Green Lantern (Progressive Jackpot From Playtech) Play for Free

Playtech
Casino Software
243
Paylines
5x3 Reels
Reels
0.01 to 50.00
Coin Value
Progressive Jackpot
Jackpot
Medium
Volatility
Progressive Jackpot
Slot Type
Desktop
Tablet
Mobile
94.95
RTP (%)
Playtech Green Lantern Free

FREE PLAY CURRENTLY UNAVAILABLE

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Progressive Jackpot Green Lantern Short Description

You can of course take advance of our Green Lantern Free Play. Did you know Green Lantern is Ranked 300 of 13213 games using our SLOTRATED algorithm. We have 210 slots from Playtech published and available for you to play. This is from a total of 667 games in our database.

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How to Play Green Lantern Slot

5-Reel 243-Way Slot

The objective of Green Lantern™ is to obtain winning symbol combinations by spinning the reels.

TO PLAY THE GAME

  • This game is played with a fixed number of 243 Ways to Win.Your total bet per game round is the coin value × 40.
  • Before entering the game, there is an Intro video.
  • Click CONTINUE on the Splash screen to enter the main game.
  • Click “+” or “−” next to COINS to change your coin value and the total bet.
  • Click the TURBO MODE button to switch the Turbo Mode on or off. When turned on the reels spin faster.
  • Click the SPIN button spins the reels with the currently selected coin value.
    • Select the number of spins to be played automatically or choose UNTIL FEATURE to spin until the Free Games or DC Super Heroes Jackpot feature is triggered.
    • Click on an option to start the Auto play function. During the Auto play mode the AUTO PLAY button changes into STOP. Click the STOP button to stop Auto play mode.
    • The number of auto spins left is displayed above the smaller STOP AUTOPLAY button, unless you've chosen the UNTIL FEATURE option.
  • The paytable can be accessed via the “i” INFO page or the Menu.

ABOUT PAYOUTS

  • Wins are calculated according to the Paytable which can be accessed by the i-button or via the Menu.
  • Way win = coin value × corresponding multiplier according to the Paytable..
  • All payouts are the coin value multiplied by the value for the win on the Paytable.
  • The accumulating winnings and all Ways wins are shown for each winning spin. In the case of large wins, a Win popup opens displaying the total spin revenue.

ALL-WAYS FEATURE

There is a fixed number of 243 Ways to Win on every spin.

3 or more matching symbols appearing in any positions on consecutive reels, starting from the leftmost reel, will form a win.

The exception to this rule is the Hal Jordan, Guardian, and Sinestro symbols, for which 2 or more symbols are required.

WILD SYMBOL

The Green Ring and the Yellow Ring are the WILD symbols.

WILD symbols can stand for any other symbol. The Green Ring WILD symbol can only land on reels 2, 3, 4 and 5 and does not appear in Fear Fight Mission. The Yellow Ring WILD symbol can only land on reels 2, 3, 4 and 5 and only appears in Fear Fight Mission.

COLLAPSING REELS FEATURE

When the reels spin a new Wave of symbols lands on the reels. The symbols in any winning combinations will explode after the winnings are awarded (except for Yellow Ring symbols, which cannot explode). The remaining symbols on the reels will then fall down, filling in the gaps left by the removed symbols, and new symbols will fall down from the top of the reels. This is referred to as a collapse, and it creates a new Wave of symbols.

A Wave may create new winning combinations, causing another collapse that leads to another Wave.

GREEN LANTERN POWER BAR

The Green Lantern Power Bar replaces the SPIN button when a spin produces a win, and a section in the Power Bar will fill up. Each consecutive winning Wave fills another section of the Power Bar. The number of filled sections is referred to as the Power Bar's charge.

This Charge increases when 4, 6 and 8 sections of the Power Bar have been filled.

4 or more consecutive winning Waves triggers 1 of 3 Free Games features at random. The triggered feature is affected by the Power Bar's charge (more information is below).

There are 3 charge levels:

  • Charge 1: 4 or 5 filled Power Bar sections
  • Charge 2: 6 or 7 filled Power Bar sections
  • Charge 3: 8 or more filled Power Bar sections

The Power Bar is empty at the start of each spin.

