Pragmatic Play · 2020 · tested 2026-09-07
Gems Bonanza
No free spins at all: Gems Bonanza runs on an 8×8 cluster grid, five spin modifiers and a Gold Fever meter that needs 114 exploded symbols in one spin. In ten thousand spins the longest tumble chains did the work, 284x on round 8167 and 263.8x on round 2798, while fifty bought Gold Fever rounds came back at 0.93x.
measured over 10,000 spins · 50 buys
Is Gems Bonanza worth playing?
quick answerGems Bonanza gave back 92.51% across its ten thousand logged demo spins at 2.00; the 95% interval sits at 77.7 to 107.3% around a declared 96.55%. Spins paid 32% of the time at a small 0.35x median, and 14 rounds passed 100x, every one of them a base-game tumble chain; there is no free-spin feature to trigger. The Gold Fever buy at 100x was taken fifty times and returned 0.934x, with a median of 0.456x and 32 losing purchases.
Test card
10,000 spins · USD 2.00 bet · every request logged| Spins | 10,000 |
| Bet | USD 2.00 |
| RTP declared | 96.55% |
| RTP measured | 92.51% (95% CI 77.7–107.3) |
| Hit frequency | 32% · every 3.15 |
| Dead streak max / avg | 22 / 3.12 |
| Median hit | 0.35x |
| Max win (base game) | 284.1x · spin 8167 |
| Free spins, natural | 0 |
| Balance start → end | 100,000 → 98,502 |
Play Gems Bonanza demo
same math as real play · demo balance
Bonus buy lab
50 buys × 100x · USD 200 eachmean 0.93x · median 0.46x · 32 of 50 below price · best 4.44x · worst 0.08x
- Spent
- USD 10,00050 × USD 200
- Returned
- USD 9,33893% · CI95 66–121%
- Net
- −USD 662−3.3 buys
- Break-even or better
- 19 / 5038%
- Paid 2× price or more
- 6 / 5012%
- Price in base spins
- 100no natural trigger in 10,000 spins
One buy costs 100 base spins; no natural bonus appeared in 10,000 spins, so buying was the only way into the feature during this run. Bought bonuses averaged 93x of the bet.
Risk profile
how much bankroll this run needed| 50 bets | bust at spin 310 |
| 100 bets | bust at spin 652 |
| 200 bets | bust at spin 999 |
One run, one bet size. A different session can bust earlier or never; treat this as a measured example, not a rule.
How it plays
8 rules screens from the gameEight columns by eight rows, paying in blocks: five or more identical gems that touch along rows or columns make a win, and bigger blocks pay steeply more, from 1x for five red gems to 1,000x for twenty-five or more. Winning gems explode, the rest fall, new ones arrive from above, and the round keeps going as long as fresh blocks appear. The wild only enters through two of the modifiers below; it is not on the reels by itself.
Behind the gems sit coloured marks. A win on top of a mark fires a spin feature once the tumbles are over: blue clears the whole board and refills it (Nuclear), pink turns every copy of one random symbol into wilds (Wild Gem), brown drops 2×2 blocks of one symbol (Squares), red drops a 3×3 to 5×5 block (Colossal Symbol), green scatters five to fifteen wilds (Lucky Wilds). Several marks on one spin play in that fixed order, and each feature can restart the tumbling. That is how the long chains in this log happened: round 8167 tumbled 32 times for 284.1x, round 2798 26 times for 263.8x, round 4623 18 times for 238.05x including a single tumble worth 150x.
The Gold Fever meter counts the symbols that explode during one spin. Reaching 114 starts the feature after the tumbles end: level one plays every modifier once in order with all wins doubled, and collecting enough symbols during a level (116, 120, 125, 132 for levels two to five) moves to the next level at 4x, 6x, 8x and 10x. The feature ends when a level does not collect enough or level five is done. The server does not flag Gold Fever separately in its responses, so the log records each spin's tumbles and payout, not whether the meter was reached; the lab counts no free-spin rounds in this game because the game has none.
Buying Gold Fever costs 100x the bet and starts the feature at level one after the triggering spin; the bought version needs 116, 121, 129 and 138 symbols to climb. The rules state 96.55%, call the game medium volatility and set stakes from 0.20 to 240.
Cluster pays
Cascading reels
Multiplier
Wild symbol
Bonus buy
Bonus game
Bet range 0.20 – 24,000 per spin · payouts read from the game's paytable at bet 2.00
Gallery
13 frames from the test
Verdict
who it suits, who should skip itThis was a slow bleed with a few spikes. The balance never rose more than 50 bets above the start (round 656, after a 154.5x tumble), sat 321 bets down at spin 2,000, 657 down at 4,000, and reached its low of 957 bets down at spin 7142. Round 8167, the 284.1x chain, pulled it back to 492 down; the close was 98,501.60, 749 bets short of the start. A 50-bet stake was gone after 310 spins, 100 bets after 652, 200 bets after 999.
