Dr Zappo drops Hacksaw Gaming into a wonderfully unstable cartoon laboratory filled with loose wiring, strange experiments and a suspiciously lively eyeball problem. The doctor himself looks several volts past normal, while Mr. Brain floats around in a jar and the whole world has that deliberately weird sci-fi energy Hacksaw does so well.
The actual mechanics will feel familiar if you have played Jaws of Justice. EyeBalls fire beams across the reels, turn symbols Wild and build multipliers as they bounce from Energy Fields around the grid. It is not Hacksaw inventing another mad experiment from scratch, but the mechanic was fun the first time and the new setting fits it almost perfectly.
Dr Zappo keeps things unusually traditional for a modern Hacksaw release with 5 reels, 4 rows and 14 fixed paylines. Wins form from left to right, while the highest RTP is 96.31%. Lower 94.36%, 92.31% and 86.22% versions are also available. Volatility is medium and the maximum win reaches 10,000x the bet.
The 45% hit frequency makes the base game fairly active, but ordinary line wins are not really what you are waiting for. Everything changes when an EyeBall appears on the bottom row and starts firing through the grid, because each symbol in its path can become a Wild and potentially pick up a multiplier.
EyeBall symbols can land only on the bottom row. Once activated, an EyeBall fires either straight upward, diagonally left or diagonally right.
Every regular paying symbol hit by the beam turns into a Wild, and some of those Wilds receive 2x–200x additive multipliers. The EyeBall itself also becomes a Wild after firing.
If several multiplier Wilds contribute to the same win, their values are added together before being applied. Existing multiplier Wilds can also be hit again, adding another value on top instead of replacing the old one.
That makes a single EyeBall useful, but several correctly positioned beams can turn the board into a proper multiplier mess.
Three Energy Fields sit around the left, top and right edges of the grid.
When an EyeBall hits one at an angle, its beam bounces and continues travelling through the board, turning more symbols Wild along the way. A straight hit reflects the EyeBall back in the direction it came from, giving it another chance to add multipliers to already transformed Wilds.
EyeBalls can even hit other EyeBalls and add multiplier values there too. This bouncing system is what makes the feature much more interesting than a simple straight-line Wild transformation, especially when several beams start crossing the same section of the reels.
Three FS Scatters trigger 10 Eyeconic Bonus Spins.
The regular EyeBall mechanics remain active, but EyeBalls appear more frequently than they do in the base game. Two new FS Scatters add 2 extra spins, while three add 4 more.
It is the simplest of the three bonus levels, basically giving the main EyeBall mechanic more chances to do its thing without changing the rules dramatically.
Four FS Scatters award 10 No-Brainer Bonus Spins.
This keeps the increased EyeBall frequency from Eyeconic, but every activated EyeBall now fires in two different directions instead of one. That immediately creates far more opportunities to hit Energy Fields, cross existing Wilds and stack additional multipliers.
The same retrigger rules remain active, with two or three FS symbols awarding 2 or 4 extra spins.
Five FS Scatters unlock the strongest It’s Electrifying feature with 10 free spins.
The No-Brainer rules stay active, meaning every EyeBall fires in two directions, but now at least one EyeBall is guaranteed on every spin. FS symbols no longer appear, so the round cannot be retriggered.
This is where the bouncing system gets the most room to work. Every spin begins with at least one potential beam, and repeated Energy Field bounces can cover a surprisingly large part of the board with multiplier Wilds.
Dr Zappo has four paid options, split between FeatureSpins modes and direct bonus purchases.
There is no direct purchase for It’s Electrifying, so the strongest version still has to be triggered naturally with five Scatters.
Dr Zappo may recycle the core idea from Jaws of Justice, but this is one of those cases where the mechanic is good enough to survive another experiment. EyeBalls bouncing between Energy Fields and leaving multiplier Wilds behind creates a satisfying chain reaction, and the cartoon laboratory gives the whole thing plenty of character.
The three bonus levels also scale nicely. Eyeconic is fairly restrained, No-Brainer is where the mechanic really comes alive and It’s Electrifying finally lets the beams run wild on every spin. A completely new feature would have pushed it further, but the combination of medium volatility, a strong RTP and genuinely entertaining Wild action makes this one of Hacksaw’s more approachable recent releases.
Our rating: 8/10
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