FREE GAMES FEATURE

4 or more consecutive winning Waves trigger 1 of 3 Free Games features at random: Fear Fight Mission, Training Center Mission or Secret Sector Mission. Tap CONTINUE to commence the triggered feature.

FEAR FIGHT MISSION

In Fear Fight Mission the Yellow Ring WILD symbol replaces the Green Ring WILD symbol. Free games occur indefinitely, and all symbols explode after landing except for the WILD symbols.The feature ends when the number of WILD symbols on the reels reaches the limit. The Power Bar charge determines the WILD symbol limit:

  • Charge 1: 5 WILD symbols
  • Charge 2: 6 WILD symbols
  • Charge 3: 8 WILD symbols

The CURRENT WILDS field at the top-left of the screen displays the number of WILD symbols currently on the reels. The WILDS LIMIT field at the top-right of the screen displays the WILD symbol limit.Tap CONTINUE on the win summary at the end of the feature to return to the main game.

Click CONTINUE on the win summary at the end of the feature to return to the main game or wait till the screen disappears automatically.

TRAINING CENTER MISSION

10 free games occur in the Training Center Mission. At the start of the feature the Green Lantern adds extra WILD symbols to the reel strips. The Power Bar charge determines the number of extra WILD symbols added.The FREE GAMES field at the top of the screen displays the number of free games remaining.

Click CONTINUE on the win summary at the end of the feature to return to the main game or wait till the screen disappears automatically.

SECRET SECTOR MISSION

10 free games occur in the Secret Sector Mission. A dynamic win multiplier applies to each free game. The win multiplier increases after each winning Wave. The amount of each increase is referred to as the step multiplier. The Power Bar charge determines the initial win multiplier and the step multiplier:

  • Charge 1: ×2 initial multiplier and +1 step multiplier
  • Charge 2: ×2 initial multiplier and +2 step multiplier
  • Charge 3: ×3 initial multiplier and +2 step multiplier

When a Wave produces no wins the win multiplier resets to the initial value. The maximum multiplier differs in all 3 charges.

The INITIAL MULTIPLIER field at the top-left of the reels displays the value of the win multiplier at the start of the feature. The STEP MULTIPLIER field at the top-right of the reels displays the amount by which the win multiplier increases with each winning Wave.

Click CONTINUE on the win summary at the end of the feature to return to the main game or wait till the screen disappears automatically.

DC SUPER HEROES JACKPOT

The DC Super Heroes Jackpot is a multi-level mystery progressive jackpot that is linked to the DC Super Heroes series of games. A small percentage of each bet placed in any of the DC Super Heroes games is added to the progressive jackpot. The percentage of all bets placed is split between four jackpot levels, which are displayed in the upper part of the game screen, above the reels.

Triggering the jackpot game is possible at any bet size. The larger the bet placed, the greater the chance of triggering the jackpot game.

Entering the jackpot game guarantees a win of one of the four jackpots: Mini Jackpot (Green), Minor Jackpot (Blue), Major Jackpot (Yellow) and Grand Jackpot (Red). The four different jackpot levels represent different prize amounts, with the Mini Jackpot awarding the smallest prize and the Grand Jackpot awarding the largest.

The jackpot game screen features a selection grid with 20 hexagonal cells. Picking a cell reveals one of the four energy colours, each one corresponding to one of the four progressive jackpots: Green for Mini Jackpot, Blue for Minor Jackpot, Yellow for Major Jackpot and Red for Grand Jackpot. When a colour is revealed, it fills one of the energy balls under the relevant jackpot field. Each one of the jackpots requires a different number of energy balls filled in order to be won: 2 balls for Mini Jackpot, 3 balls for Minor Jackpot, 4 balls for Major Jackpot and 5 balls for Grand Jackpot.

The player picks cells from the grid until the required number of balls in the same colour have been selected to win one of the jackpots. Once all matching balls have been collected, the corresponding jackpot level will be awarded. Clicking Continue ends the jackpot game and returns the player to the main game. The jackpot winnings are added to the main game winnings from the triggering spin (if any) and are displayed in the Win field, together with any other winnings.

The DC Super Heroes Jackpot game has a timeout timer. If a matching set of balls is not collected by the player before the set amount of time elapses, cells will be selected automatically and the corresponding jackpot will be awarded.

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