How Megaways, Cluster and Hold & Win mechanics are created
Megaways, Cluster and Hold & Win are three families of mechanics that defined modern slot design. They are united by one thing: the outcome is recorded by the server before animation, and the client only honestly reproduces the visual. Below is how they are arranged from the inside: from RNG and "iron" mathematics to UX and performance.
Basic principles for all mechanics
Server-authoritative: calculating the outcome and payments on the RGS; client - visualization.
RNG streams: independent streams for major events (reels/cascades/bonuses/jackpots). Ban '% N' - alias/Vose or rejection sampling only.
Math lists: RTP breakdown (base/cascades/bonuses), volatility, hit rate, feature frequencies, exposure cap.
Magazine and replay: 'seed, step, mathVersion, outcomeHash' in WORM logs; playing controversial rounds.
Jurisdictions and RGs: buy-feature/auto-spin/speed ficheflags, reality checks, time/expense limits.
1) Megaways: dynamic number of paths
Idea
On each back, the height of the stack of characters on each reel is random (e.g., 2-7 rows), which gives a variable number of ways. Lines are not used; wins are counted from left to right by matches on adjacent reels.
Mapping architecture
1. Draw layout: RNG selects the height of each reel within '[minRows; maxRows]`.
2. Fill reels: for each column, symbols from the "tape" (reel strip) are taken with weights, taking into account the height.
3. Win evaluation: checking matches on consecutive reels; path multiplier = the product of the number of matching characters on each reel.
4. Cascades (op.) : the winning symbols disappear → new ones "fall" from above (repeat step 2-3 until there are no wins).
5. Modifiers (Op.) : random wilds, drum expanders, cascade multipliers.
Mathematics and balance
RTP decomposition: base (ways) + cascades + bonus features.
Volatility: controlled by height range, tape composition, frequency of wilds and modifiers.
Exposure control: cap along the length of the cascades and multipliers.
Simulations: ≥10⁷ - spin 10⁸, ways/payoff distributions, p99 tails. 9.
Pseudo-code
pseudo layout = []
for reel in 1..N:
rows = rng. drawInt(minRows, maxRows) # alias layout. append(rows)
grid = fillByReelStrips(layout, math. reelStrips, rng)
totalWin = 0 mult = 1
repeat:
wins = evalMegaways(grid, math. paytable) # adjacent reels w = sum (wins. amount)
totalWin += w if w == 0 or! math. cascades: break grid = collapseAndRefill(grid, rng) # каскад until false
return totalWin, grid, layout
UX and production tips
Readability: WAYS counter is large; drum height indicator.
Tempo: fixed rhythm cascades; turbo/skip required.
Performance: sprite butching, drum window masks, overdraw economy.
Tests: visual snapshots of different heights, stress on "max ways."
Anti-patterns: you cannot twist the height to match the balance of the session; layout is always up to the visual.
2) Cluster (Cluster Pays): Cluster wins
Idea
Instead of lines/paths - field M × K; winnings are awarded for a cluster of identical symbols touching on the sides (less often - diagonally). Often with cascades and an increasing X factor.
Mapping architecture
1. Grid fill: RNG fills the field with independent samples by symbol weight (taking into account the prohibitions on starting "too large" clusters, if any).
2. Cluster find: search for connectivity components (BFS/DFS) by character type; the minimum cluster size is' t '.
3. Score: for each cluster - paytable 'size → win', modifiers (wild/bytes), summation.
4. Cascades/Collapse: Remove winning cells → displacement and/or top/side refill.
5. Multiplier (Op.) : X grows for significant events (e.g. each cascade/column clearing), with the cap 'X _ max'.
Mathematics and balance
The distributions of clusters depend on the number of character types, their weights, and the spawn rules of the wilds.
Hit rate: controlled by minimum cluster size 't' and weights.
Tail control: maximum cluster size limits, cap X, cascade limit.
Simulations: network effects → need a large volume (10⁷+) and robustness to ± δ weights.
Pseudo-code
pseudo grid = fillGrid(M, K, math. symbolWeights, rng)
totalWin = 0 mult = 1
repeat:
clusters = findClusters(grid, t)
if clusters. empty(): break win = sum(pay(c. size) mult for c in clusters)
totalWin += win grid = collapseAndRefill(grid, clusters, rng)
if math. multiplierOnCascade:
mult = min(mult + 1, X_max)
until false
return totalWin, grid, mult
UX and production tips
Readability: illuminating clusters with a contour, not a fill (less overdraw).
Counter X: large, flash "for what grew."
Cascades: predicted pause between steps, duration limitation.
Performance: flood fill/DFS - on the server; the client only loses the script; on the client - light effects and butching.
Anti-patterns: "hidden prohibition" of large clusters only on the visual is unacceptable; all restrictions are in mathematics and log.
