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4 Supershiny Diamonds

Volatility High Max Win 15,000x
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4 Supershiny Diamonds Stats

Volatility
High
Max Win
15,000x
Paylines
5
Reels
5x3
Min Bet
0.20
Bonus Round
Yes
Scatters
No
Provider
Playson
Release Date
August 2026

About Game

Play 4 Supershiny Diamonds

A New Trick Among the Diamonds

A green Charge diamond falls into the bonus and splits apart, and a cluster of fresh diamonds and jackpots spills onto the reels, every value carried on its own. That reveal is the piece the 4 Supershiny Diamonds slot brings to Playson’s diamond-pot Hold and Win, and it’s the clearest thing that separates it from the clover game it shares an engine with. Purple light arcs off the reel edges like a plasma globe, each landing diamond throwing a thread of lightning up to its pot above, and under all of it sits a familiar classic setup with a fruit-machine paytable. The bonus does the real work, with 3 features that can fire together in one round and a golden Super Diamond able to widen the grid for a run at the top jackpot.

Inside the Diamond Bonus

The Diamond Features

Above the reels sit the 3 feature pots, one each for the pink Multi, blue Collect and green Charge diamonds. Any of them can start a Hold and Win bonus, and whichever mix lands decides which features play. Once a round begins, more diamonds keep coming until 6 sit on the grid, each showing a value from 1x up to 12x the bet. Respins drive the action, 3 to begin with and reset to 3 each time a new symbol appears, ending once they are used up or the grid fills.

Coloured diamonds showering across the reels as the Bonus Game triggers A diamond has caught, and the screen fills before the respins even start.

The Multi Feature

The pink Multi scatters x2, x3 and x5 multipliers across empty cells, and on a full grid they stack onto existing multipliers and pool together. Each one then takes a value of its own, and at the round’s end every multiplier is applied to the diamond values before they are collected.

The Collect Feature

The blue Collect does the gathering. Each one draws in every diamond value on the reels, counting any multipliers on the board first, so a Collect that lands late in a busy round can carry a lot.

The Charge Feature

The green Charge is the fresh one, and it behaves nothing like a straight collect. Each Charge cracks open up to 6 more cells of random diamonds or jackpots and banks all of them into its own value, so one green symbol can scoop a whole cluster of prizes at once, the part its predecessor lacks.

A green Charge diamond in 4 Supershiny Diamonds revealing extra cells of diamonds during the bonus The green one has just cracked its cells, and every diamond that landed in them belongs to it now.

The Extra Feature Symbol

A wildcard rounds out the bonus: land an Extra Feature Symbol during the respins and it becomes Multi, Collect or Charge at random. If that diamond is already in play it feeds it another Feature Diamond, and if not, it adds one the round didn’t come with.

The Super Bonus Game

The gold Super Diamond is the key to the larger round. It shows only in the main game, and on landing, it can launch the Super Bonus Game, where the grid stretches to 5×5 with the triggering symbols held in place. Its 3 features carry over, and the jackpots are here too. The Mini at 15x, Minor at 30x and Major at 100x appear now and then. Filling all 15 cells of a standard round, or the 5×3 Grand Section inside this one, pays the 3,000x Grand Jackpot, while packing all 25 cells awards the Super Jackpot.

The 5x5 Super Bonus grid with x2, x3 and x5 multipliers sitting on the cells Five rows now, and the pink multipliers are banking up for the collect at the end.

The Extra Bet and the 100x Buy

Two controls speed things up. The Extra Bet raises the stake to 1.5x and improves the odds of triggering the feature, a lighter touch than the 100x buy. Switch it on and you know about it. A charging-up sound plays, yellow lightning surges out beside the purple, and the reel frame stays lit while it runs.

The Buy Bonus costs 100x and puts you into a round with 1, 2 or 3 feature diamonds and a shot at the Super Bonus.

How to Play

The Grid and the Stakes

During normal spins, the red 7 wild is about the only symbol that shifts a 4 Supershiny Diamonds spin, since the diamonds themselves pay nothing until the bonus. 5 reels by 3 rows over 5 fixed lines make up the grid, and a win needs 3 or more matching symbols reading from the first reel.

Bets start at £0.20 and top out at £100.00, and with no house currency on the demo, the figures read as plain credits. Nothing the base pays gets anywhere near the 15,000x cap. A Hold for Turbo button quickens the spins when you want a faster session.

