NZ-NI-0234 · source record 6 October 2026
Scatter Monsters — keep three Soul Meters separate
Blue upgrades symbols, green removes one colour and red opens Free Spins. Overfilled souls can repeat or strengthen a feature under different rules.
Supplier sources below. Operator eligibility needs a separate check.

Scatter Monsters by Quickspin is a 6×6 scatter-pay tumbling game with three Soul Meters, colour removal, symbol upgrades, Free Spins and a dynamic multiplier.
What the source confirms
Quickspin states that three RTP models exist but does not print their exact percentages in the public feature text. The active return must be checked in the live help. The source also does not confirm an NZD stake range or New Zealand casino availability.
Wilds substitute for ordinary symbols but not Heavens Gift. That special symbol adds ten to fifty souls to one random meter.
Three meters, three thresholds
The blue Vampire meter requires twenty souls. When filled, low symbols of every colour upgrade; if no lows remain, medium symbols upgrade. Overfill can trigger the feature multiple times.
The green Zombie meter requires forty souls. It removes every symbol of one random colour and stores their souls in the meter. Overfill can also repeat this feature.
The red Demon meter requires sixty souls and awards eight Free Spins. The product page describes additional spins from overfill and a Free Spin process where unused souls become a multiplier. Read the current in-game wording carefully because the thresholds for initial entry, extra spins and per-spin conversion are distinct.
Meter features trigger once no more wins remain. Preserve the sequence: tumble, collect souls, finish wins, then resolve each filled meter.
Mobile and source checks
On mobile, all three meter totals, the full 6×6 field and any unused-soul multiplier should remain readable. Save before-and-after screens if a colour removal changes several wins.
Candy Glyph uses charged effects with a different trigger structure. The Quickspin catalogue guide explains how to verify the active version.
Reading a 6×6 scatter-pay result
Scatter Monsters uses 36 visible cells and scatter pays rather than fixed paylines. For each winning symbol type, count the qualifying symbols anywhere on the grid and compare the count with the live paytable. Adjacency or a left-to-right route is not required unless the active help states an additional condition.
Record the opening grid as S0, every symbol count and the award. Winning symbols disappear and replacements tumble into the field. The next state becomes S1, followed by S2 and so on until no new win remains.
Wilds substitute for ordinary paying symbols but not Heavens Gift. Mark the Wild positions used for each symbol count so they are not assigned to several incompatible results without support from the game history.
Soul collection during tumbles
Winning on symbols adds souls to the corresponding meter. Store the symbol colour, number of souls credited and meter balance after each settled win. Do not combine the three colours into a universal total.
A long tumble chain can fill one or more meters before the grid stops winning. Quickspin says the meter feature is awarded when there are no more wins. Queue the filled feature while continuing the current tumble sequence.
This ordering prevents a colour removal or symbol upgrade from being applied too early. The state that filled a meter must settle before its queued effect changes the field.
Heavens Gift
Heavens Gift awards between ten and fifty souls to one random Soul Meter. Record the landed special symbol, selected meter and exact amount. The player does not choose the colour or value under the public description.
Wilds do not substitute for Heavens Gift. A Wild contributing to an ordinary scatter win cannot be reclassified as the special symbol. Save the icon and meter animation as separate evidence.
If the award fills or overfills a meter, keep collecting and resolving any current tumble wins before executing the queued meter feature.
The Vampire meter at twenty souls
The blue Vampire Soul Meter fills at twenty. When resolved, it upgrades all low symbols of every colour into one of their higher versions. Record the balance before resolution, the number of complete twenty-soul thresholds and any remainder.
Capture the entire grid before the upgrade. Identify every low-symbol position and its higher replacement after the effect. The transformation changes symbol types; it does not directly multiply the previous tumble award.
Evaluate the new grid for scatter wins after the upgrade. Any winning symbols then tumble and can add more souls to their respective meters.
Vampire fallback when no low symbols remain
If there are no low symbols on the screen, the Vampire feature upgrades all medium symbols instead. The condition must be verified on the pre-effect grid.
Record every medium-symbol position and resulting higher type. Do not apply both low and medium upgrades in one activation unless the actual history shows separate overfill-triggered activations.
The fallback exists because the normal low-symbol target is absent. A reviewer should not choose the medium route merely because it would create a better result.
Vampire overfill
The Vampire meter can be overfilled enough to trigger the upgrade more than once. Divide the stored total into complete twenty-soul activations and a remainder according to the game’s display.