3) Hold & Win (Hold & Spin): Respins with Fixation
Idea
Bonus scene with a limited number of "lives" (usually 3). The "coins/cells" that appear are fixed; each new find updates lives. Possible "perks": field expansion, doubling of values, collectors.
Mapping architecture
1. Entry draw: RNG defines start cells/ratings and special characters (if any).
2. Loop: while there are lives:- Play independent cells (probabilities empty/nominal/perks).
- Record found and reset/reduce life by rule.
- Apply perk effects (strictly deterministic and in a limited set).
- 3. Finish: sum of denominations × multipliers; apply cap.
Mathematics and balance
Rating pools: discrete values (e.g. 1 ×, 2 ×, 5 ×, 10 ×, 25 ×, 100 ×) with weights
Perks: increase variance - you need a cap on the number and strength (for example, no more than N field upgrades).
Bonus length: controlled by the odds of "empty" and the mechanics of lives (often 3 → 2 → 1 → + reset).
Simulations: separate fields/perks for each configuration; p99. 9 duration and payments.
Pseudo-code
pseudo lives = 3 locked = set () # fixed cells mods = initMods ()
total = 0
while lives > 0:
found = drawCells(emptyCells(), math. probs, rng)
if found. empty():
lives -= 1 else:
lock(found)
applyMods (found, mods, rng) # strictly according to the list, no retrofit lives = resetLives (lives) # e.g. lives = 3 end
total = sum(value(c) for c in locked) globalMultiplier(mods)
return total, locked, mods
UX and production tips
Tempo: short tick (0. 6–1. 0 s), "skip" is always available.
The Progress Bar of Lives: Clear and Readable; flash at the desk.
Perks: A brief pop-up description of "what did."
Performance: repeating FX - through object pools; minimize alpha overdrive.
Anti-patterns: Modifiers should not change "already committed" values retroactively unless this is in explicit rules.
Compliance, honesty and responsible play
Transparency: rules of winnings, paytable, influence of perks/multipliers are described in the help.
Unified mathematics for demo and real mode; banning "demo boosts."
Responsible play: reality checks, time/expense limits, quick access to pause and self-exclusion.
Jurisdictions: buy-feature/auto-backs/minimum RTP/speeds - via phicheflags.
Performance and graphics
Megaways: dynamic height → many redraws. Solution: window masks, large atlases, pixel snap, minimal post-process.
Cluster: many flashes → keep contour highlights and light Additive particles; flood fill - on the server.
Hold & Win: FX repeating spawns → pools, half-res bloom, emitter limitation.
Targets: 60 FPS on reference devices, First Playable <5-10 c (web), p95 network at Spin/Bonus in SLA.
Testing and simulations
Unit/Property-tests: invariants (non-negative payout, caps, index boundaries).
Math sims: ≥10⁷ - 10⁸ spins/bonuses; RTP/frequencies/lengths; robustness to ± weight δ.
RNG batters: offline NIST/TestU01; in the field - monitoring of frequency drift (control charts).
Visual snapshots: different Megaways layout, large clusters, long H&W respins.
Soak/Load: long sessions, parallel bonuses, network degradation.
Common mistakes and how to avoid them
Modular '% N' mapping → bias. Use alias/rejection.
The logic of the result in animations → non-determinism. Always capture the outcome before the visual.
Unlimited cascades/retriggers → tail explosions. Enter the mouthguards.
Mixing audit and telemetry → confusion and burden. Separate channels.
Demo ≠ prod (improved odds) → a blow to trust and certification.
FX overload on mobile → FPS/retention drop. LOD and butching.
Large Mechanical Implementation Checklist
Mathematics
- RTP breakdown and volatility in target corridors
- Sims ≥10⁷ - 10⁸; tails p99. 9 under the hood
- Separate RNG streams; ban '% N'
Engineering
- Server-authoritative outcome, replay by '(seed, step, mathVersion)'
- WORM logs, response signing, transaction idempotence
- Jurisdictional ficheflags and tempo/velocity parameters
UX/Graphics
- Readable counters (WAYS/X/life), available skip
- LOD FX, butching, masks/stensils
- Audio/Vibrate by Markers, Quiet Mode
Tests/Observability
- Unit/property, visual snapshots, load/soak
- Dashboards: hit rate, cascades/spin, bonus duration, p95 nets
- Alerts to RTP drift/frequencies/scene lengths
Compliance/RG
- Unified mathematics demo/real; prohibition of "demo boosts"
- Reality checks, limits, self-exclusion
- Transparent Rules and Sample Calculations
Megaways, Cluster and Hold & Win are different in feel, but equally demanding on honest mathematics, deterministic engineering and careful UX. Successful implementation:
1. fixes the outcome before animation and logs everything for replay, 2. controls exposure with simulations and mouthguards, 3. holds 60 FPS and short tempo scenes, 4. respects Responsible Gaming and jurisdictions, 5. rolling out over canary flags.
So mechanics become not "tricks," but sustainable tools for engagement and growth.