medium-high volatility game, so wins can be sizeable but you’ll need some patience between the bigger hits. -
What is the hit frequency of Hyper Respins?
The hit frequency is 29.41%, meaning roughly three spins in ten produce a win on average. -
What is the minimum and maximum bet on Hyper Respins?
Stakes run from 0.20 to 15 per spin, giving a wide spread for both cautious players and higher rollers. -
Can you buy the bonus on Hyper Respins?
Yes, a Bonus Buy is available in selected jurisdictions. It costs 1,600x the base bet and guarantees a spin with five or more scatters to trigger Bonus Respins. -
How do you trigger Bonus Respins in Hyper Respins?
Land five or more scatter symbols anywhere on the grid after all wins and Hyper Symbols have resolved. Each new scatter during the round is held and resets the respin count to three. -
What do Hyper Symbols do in Hyper Respins?
They explode in different patterns – a 3×3 or 5×5 square, a row, a column, both, or the entire grid – paying out the symbols they catch and doubling any scatter prizes they hit, with no limit per scatter. -
When is Hyper Respins released?
Hyper Respins was released on 18 April 2023 by ReelPlay.