Resolve the first upgrade, save the resulting grid and then record the next activation. The second feature acts on the updated grid, not the original one. If the first removes all low symbols through transformation, the later activation may use the medium fallback if the live sequence confirms it.
Do not apply all upgrade levels simultaneously. Number each blue feature V1, V2 and onward.
The Zombie meter at forty souls
The green Zombie Soul Meter fills at forty and removes every symbol of one randomly selected colour. Record the green balance, selected colour and all positions removed.
The selection is random under the provider description. Do not choose the colour with the most symbols in a reconstructed calculation. Save the colour indicator shown by the feature.
After removal, remaining symbols fall and new symbols enter under the tumble mechanic. Evaluate the resulting grid for scatter wins and soul collection before moving to any other queued feature.
Storing souls from colour removal
Quickspin states that the souls from removed symbols are stored in the Zombie meter. Count the removed symbols and record the credited green amount exactly as displayed.
This storage can refill or overfill the meter, potentially queuing another colour removal. Keep the balance transition after each activation. Do not discard the credited souls merely because the symbols have left the grid.
The newly selected colour for a repeated activation comes from the actual feature result; it need not match the first removed colour.
Zombie overfill and repeated removals
An overfilled green meter can trigger its feature multiple times. Label the removals Z1, Z2 and onward. For each, store starting grid, selected colour, removed cells, soul credit and replacement grid.
Resolve new wins between effects in the order shown by the game. A colour removal can create another tumble sequence, and those wins may change all three meters before the next queued action.
Do not remove a colour from the original screen twice. Every repeated activation acts on the current post-tumble state.
The Demon meter at sixty souls
The red Demon Soul Meter fills at sixty and awards eight Free Spins. Save the exact red balance when the feature queues, the final base-game tumble state and the eight-spin opening counter.
The trigger depends on accumulated Demon souls, not a fixed number of Scatter symbols. Do not substitute a generic three-Scatter trigger from another slot.
Resolve any other queued meter effects in the server’s displayed order. The transition screen and history provide the authoritative sequence when multiple colours fill together.
Demon overfill before Free Spins
The provider page says that after the meter is full, every 25 Demon souls above sixty adds one Free Spin. Record the total red balance, complete 25-soul overfill units and resulting starting counter.
Keep the initial eight spins separate from overfill additions. A remainder below another 25-soul unit should remain documented rather than rounded up.
Because the page also describes Free Spins soul handling separately, label this calculation “entry overfill” to avoid confusing it with per-spin multiplier conversion.
Free Spins soul cycle
During Free Spins, continue recording scatter wins, tumbles and souls. Quickspin’s feature text states that filling the Demon meter provides an extra Free Spin and that each sixty Demon souls after that adds another extra spin. Use the current live help to resolve the exact counter transition for the deployed version.
For every feature spin, save the red balance before play, souls collected, added-spin event and balance carried to the multiplier step. Do not infer additions from the final counter alone.
If the public summary and live interface phrase the thresholds differently, quote the active help and preserve screenshots rather than forcing one interpretation.
Unused souls and the dynamic multiplier
Souls left in the meter after each Free Spin are converted into a multiplier for that spin’s winnings. Record the unused soul count, displayed multiplier, raw spin award and multiplied result.
Do not carry a multiplier into the next spin unless the live game expressly does so. The public text describes a conversion after each Free Spin, so each spin needs its own balance and multiplier record.
Keep extra-spin thresholds and multiplier souls separate. A soul amount used to satisfy an added-spin condition should not automatically remain available for a multiplier unless the server display shows the remainder.
Resolving simultaneous filled meters
A tumble sequence can fill blue, green and red meters together. Save the queued status of all three when the final win ends, then follow the execution order displayed by the game.
Each feature changes the grid or mode differently. A Vampire upgrade can create wins, a Zombie removal can create tumbles and a Demon trigger opens Free Spins. Recalculate the meters after every intermediate win before proceeding.
Do not pick an order that maximises the outcome. The actual server sequence is part of the result evidence.
Tumble and feature state notation
Label ordinary tumble states S0, S1 and onward. Use V for Vampire upgrades, Z for Zombie removals, H for Heavens Gift and D for Demon entry. A sequence such as S2-H-V1-S3-Z1 makes the chronology explicit.
Beside each state, store the 6×6 grid, awards, soul changes and queued effects. The notation does not replace screenshots; it indexes them.
At round end, reconcile every tumble subtotal and dynamic multiplier result with the server’s combined total.
