
32 minute read
Gaming
from SBC Leaders Issue 22
by SBC Global
“That said, our game families and player-favourite IPs aren’t necessarily direct follow ups, which is something we try to shy away from. We try to evolve a brand by introducing proven mechanics such as our Jackpot King progressive pot system, Megaways or our other creations like Prize Lines and Fortune Play.
“The trick in developing from a proven foundation successfully is making sure the key components that drove the original remain, avoiding losing the core fundamentals that made the game successful in the first place. It's about offering something familiar but giving players a reason to play the new version.”
It could also be argued that comments from the CasinoBeats Summit earlier this year remain as relevant to this discussion as they did during the ‘can you really make your game stand out from the crowd’ session from which they were heard.
“The quality? Of course you can, especially when starting off, to enhance the quality you need to get your name remembered… with so many competitors out there that, as a player they have too many choices,” David Stoveld, COO of Armadillo Studios, said to kick-off day one.
“They’ll maybe give a five minute spin on a game and if they don’t like it they’ll try another one. But I think after three or four, they’re going to recognise the brand and quality is going to suffer for the company as well as the actual games.”
Despite addressing the key theme of proliferation, this idea of instant recognition with either a familiar or successful theme, character, television show, movie etc…could be crucial in ensuring player uptake and potentially the ultimate difference between success and failure.
Be it that of fishing, leprechauns, an array of move franchises, bursting stars, or even the 22 sealed boxes that were once the prized possession of a former Mr Blobby-loving host, in the UK at least, reinvention is scattered across the igaming ecosystem for all to see.
From Space Invaders to Wheel of Fortune, the numerous Book of entrants to the Indiana Jones influences scattered across the space, with Play’n Go’s Rich Wilde making frequent appearances, and many many more,
David Stoveld, COO of Armadillo Studios
Jo Purvis, Director of Key Accounts and Marketing UK at Blueprint Gaming


refreshes and/or resuscitations are seemingly everywhere.
Igaming juggernaut Evolution even detailed a move reminiscent of crafting its own MCU earlier this year, with influences from across verticals and studios noted as the group looked to ramp up the entertainment factor further still. One prime example to this end is Red Tiger sprinkling its expertise on a sequel to NetEnt’s Narcos.
With it often argued, or joked, that the increasing number of games is outpacing that of players, it can be of little surprise that this forms such a key component for developers, be that via a fresh slot title or themes spread across numerous verticals, with live the chief example in this domain.
Blueprint is certainly no stranger here, with The Goonies, Fishin’ Frenzy, Top Cat, Ted, Rick & Morty and the previously alluded to Deal or no Deal all examples of themes revisited at one point or another by the developer.
“Perhaps our most renowned example of this is our beloved Fishin' Frenzy franchise. In one iteration, The Big Catch, the core element of the game remained but we introduced a new bonus game with a different way of achieving big wins,” Purvis continued.
“If we deviated far from that, we’d run the risk of losing the appeal and the reason it was successful in the first place. We stick to the core elements and then consider which new features or mechanics so that we can still appeal to existing as well as new players.
“In terms of benefits, we as a company get to work on themes, characters and mechanics that we know inside out. We also use the experience gained having done similar work before to hone whichever game we’re working on so that it’s not only a natural evolution but also an improved version of what came before.
“Players then benefit as they’ve got a new version of a comfortable and familiar favourite but there are new ways to interact with them and have fun. There’s also the incentive to go back to older versions in the buildup to the release of the newer ones, so we and our operators gain there too.”
So, it would seem that remaining the same can indeed represent a key component of innovating and driving forward. •



