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.
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.
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 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 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 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 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.
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.
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.
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.
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.
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.
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.