Money Train 5 is already a small miracle considering Money Train 4 was supposed to be the last stop. Relax Gaming has dragged the gang back from the dead and returned the series to a ruined post-apocalyptic Earth, where the train now pushes through stations while smoke slowly swallows the landscape.
More importantly, this is not Money Train 4 with a bigger number stuck on the end. The familiar Collector, Payer, Sniper and Necromancer chaos returns, but the entire bonus now evolves as the train travels forward. Persistent characters, extra reel space and completely new heavy hitters unlock at specific stations, giving the round an actual journey rather than simply waiting for numbers to grow. It feels familiar immediately, but this is one of the bigger mechanical changes the series has made.
Money Train 5 starts with 5 reels, 4 rows and 40 fixed paylines. The highest RTP is 96.10%, with 94%, 92%, 90% and 86% versions also available, while volatility sits at the highest level. Standard Mode reaches 50,000x the bet, while Ultra Mode doubles the ceiling to 100,000x.
The two modes share the same basic mechanics, but Ultra uses a more extreme mathematical setup and limits the maximum stake to 10 instead of 20. The base game itself remains fairly traditional by Money Train standards, although Nuclear Wilds now give ordinary spins a much better chance of suddenly turning into something memorable before the main feature arrives.
The biggest base-game addition is the Nuclear Wild. It can activate randomly and plant bombs across up to five reels.
If a Nuclear Bomb becomes part of a winning combination, it detonates and turns its entire reel Wild for the payout. Several bombs can therefore transform multiple reels at once, giving the base game a much stronger standalone feature than earlier Money Train releases often had.
It does not steal attention from the main bonus, but it makes the journey there feel considerably less empty.
Three or more Bonus symbols trigger the Money Cart Bonus Round, beginning at Station 0 with three spins. Every new symbol that lands sticks to the reels and resets the counter back to three.
Normal Bonus symbols reveal values between 1x and 10x the bet, but the real attraction is the returning cast of special characters:
The important difference this time is that these characters are only the starting point. Tickets physically move the reels from right to left and push the train through the station system, changing what can happen as the round progresses.
Ticket symbols show a number between +1 and +5, determining how far the reels move. Each reel pushed off the left side adds its total value to the win and advances the train by one station. Tickets always resolve after the other character effects.
Four milestones completely change the bonus:
Persistent versions of the Collector, Payer, Sniper, Collector Payer, Necromancer, Arms Dealer and Bomber reactivate on every new spin while they remain on the reels. That can produce some ridiculous combinations, although advancing the train can also push a valuable Persistent symbol completely off the board.
The new Bomber multiplies every visible value by 2x–5x, while the Pyromancer creates a permanent Hot Zone. Eligible characters inside that area become Persistent, and normal Bonus values landing or moving into it are doubled.
Reach Station 20 and the Permanent Payer joins the ride. It remains active for the rest of the round and can keep increasing through qualifying Payer effects, giving the deepest runs another major layer of escalation.
Standard Mode caps the entire round at 50,000x, while Ultra raises that to 100,000x without changing the core characters or station progression.
The stronger Super Bonus skips the early journey and begins directly at Station 15. Persistent characters and the extra row are therefore already available, while Bomber and Pyromancer can start appearing immediately.
Ultra Super Bonus follows the same Station 15 setup but uses the higher 100,000x ceiling. This makes the four bonus versions noticeably different without needing separate rule sets for each one.
Money Train 5 has a large Super Charge menu, ranging from relatively cheap enhanced spins to an extremely expensive shortcut straight into the strongest setup.
The range is enormous. The cheaper options simply improve the road toward the bonus, while the 500x and especially 2,000x purchases essentially pay to skip the quieter part of the train journey altogether.
Money Train 5 earns its return by changing the part of the series that needed changing most. The old character combinations are still the star of the show, but the station system stops the bonus from feeling locked into one direction from its opening spins. A mediocre start can still develop into something completely different once Persistent characters, extra space, Bomber and Pyromancer begin unlocking.
There is also genuine tension in watching the train move. Progress gets you closer to stronger mechanics, but the same movement can shove an excellent Persistent character straight off the reels. Add Nuclear Wilds to a livelier base game and there is more happening here than in a simple nostalgia sequel.
Dropping the headline ceiling from Money Train 4’s 150,000x to 100,000x may look like a backwards step, but mechanically this feels like the more interesting direction. The train probably did not need a fifth journey, but Relax Gaming has given it a very good reason to leave the station for one more time.
Our rating: 8.5/10
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