ADAPTING TO A NEW NORMAL - BEYONDPLAY EMPHASISES ENTERTAINMENT ABOVE ALL
AS SOCIAL GAMING CONTINUES to grow in popularity, BeyondPlay’s Jacqui Gatt looks at the role of technology in bringing communities of players together
BY JAMES ROSS
Cast your mind back to early 2020. Pub quizzes, work meetings, even just good old catch-up calls with friends - all were taking place over Zoom. And oh how we longed for that human interaction.
But hear me out when I say this. I strongly believe that those six months of near isolation actually made the human population a more sociable beast.
While some would have envisaged hermit-like behaviour during the period that shall not be named, society as a whole embraced the confinements of living and utilising modern day technology in the digital age - realising that walls don’t create barriers anymore.
The casino sector was no different in that regard. The popularity of social gaming over the last two years
grew exponentially, and continues to grow. And then came the streamers, who have cemented themselves as an integral foundation of the slot community.
Joining SBC Leaders to delve into the realms of social gaming, streamers, skill and arcade games, and gamification is Jacqui Gatt, Chief Operations Officer at BeyondPlay, who believes millennials are “looking for more online entertainment value”.
SBC: We’re witnessing a bigger impact of streamers within the igaming sector, just how big of a role will they have with the industry moving forward?
JG: With online entertainment trends indicating that more and more viewers are looking for shared experiences when it comes to social gaming, video streaming and music sharing, streamers will continue to play a big part in attracting new demographics to igaming and retaining existing players.
THERE WILL ALWAYS BE A MARKET FOR SINGLE PLAYER GAMES, BUT SOCIAL GAMING SHOWS NO SIGNS OF SLOWING DOWN
The more renowned streamers have thousands of followers, and their communities keep on growing. The industry understands that streamers will continue to play an important role in their acquisition and product discovery strategy.
SBC: What impact have streamers had in attracting a newer/younger audience?
JG: As we are already witnessing, streamers are having a significant impact on attracting new players and viewers. The younger generation resonate well with streamers since most are accustomed to watching streamers and influencers playing social games on video streaming platforms such as YouTube and Twitch.
Millennials are looking for more online entertainment value, and these channels allow them to have easy access to new content, as well as serving as a communication platform for thousands of people.
SBC: Multiplayer titles are becoming more frequent in the sector. Is this the key to attracting a new audience to igaming and what role will multiplayer titles play in advancing the sector?
JG: As in any other industry, igaming needs to not only adapt its products to new technologies and audiences, but also ensure that it continues to offer a high level of engagement and entertainment to existing customers.
Multiplayer games will not be appealing to all players - there will always be a market for single player games, but social gaming shows


no signs of slowing down. If the industry wants to remain relevant to the younger generation, offering multiplayer content within its product portfolio is a must.
SBC: The term gamification has been thrown around over the last 12 or so months, but do companies actually innovate in this sector?
JG: Unfortunately, not enough. However, I believe that this is not necessarily down to a lack of ideas, but rather a matter of time and resources to execute. Implementing and bringing new concepts to life typically means that there is heavy research, technical development, UX and project planning work involved, not to mention regulatory requirements.
Another factor to consider is that historic data and performance stats to support and validate such concepts is very limited. The business needs to commit to spending significant amounts of time researching trends, building new products and, ultimately, take a leap of faith and commit their efforts and budget to bring such products to life.
However, as we have witnessed in recent years, innovation is paying off greatly if we look at the various new gamification systems on the market, as well as new game types.
Middle layers like BeyondPlay come into play here, with a sole focus of building innovative products and enabling operators to continue to adopt new trends, attract new players and retain existing ones with minimal effort from their end.
SBC: Community is a big part of the social gaming experience. What is the sector doing to enhance this experience?
JG: We are seeing some products being built with a community element in mind – some on a more competitive level, like real time tournaments and community (shared) jackpots. Others focus more on peer-to-peer entertainment and interactions.
However, community experiences are not completely new to the industry. Online live casino and bingo products have been inspired by land-based casinos and bingo halls, and over the years suppliers have been working to replicate these experiences.
Chat functionalities, game hosts and live streaming are recreating the level of human interaction found in brickand-mortar entertainment venues through phones and computer screens.
SBC: What does the future hold for igaming regarding social gaming?
JG: Our industry is young and dynamic - we will continue to implement new technologies and innovate when it comes to real money casino games and products.
We are also seeing streaming giants such as Netflix and Amazon Prime creating social games, so it will be interesting to see how this will develop and impact the igaming industry in the future. •