RTP evidence
Quickspin confirms three RTP models but does not print exact percentages in the public feature text. Read the exact active value from live game help or the corresponding official sheet and save the Game ID.
Do not infer decimals from the linked filename or copy a percentage from another 6×6 Quickspin title. Each deployment needs its own check.
An RTP figure does not define how frequently Heavens Gift selects one meter or how often an overfill occurs in a short session.
Scatter-pay worksheet
Recommended fields are round ID, stake, RTP, state, symbol type, symbol count, Wild contributions, raw award, blue souls, green souls, red souls and meter balances.
Add queued-feature columns, selected colour, upgrade targets, Free Spins counter, unused souls, dynamic multiplier and final state total. This keeps the three meter economies distinct.
For repeated features, give each activation its own row and link it to the grid produced by the previous action.
Worked base-game chronology
Suppose a tumble awards blue and green souls, then a Heavens Gift adds enough blue souls to pass twenty. Continue all current winning tumbles first. Once no win remains, queue the Vampire upgrade and record its transformation.
If the transformed grid wins, resolve that new tumble and meter collection. A later green threshold can then remove its randomly selected colour and store the removed souls.
This example explains order only. It does not assign fictional frequencies, symbol values, soul amounts or awards.
Worked Free Spin record
For one feature spin, record the opening red balance, 6×6 result, tumble awards and all new souls. Note whether the counter gains a spin under the displayed rule.
Then record the unused-soul amount converted into the shown multiplier. Apply it to the raw award exactly as the game history reports. Start the next row with the carried balance actually displayed.
This process identifies whether a disagreement concerns soul collection, extra-spin logic or multiplier conversion.
Mobile display checks
On a phone, the full 6×6 field and all three meter totals should remain visible. A feature animation must not permanently hide the colour selected for removal or the symbol tier upgraded.
During Free Spins, show the remaining counter, red balance and dynamic multiplier together. If the interface compresses them, completed history should retain enough detail for review.
Use labels or icons as well as colour so Vampire, Zombie and Demon states remain distinguishable for colour-vision accessibility.
Support evidence package
Provide title, Game ID, active RTP, stake, round ID and every 6×6 state. Add soul credits by colour, Heavens Gift selection, meter thresholds, overfill and queued-feature order.
For Free Spins include starting counter, added-spin events, unused souls, raw awards and multipliers. Account passwords or wallet secrets are not required for game-result analysis.
Source and market scope
Quickspin’s page supports the 6×6 scatter structure, three thresholds, feature effects and soul-based Free Spins logic. It does not establish a New Zealand casino listing, NZD stakes or the active RTP at a particular operator.
The festival hero is original editorial artwork rather than a reel capture. Use the official source and deployed history for calculation, and date any local availability observation.
Closing reconciliation
Before closing a round, compare the opening and final balances of all three meters. Every increase should link to a winning symbol group, Heavens Gift or souls stored by the Zombie removal. Every decrease or threshold crossing should link to a named feature activation.
Next compare the chronological tumble awards with the server round total. In Free Spins, add a separate check for the raw award and the displayed dynamic multiplier on each spin. Do not reuse one spin’s unused-soul balance for another unless the next state visibly carries it.
Finally, confirm that the account ledger credit matches the completed feature total and that no additional paid stake was deducted for tumbles or meter actions. Keep the round ID, timestamps and unedited images together. This final reconciliation makes clear whether a discrepancy arose in scatter counting, soul allocation, feature ordering, multiplier conversion or the casino ledger.
Frequently asked questions
What is the grid? Six reels by six rows with tumbling scatter pays.
What does Heavens Gift add? Ten to fifty souls to a random meter.
What are the meter thresholds? Twenty Vampire, forty Zombie and sixty Demon souls.
Which meter opens Free Spins? The red Demon meter.
Is New Zealand access confirmed? No. Provider documentation does not establish operator availability.
Official sources
Bottom line: keep every soul colour, threshold and overfill result in its own ledger before applying the next feature.
How to verify the version you can actually open
A provider page proves that a title exists and describes the supplier's intended rules. It does not prove that a casino accepts players in New Zealand, that the title is enabled for a particular account, or that the highest published RTP is the version in the lobby. Treat availability, operator eligibility and product configuration as three separate checks.
Start with identity, then configuration
Open the game only through the authenticated casino lobby. The information or help panel should identify Quickspin, the exact title and the active mathematical return. Compare the reel or grid layout, paylines or cluster rules, named features and symbol behaviour with the official product material. Similar artwork or a matching title is not enough when the help file is missing or inconsistent.
