Wild and mystery mechanics built on the engine CellPin primitive: pin once, the engine handles the overlay, countdown and cleanup.
Expanding wild#
Wild lands and the whole reel turns wild for N spins, then auto-expires when the turn counter hits zero.
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Sticky wild (CellPin)#
A sticky wild on the primitive: pin on land with turns: N, the engine overlays it and counts down. no ghost sprites, no manual grid injection.
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Walking wild (movePin)#
A wild migrates one reel left each spin via reelSet.movePin(), with flight hooks for Spine run animations.
Gotcha: walk pins sequentially with await, never Promise.all. two pins moving to the same cell throws.
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Multiplier wild#
Each wild carries a per-instance multiplier in its pin payload; an xN badge overlays the cell and win eval reads pin.payload.multiplier.
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Positional multiplier cells#
Specific cells carry a multiplier; any symbol that lands there boosts the win passing through.
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Mystery reveal (CellPin)#
Mystery symbols land, then all reveal to the same random class via 'eval' pins that auto-clear on the next spin.
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Spine mystery reveal#
Mystery bushes land and burst; an overlay Spine plays the reveal while activate() swaps the cell underneath, so the hand-off is seamless.
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Expanding wild on a horizontal set#
The same expand-the-whole-reel pin on .orientation('horizontal'). Pins are index space, so the code is unchanged; the expansion just paints a screen row instead of a column.
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Sticky wilds on a roll-up respin#
A .direction('reverse') set: the reels travel upward through three respins while pinned wilds hold their cells, and new wilds picked up on the way stick too.
Gotcha: pin coordinates stay geometric. cell 0 is the top cell whichever edge the strip feeds from.
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Sticky-win respin#
Winners lock for N respins while the rest of the grid spins; re-pinning a winning cell refreshes its counter, so a new win resets the window.
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