INFLUENCER MARKETING: AN EFFECTIVE ENGAGEMENT STRATEGY?
IN A ROUNDTABLE on the changing role of influencers, we asked whether this relatively new form of marketing can help engage new audiences and, more importantly, retain audiences within the online casino space
Alex Kornilov, CEO of Betegy
BY MOLLIE CHAPMAN
SBC: How can influencer marketing be used to cater to different audiences and build communities?
Alex Kornilov, CEO of Betegy: Who you choose to represent your brand will very much differentiate your message, with this decision heavily dependent on the market you are running the campaign in. Let’s look at the US for example; it has a wide range of popular sports with each localised state varying in preference – essentially you need the right tool for the right job in the same way you need the right influencer for the right market.
If you’ve got the right tools, you can easily see who’s following what – an NBA influencer isn’t going to bring in NHL fans, for example. Getting your data right and segmenting your targets is of course key to that.
Marija Hammon, Head of Marketing
at Relax Gaming: Aside from the perceived entertainment value, streamers also offer audiences live real-time engagement and interaction, creating a unique product promo environment which adds an additional sense of connectivity to both the influencer and game in discussion.
Some promos are done for monetary gain, whilst others stem from a true connection and passion for the brand or company being discussed. The same applies to influencer marketing across other industries. In a nutshell, selfdriven vs. sponsored content creation.
Influencers have different communities, both in terms of size and demographic, therefore companies always need to assess who they are trying to reach, and which influencers would be able to support that connection.
This is assessed on a general scale (who we collaborate with for influencer partnerships overall) and micro-level per individual game promo. Anticipated success of a game launch also affects strategy and considerations in this regard.
Brandon Walker, Head of Business
Development at Amelco: In South Africa, it all starts with a retail presence. Harnessing influencers to

Marija Hammon, Head of Marketing at Relax Gaming
build a community around the retail experience who, in turn, can provide a channel for online, is the best way forward.
Influencer marketing really comes into play here as it solves the big challenge of converting local players to multi-channel. Retail is popular here because it is tangible, and therefore has a lot more trust.

WORKING WITH INFLUENCERS CAN INCREASE INTEREST DRAMATICALLY WITH BRANDS UTILISING THIS IN BOTH SPORTS BETTING AND CASINO CONTENT

The online space has taken a long time to earn players’ trust, especially when it comes to depositing and not withdrawing winnings instantly. Influencer marketing can go a long way towards changing this and give players a far stronger feeling of comfort.
Yanina Kaplya, Head of Marketing at
BetGames: I don’t believe in a one size fits all approach – it’s much better to tailor your message to your players and that starts with understanding the audience, their lifestyle, conversations and interests. This further enhances the consumer experience of your product. Establishing communication as a part of brand strategy helps to create a marketing campaign that stands out in a heavily competitive industry.
The influencer campaign for our lottery products in South Africa last year did exactly that. We selected three categories of influencers in the region; macro, medium and micro, incorporating influencers of various occupations who represented different communities and interests.
The campaign was very well received across South Africa and generated a mass of positive comments and conversations with influencers. Indeed, the launch of the product was such a success in South Africa with the tailored message we spread among different communities which ensured trust in both the brand, and our new lottery products.
SBC: With influencers generally targeting a younger audience, how
Brandon Walker, Head of Business Development at Amelco
can we ensure responsibility when it comes to using this form of marketing within the gambling industry?
AK: There are responsibilities on three sides. The first is the regulator. There needs to be a clear set of rules in place with a uniform approach that makes everything level and ensures protection of stakeholders throughout the process. Take Sweden as an example of how not to do that. Effectively you had the majority of rules created on the hoof and then enforced retrospectively which really destroyed trust.
Yanina Kaplya, Head of Marketing at BetGames
The second is the operator; they need to ensure they are not targeting incorrect (or indeed underage) demographics and the responsibility is to target the right channels ethically.
Lastly, the social media provider - TikTok is a good example of this. With its usage increasing dramatically, it will no doubt become a popular channel to market on. However, you need to ensure that such a channel can provide these safeguards before we even start, effectively a third responsible party in the process.
It should not be a conflict of interest between the three, generating an opportunity to have a uniform approach that is in line with the values and integrities of each. Take Facebook and MGM, they work together with regulators to ensure they can create a project that works for everyone. We need to remember betting is all about entertaining and establishing trust – get that right with your influencer campaign and you’re onto a winner.

