Space Fart Jump Slot Review
On a junk-strewn cartoon moon, between a rusting rocket nose-cone and bulb-lit signs pointing the way to THE EARTH, TOILET and the DARK SIDE OF THE MOON, a pug in an orange spacesuit waits for his next launch. He’s right to look nervous. Space Fart Jump is a slot that will happily kill a round before it shows you a single symbol, and it’s a better game for having the nerve.
Under the toilet humour, Zerplaay Games has built a round-based game where every spin is a launch, a flight and a landing. It runs at 96.32% RTP. There’s no grid and no paylines; each round is one journey, and the only question is whether the pug gets off the moon at all.
Base Game & Features
Moon Takeoff
Every round opens with a takeoff attempt from the moon’s surface. It’s a pass or fail moment with nothing in between: if the takeoff fails, the round ends on the spot and pays nothing. If it succeeds, the round continues into the light speed phase.
That’s the whole base game. There’s no reel spin to fall back on and no consolation prize for a failed launch, so a round that never leaves the ground is a dead loss. The failed takeoff is also the only outcome in the game that costs a full stake without showing anything for it.
Light Speed Phase
Once airborne, Fart Jump travels through space while special objects fly towards him and collide with his head. Every object that connects adds to the round’s accumulated win at a bet multiple set by the object’s value, and a carousel on the right side of the screen previews what’s coming next.
The carousel is the only lookahead you get. It shows the incoming run of objects before they arrive, which means there’s a moment of reading the queue before the hits land: a stretch of high-value objects building the total, or a dull run that barely moves it.
Not everything flying at him is worth money. Asteroids can appear in place of a symbol, and hitting one adds nothing to the total. The phase runs until a STOP sign arrives, which ends the flight and hands the round over to the landing.
Object Values
Seven objects make up the paying symbols. Each pays for three of a kind during the flight, as a multiple of the bet:
- Toilet – three pays 0.05x the bet
- Karen – three pays 0.1x the bet
- Clown – three pays 0.25x the bet
- Bodybuilder – three pays 0.5x the bet
- Car – three pays 1x the bet
- Whale – three pays 5x the bet
- Unicorn – three pays 10x the bet
The ladder is steep. From the Toilet to the Car the values roughly double at each step, a gentle enough climb, and then the top two symbols break the pattern: the Whale pays five times the Car, and the Unicorn double the Whale. The full spread from bottom to top is 200 to one.
That spread is what gives the carousel its tension. Three toilets in a row moves the total by almost nothing, while a single Unicorn is worth two hundred of them, so a flight’s outcome rests almost entirely on which objects the queue happens to be carrying.
Space Fart Jump Bonus Features
Fart-X Landing
The landing is where the round is decided. When the STOP sign ends the light speed phase, Fart Jump comes down towards the Fart-X pad, and a multiplier of x1 is displayed at the start of the descent.
That multiplier moves as he falls. A landing close to the pad’s centre pushes it up; drifting towards the edges drags it down. It’s a live read on the descent rather than a fixed prize, and it gives the final seconds of every round a stake of their own.
If the landing succeeds, a random multiplier between 2x and 5,000x is applied to everything accumulated during the flight. The accumulated win and the landing multiplier are independent numbers, so a modest flight can still be lifted by a strong landing, and a rich flight can be flattened by a poor one.
The full journey, then, is a chain with three links: the takeoff has to succeed, the flight has to accumulate, and the landing has to convert. A break in any link ends the round’s value, which makes even a bad flight worth watching to the end in case the landing rescues it.
FeatureSpins
The game offers a FeatureSpins buy, activated through a button in the bottom-left corner of the base game and play frames. When it’s on, every spin guarantees certain features, and the options stay active until switched off. Three configurations are available:
- Guaranteed Landing FeatureSpins – every landing succeeds
- Guaranteed Takeoff FeatureSpins – every round leaves the moon
- Full Guarantee FeatureSpins – both the takeoff and the landing are guaranteed
Each option costs a set amount based on the current bet level, so the price scales with your stake rather than sitting at a flat figure. The guarantees attack the round’s two failure points directly: the takeoff guarantee removes the dead-round risk before the flight even starts, and the landing guarantee protects the accumulated win at the moment it matters most. The full guarantee covers both.
What none of them can do is change what flies at the pug’s head. The object queue is the one part of the round no buy touches, so a flight carrying mostly asteroids and toilets stays a weak flight whatever the guarantee attached to it.
Our Honest Verdict
Overall Rating: 7.9/10
This is a game of waiting and then pouncing, and the pug on the moon captures it perfectly: a long moment of nothing, then everything happening at once. You’d choose it for that arc alone, because no spin here is a coin flip – each one is a small story with a launch, a flight and a landing worth watching to the last second.
The strongest thing is the landing, which is drawn separately from everything the flight earned. It means no round is dead until the pug touches down, and the 5,000x top multiplier makes even a thin flight worth the descent. The weakest is the dead weight at the bottom of the object ladder: a queue full of toilets and asteroids can leave a round feeling like a very long way to say nothing.
It’s built for anyone who likes their slots with a narrative and doesn’t mind a round ending early. Anyone after a steady rhythm of small wins should keep looking – this one saves everything for the flight.
Space Fart Jump FAQs
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What is the RTP of Space Fart Jump?
Space Fart Jump runs at 96.32% RTP. -
How does the Moon Takeoff work in Space Fart Jump?
Every round begins with a takeoff attempt. If it fails, the round ends immediately with no reward; if it succeeds, play moves to the light speed phase. -
What does the STOP sign do in Space Fart Jump?
The STOP sign marks the end of the light speed phase. When it appears, the flight finishes and Fart Jump comes down towards the Fart-X landing pad. -
How does the Fart-X Landing multiplier work?
A starting multiplier of x1 is shown during the descent and shifts with the landing position: closer to the pad’s centre means a higher multiplier, near the edges a lower one. A successful landing applies a random multiplier between 2x and 5,000x to the accumulated win. -
What do asteroids do in Space Fart Jump?
Asteroids can appear in place of a symbol during the light speed phase. Hitting one adds nothing to the accumulated win, so they’re the flight’s dead weight. -
Can you buy the bonus on Space Fart Jump?
Yes. A FeatureSpins button sits in the bottom-left corner of the base game and play frames, offering Guaranteed Landing, Guaranteed Takeoff and Full Guarantee options that stay active until switched off. Each costs a set amount based on the current bet level. -
What is the most valuable symbol in Space Fart Jump?
The Unicorn is the top symbol, paying 10x the bet for three of a kind. The Whale is next at 5x, and the values fall away steeply from there down to the Toilet at 0.05x. -
When is Space Fart Jump released?
Space Fart Jump’s release date is 4 November 2026. It’s made by Zerplaay Games.