Slot Paytable

Symbol wins below are multiples of the bet. Diamonds and jackpots are absent from it because they only pay during the bonus respins.

Symbol 5 of a kind 4 of a kind 3 of a kind
Red 7 (Wild), Bell, BAR 50x 10x 4x
Watermelon, Grapes 25x 7.5x 2.5x
Orange, Lemon, Plum, Cherry 10x 3x 1x

The red 7 doubles for every symbol but the diamonds, which counts for a lot when a board has only 5 lines.

Base game spin with the Extra Bet switched on and a bell line win of 4.00 marked on the payline This spin costs £1.50 with the toggle on, and the base game still pays along the way, the bell line’s 4.00 written on the payline itself.

Ultimate Slots Verdict

Playson has taken the diamond-pot Hold and Win it built for its clover forerunner and handed the bonus a real new part. The Charge diamond does something that game's Mystery feature never does, and with Multi and Collect able to play beside it in one round, a strong bonus can grow from more than one direction. The look is sharp, and the expanded Super Bonus gives the big rounds room to run. It's still a classic slot at heart. The Charge feature is what makes it the one to reach for over the collect-only Hold and Win slots in its range.

3.8/5 Very Good

What We Like

  • The Charge diamond adds a route to value the older game missed, the strongest reason to pick this over the clover version.
  • Multi, Collect and Charge can all show up in one bonus, so a round can build on more than one feature at a time.
  • The 5x5 Super Bonus hands the top rounds a wider board and a real shot at the richest jackpots.
  • One 100x buy is a cleaner entry than the clover game's two-price menu, and the Extra Bet is a lighter nudge toward the bonus.

What Could Be Better

  • With just 5 paylines and no feature of its own, the reels stay quiet, and a Multi, Collect or Charge diamond has to set off the bonus.
  • The 100x buy no longer lets you pay straight into the Super Bonus the way the clover game's 150x option does, so the top 5x5 rounds are left to luck.

Detailed Review

Three Diamonds and a Quiet Base

Nearly all of the interest here lives in the bonus, and the demo made that case early. One round opened with Collect and Charge both active and an Extra Feature Symbol in the mix, the green Charge climbing to £17 as it drew in its own pile while the Collect gathered the board up to £27. Two features feeding at once turned a £1.50 spin into £59, around 39x, and that’s the mechanic doing what it is built for, more than one diamond working the board at once.

That new diamond is what marks this out from the earlier clover game, the one it borrows its structure from. Where the clover version gives its green feature a random jackpot or multiplier prize, the Charge breaks its own cells open and rakes whatever lands into its value, a way to swell a round the older game does not have. The other main change is how you get in. The predecessor sells two buys, a cheaper one for a random feature and a dearer one that guarantees the expanded round, while the diamonds fold both into one 100x button.

As always, the bonus is no guaranteed payday, and the session drove that home. Our biggest round, £62 from a £1 spin, came on a normal 5×3 board, while the grander 5×5 Super Bonus a few spins earlier had returned £51 from a £1.50 stake, about 34x against the standard round’s 62x.

Total win screen reading 62.00 at the end of a bonus round £62 from a £1 stake, and it came off a standard board, not the bigger 5×5 one.

One for the Bonus

If you enjoy watching a Hold and Win round build, and you’re happy to let the 100x buy or the Extra Bet walk you in, this one is fun to watch, with the features giving you plenty to follow. Free play is the sensible way to learn how often the diamonds turn up before you stake a penny. For an old-school style release, there’s a fair bit going on once the diamonds start to charge.

Frequently Asked Questions

Any Multi, Collect or Charge diamond can fire it, and the ones that do decide which features you get. The Extra Bet, at 1.5x the stake, shortens the wait, and the 100x buy skips it altogether.
It reveals a set of hidden cells and rakes the diamonds and jackpots caught in them into its total. Because those cells can hide jackpot diamonds, a single Charge can bank a jackpot value a round never triggered on its own.
It's the top diamond, and it only turns up in the main game. Land it, and you can drop into the Super Bonus, a wider board where packing every cell pays the 10,000x Super Jackpot.
No. It costs 1.5x the stake and only improves your chance of reaching the bonus, not the diamond values or the jackpots. All it changes is how often the bonus comes around.

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