MH: There has been (understandable) media controversy on this topic, as the level of control is limited. Ultimately, influencers can put disclaimers and cautionary messages on their own content, along with the platforms they feature on having their own age-gating in place to try to ensure adult-only audiences. It is then the operators’ responsibility to ensure no underage gambling occurs on their sites, especially if viewers watching influencer content actually end up playing themselves.
As the industry continues to grow, with technology evolving along with it, the responsibility lies with everyone operating within it to try to ensure ethical practices. This includes immediately opting out of
collaborations if anything otherwise is ever suspected. YK: All forms of advertising need to be carried out responsibly and ethically. At BetGames we believe that it is essential to meet the advertising standards and requirements set in our certified markets, and continuously follow the advice of our B2C partners that communicate with players directly.
In most cases, influencers know the audience details through social media analytics tools, which works perfectly with brands targeting specific geo, genders, age and interests. •

MARK MCGINLEY: FUNFAIR GAMES IS STEPPING OUTSIDE OF THE NORM
AHEAD OF SBC SUMMIT BARCELONA, we caught up with FunFair Games CEO Mark McGinley to explore more about the studio's presence at the much anticipated conference
BY ERIN GALLAGHER
SBC: Given FunFair Games’ next-gen vision – would you argue that player demand has evolved far beyond what we’ve seen from the last 10 years? What direction do you see the industry taking when it comes to gameplay?
MM: I like the challenge that lies ahead of us which, in my opinion, is to create a new wave of games for a new generation of players whilst not forgetting about our existing player base. We often talk about the next generation of gamblers, but I think it’s important not to forget the large audience of players today.
When comparing the expectations of this new demographic to the previous generation, you’ll see that they’re quite contrasting. Therefore, we need to keep an open mind and not be afraid to step outside the norm and free ourselves to try new things.
The challenge ahead excites me and this was a big reason as to why I moved away from the more traditional side of the industry and entered into this new fast emerging space.
SBC: As FunFair Games returns to SBC Summit Barcelona, talk us through your plans for the show – what do you have planned for this year’s conference?
MM: We're really looking forward to attending this year's SBC Summit in Barcelona. This will be our fourth
industry event in five months, so it’s been a very busy period for us. With the Covid-19 pandemic impacting the industry’s event calendar in recent times, it's great to be on the road again, networking and meeting delegates face to face. It’s easy to forget just how important meeting people in person is as I believe it allows for more effective communication and helps build strong relationships. It’s also a great opportunity for us to share our views and expertise with industry colleagues, whilst also learning more about the latest trends and developments.
This year, we’ll be showcasing our upcoming title Hugo: Up & Away, as well as recent release Dig It and of course our entire catalogue of fan favourites. We always look forward to attending these events, and the SBC Summit Barcelona is a great event, offering an agenda of thoughtprovoking panels and high-level presentations from peers.
We’ve had a very busy year so far and with a packed Q4 schedule ahead of us, it doesn’t look like things will be slowing down anytime soon. That being said it’s been a very informative, positive and productive period for us with several exciting new business opportunities now reaching final stages - so watch this space.
SBC: Given your appointment as CEO and your vision for the company – what makes this year special for FunFair Games to attend? Can we expect any exciting announcements?
MM: I’m thrilled to say that we’ve covered a huge amount of ground in a very short period of time, during which we’ve learnt a lot. Now it’s time for us to apply those learnings accordingly into the next leg of the journey.
We’re currently in the process of evolving and expanding our business, so this is a hugely exciting time for everyone at the company. We’re a very ambitious group and we have big plans to take our business to the next level. There's a huge opportunity ahead of us and it’s one we plan to grab with both

hands. I’m confident that the industry will see a very different FunFair Games in 2023.
SBC: Looking at the shortlist for this year’s SBC Awards – there’s plenty of talent competing to be named Rising Star in Casino Innovation. What makes FunFair Games stand out as a true differentiator in the casino space?
MM: True innovation in the real money casino space is hard to come by. At FunFair Games we seek to establish ourselves as a pioneer with our unique and diverse portfolio, consisting of non-traditional and arcade-style content such as our suite of multiplayer crash games.