When the supplier publishes several RTP values, report all of them as configurations. Do not assume the highest option is deployed. RTP is a theoretical long-run measure across a very large number of rounds; it is not a refund rate for one player and cannot predict the next result. Volatility is different: it describes how unevenly results are distributed on the provider's scale.
Read stake controls as money, not interface decoration
Provider sheets often quote a reference range in euros. That range does not establish New Zealand-dollar support or the limits in a specific account. Before a paid round, identify the total amount that will leave the balance. If the interface separates denomination, coins and lines, verify the combined total. If Extra Bet is active, calculate its full cost before pressing spin.
Feature-buy prices are multiples of the current bet, not promised returns. A 100x purchase at a $1 stake costs $100; at a $2 stake it costs $200. Availability can vary by market and some mathematical configurations may not support the control. If the live help does not explain the price, delivered feature and active RTP, leave the option unused.
Keep simulation figures in their proper scope
A game sheet may publish a maximum result observed in a large simulation. That is not automatically the contractual maximum payout and never describes a likely session. Preserve the provider's wording, sample size and configuration. Check the live rules for a binding cap and the operator terms for any separate payout limit. Do not turn an extreme result into a promotional headline.
Audit a disputed round
If an animation freezes or a connection drops, do not repeat the wager immediately. Reopen the game through the authenticated lobby and inspect round history. Record the time, total stake, balance movement and round identifier. The result can be settled by the gaming system even when the device never displays the final animation. Send evidence through verified operator support; never disclose a password, recovery phrase or one-time code.
Read the paytable as a calculation document
The paytable should explain what creates a win, which symbols substitute, where special symbols can land and how multiple awards combine. For line games, confirm direction and active paylines. For cluster games, confirm adjacency, minimum group size and the order of collection. For respins, identify what remains locked, what resets the counter and what ends the feature. A graphic effect can illustrate those rules but cannot replace them.
Separate addition from multiplication. Several prize values may be added before a multiplier applies, while reel-specific multipliers can sometimes multiply together only when each reel participates in the same win. Reconstruct one low-stake result from game history. If the arithmetic cannot be matched to the help file, stop and ask the operator rather than guessing.
Do not confuse hit frequency with a profitable round
Provider sheets can publish hit frequency or category probabilities. A hit simply means a round returned a qualifying amount; it can be smaller than the stake. “Big”, “Mega” or “Epic” thresholds are provider reporting categories, not promises. They are useful for comparing mathematical versions only when definitions and samples are the same.
Random outcomes do not become due after a long gap. A feature that appeared repeatedly in a demo or marketing clip has no obligation to repeat in a funded session. Previous rounds do not create a debt from the next random result.
Confirm market and device behaviour independently
A title can exist in the supplier catalogue while an operator disables it for a territory, currency, device or bonus. Language localisation is not evidence of legal availability. Confirm the operator's identity, accepted countries and current lobby separately from the provider review.
On mobile, verify that balance, total bet, feature state and help remain visible without overlap. On desktop, check that browser zoom does not hide a purchase control or change the apparent denomination. Mathematical configuration should not change merely because the screen changes; if the help shows another RTP, treat it as a different deployment and record it.
Keep a compact evidence record
For any fact used in a review, save the title, provider, official URL, document date when available, access date and exact territorial scope. For a live session, add the operator domain, Game ID, RTP, currency and a non-sensitive screenshot of the help panel. This makes later corrections possible when a supplier updates a sheet or an operator changes configuration.
Missing information should remain missing. Do not estimate an RTP from results, convert a euro reference range into an operator's NZD limit, or treat another casino's configuration as evidence. A transparent “not confirmed” is more useful than a precise-looking number without the correct source.
Use limits that survive the feature design
Collection meters, expanding grids, sticky symbols and near misses can make a session feel unfinished. Unless the rules explicitly preserve progress, the visible state has no value after the round or feature ends. Set a money limit and time limit before launch, count feature buys immediately, and stop at the limit even when a meter appears close to an upgrade.
No random game is an income plan. Do not borrow, use essential funds or raise the stake to recover a loss. If play stops feeling recreational, use timeout, deposit-limit or self-exclusion tools and consult the site's responsible gambling guide.
Primary source and correction path
This guide separates documented product information from market availability. Check the official source and the game help inside the exact version offered before making a decision.