The game hits often and small. A win came every 3.15 spins with a median of 0.35x, 68% of spins paid nothing, and the only dead run past 20 was 22 spins (rounds 7164 to 7185). The size lives in the chains: 70 rounds tumbled ten times or more, the longest 34 steps, and 14 rounds passed 100x. The top five rounds together were 12.2% of everything returned, a smaller concentration than in the lab's free-spin games, because the big results here come from many mid-sized tumbles stacking up rather than one multiplied screen.
With no natural feature to count, the purchase is the only bonus the lab could measure directly. Fifty Gold Fever buys at 200 returned 9,339: 0.934x on average, a median of 0.456x, 32 rounds below price, 27 below half of it, one below a tenth (buy 29, 0.076x). Six purchases passed 2x, led by buy 7 at 4.44x, a 28-step round with single tumbles of 409.60 and 167.40 inside it; strip that round out and the other 49 average 0.862x. A bought round ran 13 tumble steps on average, from 6 to 31.
Gems Bonanza rewards patience with the base game rather than a bonus wait: the return came from ordinary spins that kept tumbling, and the buy adds level multipliers to that same machinery for a price that, over fifty tries, it did not earn back.
- Fourteen base rounds above 100x without any feature to wait for
- One win per 3.15 spins on average and a single dead run past 20
- Chains of ten or more tumbles in 70 of ten thousand rounds
- 92.51% logged, four points under the declared 96.55%, with a 957-bet low
- Fifty Gold Fever buys returned 0.934x with 32 losers and a 0.456x median
- For 9,854 of 10,000 spins the balance sat under its starting line
- The server does not flag Gold Fever, so natural triggers cannot be counted from the log
- Round 8167 tumbled 32 times for 284.1x, and round 4623 contained a single tumble worth 150x inside an 18-step chain.
- A four-step round, 656, paid 154.5x with its third tumble alone worth 150x; the balance peaked there, 50 bets up, and never got back above the start.
- Seventy rounds ran ten or more tumble steps, the longest 34; the top five rounds were 12.2% of the return.
- Buy 7 ran 28 steps for 4.44x with tumbles of 409.60 and 167.40 inside; buy 29 ran seven steps for 0.076x.
Method & data
open data · closed rig10000 base-game spins at a fixed USD 2.0 bet; 50 bonus buys at 200.0 each (100.0x) on the official Pragmatic Play demo server (jurisdiction 99, RTP profile 96.55%); every request and response logged; test run 2026-09-07.
The test rig plays the official demo build over the network and records every server round: bet, win, cascade steps, free spins, collect. Screenshots and video come from a real browser session. A human editor checks the numbers and the text before publication. How we test →
| 2026-09-07 | 10,000 spins · RTP 92.5% |
FAQ
5 questions · answered from the logWhere are the free spins?
There are none. Gems Bonanza replaces them with Gold Fever, a progressive feature that starts when 114 symbols explode during a single spin and then plays the five spin modifiers level by level with multipliers from 2x to 10x. The lab's test card shows zero natural free spins for that reason, not because nothing triggered.
Natural Gold Fever: how often?
The log cannot say. The server reports tumbles and payouts but no separate flag for the meter, so a natural Gold Fever round looks like a long, well-paid tumble chain; round 8167 with 32 steps and 284.1x is the kind of round that may have included it. What the lab can count is the base-game outcome as a whole: 92.51% over ten thousand spins.
The 100x buy: what does it get you?
Gold Fever from level one on the next spin. Fifty purchases returned 0.934x on average and 0.456x at the median; 32 lost money, six passed 2x, the best was 4.44x on buy 7. A bought round lasted 13 tumble steps on average, so it is longer than a typical base spin but still one spin with multipliers, not a set of free spins.
Coloured marks behind the gems: what are they?
They sit behind symbols; when a winning block covers a mark, the feature of that colour fires once the tumbles finish. Blue clears the board (Nuclear), pink turns one symbol into wilds (Wild Gem), brown adds 2×2 blocks (Squares), red adds a 3×3 to 5×5 block (Colossal), green sprinkles five to fifteen wilds (Lucky Wilds). Each of them can restart the tumbling, which is how chains of 30 steps come about.
Is medium volatility the right label?
For the frequency, yes: a hit every 3.15 spins and no dead run past 22. For the size, the tail is wide, with 14 rounds above 100x and a 1,000x block on the paytable for 25 red gems; the lab's biggest single tumble was 150x. The 95% interval, 77.7 to 107.3%, is narrower than for most of the high-volatility tumblers the lab has tested, which fits the label.








Field notes
0 notes