This is still a new and emerging gaming vertical in the real money casino space, and one we’re constantly learning more about. Our target audience has a different set of requirements and expectations. Therefore we try our best to fulfil their preferences and plan to continue doing so, with a growing portfolio of diverse features, mechanics and game types.
What makes us stand out is our games’ appeal, due to the high level of craftsmanship that goes into all of our products which build on strong technical foundations. Real-time multiplayer crash games aren’t easy to produce, and often the simplicity of the game can undermine the technical challenges involved in developing such games. I like to think that we’ve taken the crash-game mechanic and added our own twist to it, giving our titles a strong identity. Like any good studio we listen, learn and adapt. I’m excited to see the studio grow and evolve further in 2023.
SBC: Are there any exciting releases we can expect in 2022 and beyond?
MM: We have just released the aforementioned Dig It, which is another creative take on the thrilling crash mechanic we’ve explored previously, but this time it will be presented in a very different visual format. To continue this successful output, we’ll be releasing Hugo: Up & Away on the w/c 26th of September as part of our recently announced partnership with 5th Planet Games.
Building on the successful mechanics seen in our hit title, AstroBoomers: To The Moon! players can rest assured that we’ve taken what we know and have looked to enhance the player experience accordingly.
The star of the show this time is the iconic Scandinavian cartoon character, Hugo from Danish 5th Planet Games’ hit interactive live TV game show from the 90s, which was aired in more than 40 countries. Delivering a fantastic communal experience, bringing players together as the adorable troll navigates the stormy sky and avoids the fatal lightning which can put a stop to his journey, this captivating title promises a high-octane, yet simple-to-play gaming experience.
The team are now busy cooking up the next wave of new and exciting games which will see us expand our portfolio even further, with a unique assortment of features, mechanics and a diverse suite of game types that we firmly believe will be a big hit with players in 2023.
It’s definitely an exciting time for FunFair Games, with a lot going on and plenty more to come in the weeks and months ahead. But for now, our focus is on the forthcoming event in Barcelona. So if anyone would like to know more about FunFair Games or arrange a meeting, then please don’t hesitate to reach out. Alternatively, you can drop by and say hello to the team and I at stand G9 in the Casino & Gaming Zone. •
Mark McGinley, CEO of FunFair Games, and his team will be present at this year’s SBC Summit in Barcelona, where the innovative game studio will be showcasing its latest up and coming game Hugo: Up & Away, whilst hoping to take home the Rising Star in Casino Innovation/Software award, having made the shortlist in July.
DAVID MANN: STAYING AHEAD OF THE CURVE ON MOBILE-FIRST TITLES
WITH AROUND 80% OF ALL ONLINE CASINO GAMING
now being conducted via smartphone or tablet, SBC Leaders sat down with David Mann, Chief Executive Officer at Swintt, to discover how they’ve managed to stay ahead of the curve without alienating the conventional desktop player
BY ERIN GALLAGHER

SBC: Why do you think we’ve seen such an increase in mobile gaming? Is it due to more people having mobile devices, improvements in technology or a combination of both?
DM: I would say it comes down to a combination of more people having mobile devices and software developers generally becoming more savvy about the best ways to implement mobile technology.
These days, the number of people that own a smartphone worldwide is around 6.64 billion, with this figure accounting for roughly 83.37% of the global population. When you consider that back in 2016 the global smartphone penetration rate only accounted for roughly 50% of people worldwide, that’s a huge amount of growth in a relatively short space of time. This means there’s already a huge mobile audience out there that software developers need to be aware of, and it’s very important to keep up with the latest technology trends to make sure they’re accounted for.
When you look at apps like Facebook and Instagram, we’re seeing improvements for mobile being made on an almost daily basis and users are constantly having to update their device to ensure they get the best experience. For game developers like Swintt, the challenge is no different. We need to be aware of exactly what the latest technology is capable of and how player preferences are evolving as smartphone usage becomes more common. By doing so, we can better understand the needs of mobile players and tailor our products to keep up with the market.

SBC: What have been the biggest changes you’ve made to ensure Swintt’s games are compatible across mobile devices?
DM: Funnily enough, the outlook at Swintt hasn’t really changed all that much since the company was founded in 2019. Mobile has always been a major focus for us and that’s as true today as it was back then. When SwinttLive was first created, all games were developed using a mobilefirst approach and the same can definitely be said of our slots. When designing

games, we always ensure they can adapt to fill the whole screen on most mobile devices and we also place a strong emphasis on the user experience to allow for things like onehanded play.
One of the big challenges in this respect is that we in the gaming industry mainly work on desktops. We’re sat in front of our screens and laptops every day for almost 40 hours a week, but we always have to keep in mind that this isn’t necessarily how the end user experiences our product.
Testing our games on mobile is therefore very important as we need to understand how they look and play on these devices. It’s vital that we don’t assume players consume our games in the same way that we develop them, so getting into this mobile-first headspace allows us to put ourselves in their shoes and create a product that really works for the smartphone market.

SBC: How much of a portion does mobile gaming make up in the Swintt offering?
DM: According to a 2020 study by the European Business Review, as much as 70% of annual online betting revenue on the continent came from mobile gambling. Two years later, that figure is now thought to be closer to 80% – and we definitely see these trends reflected in how players use Swintt products in certain markets.
This is true for both live casino games and slots, with the former actually seeing a slightly higher proportion of players accessing them
from smartphones or tablets. With this in mind, we’ve ensured that all SwinttLive games feature fast and reliable mobile-optimised streaming and seamless, high-definition gameplay that’s completely free from lag. The user interface, meanwhile, is also developed with mobile players in mind and offers a range of settings and touch screen betting options that make it perfect for one-handed play.
The same can also be said for slots in our Premium and Select ranges, which boast all of the functionality of the desktop versions in an enhanced mobile package. Featuring reactive displays that adapt to fill every inch of the screen, players are able to enjoy a fully immersive experience that utilises cutting-edge graphics and sound to push current smartphone technology to its limits.
SBC: Does this present any challenges when it comes to localisation of content?
DM: Yes, because obviously smartphone penetration varies a lot by region. In some emerging markets where online casino is relatively new, there’s a greater tendency for players to gravitate towards desktop usage, either because the mobile technology isn’t yet there or the service is unreliable.
This isn’t always the case, however, and the Latin America region makes for a very interesting case study. Despite it still being an emerging market, smartphone usage there is actually very high at around 69% - presumably because of the affordability and availability of smartphone devices compared to regular home PCs – so we have to be aware that players in this region already have the technology available to them and will naturally be
pretty receptive to our mobile-first products.
Nevertheless, when creating localised content we always have to keep the current state of each market in mind. While the global trends suggest that mobile play will continue to dominate online casino gaming in future, some countries may not be there quite yet and we have to put equal care into our desktop offering to ensure a wide cross-section of players is catered for in all our markets.
SBC: We’re seeing more companies venture into the world of mobile gaming. Does this mean that desktop should be taking a back-seat or does this vertical still have relevance for players?
DM: As I touched on in my previous answer, at Swintt we always do our best to cater for the whole market. We think it’s important that our games satisfy as wide a cross section of players as possible, so it’s essential we continue developing for desktop even as mobile usage increases.
If you consider that 80% of online casino gaming is now conducted on mobile, that still leaves 20% of users who are currently playing via desktop. That’s a large percentage. So while we believe player preferences are leaning towards mobile, we’ll continue delivering for desktop users too.
SBC: Given that the mobile-first approach is becoming an increasingly important strategy for slot developers, how big of an appeal does onehanded play have on mobile slot gaming?
DM: I think that people on mobile mainly use one hand in anything they do, so all applications – including those outside of gambling – need to be created with this in mind. As such, it’s very important to make sure onehanded play is possible in our games, just as we have done for our SwinttLive titles and many of our slots too. We’re currently looking into ways to make this more feasible, such as including options that enable users to switch games into one-handed play mode.
Another aspect of the mobile-first approach is looking at how our games are actually laid out. Our Candy Gold slot is a good recent example of this, because for that title we adjusted the reel configuration to ensure the game was more mobile friendly. While a lot of our slots use a 5x3 reel matrix – which is perfect for the 16:9 screen ratio – we switched it up in Candy Gold to create a layout that worked better on vertical displays and it proved a popular release with mobile players.

SBC: What can we expect from Swintt over the next few months?
DM: We plan to continue our mobilefirst approach to game development by rolling out a number of exciting new releases that are designed with smartphone users in mind. Having been shortlisted for the Innovation in Mobile category at the SBC Awards 2022,
we’re really investing a lot in this area and hope our efforts will be recognised by the judges when they see what we’re working on.
Another major focus area for us will be the continued development of our gamification tool, SwinttGamify. Although already optimised to work across all smartphones and tablets, we’re planning a number of improvements for the tool to make it even more intuitive for mobile players, with enhanced one-handed navigation allowing them to easily continue their challenge progress.
Finally, having been preparing to offer Swintt products at UKGC-licensed online casinos, we’re looking forward to establishing our brand in what is an incredibly important new market for us. Over the coming months, we hope to be able to bring you further updates on a few of the partnerships we have in our pipeline plus news on some exciting UK-focused releases. •
BGaming Miss Cherry Fruits
Basic Info: It’s watermelons and cherries galore in this fruity slot title as BGaming brings the party with Miss Cherry Fruits Jackpot Party. Adorned with disco ball respins, wilds and free spins, this 5×3 reel slot includes 25-paylines and bonus features - with symbols represented by lemons, plums, grapes and… you guessed it, cherries. During the disco balls respin mode, players get three free spins and the chance to win an increasing number of multipliers depending on the amount of additional disco balls that land on the reels after the six initial balls have triggered the feature. In the bonus star free spins feature, only medium and high value symbols can drop onto the reels. An additional eight free spins will be added to the initial free spins if a further three bonus stars drop onto the reels. The number of retriggers has potential to be limitless.

Reels: 5x3 RTP: 95.51% Volatility: Medium - High Key Features: Disco balls respin mode with increasing multipliers and retriggering free spins Kate Puteiko, Product Marketing Lead at BGaming, commented: “Our Miss Cherry Fruits has won the hearts of players worldwide and is ready to bring them even more luck.
“Hold&Win games have become very popular among slot lovers of all types, and I believe our new title will strike a chord with fans of traditional games and those who prefer modern releases.”
Lady Luck Games Valholl Wild Hammers
Basic Info: Get ready for the return of the Vikings as Lady Luck Games traverses the Nordic seas in Valholl Wild Hammers. With 20 paylines and a maximum win of up to x17,000 the player’s stake, this title sees two hammers placed at the top of random reels at the start of every round. Depending on their position, they can trigger one of three bonus features - a wild lightning feature, free spins or sticky wilds. Low-value symbols in the game are represented by red, brown, yellow, blue and white shields. These symbols can offer between x0.2 and x1.25 the player’s stake. High-value symbols come in the form of different characters’ faces via a blonde woman, young viking, red haired male and older viking. If the right amount of matching combinations land on a single turn then these symbols can offer between x1 and x5 the player’s stake.

Reels: 6x4 RTP: 94.3% Volatility: High Key Features: Wild lightning feature with expanding wilds and free spin modes with sticky wilds.
Mads Jørgensen, Co-Founder and Chief Executive Officer of LL Lucky Games, said:
“We’re extremely proud to introduce the world to Valholl Wild Hammers, a game that’s been high on our list of priorities for some time following the incredible success of Valholl Hall of the Slain.
“The original boasted a whole host of much-loved features and mechanics, this time we’ve gone even further by making them bigger, better and more lucrative. Something we know will go down incredibly well with players as they tackle this wonderful Norse adventure.”
