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Scarab Link
Similar Games:
Scarab Grand, Moon Spirit, Scarab Ultra, Fruit Charge, Magic Wishes, Happy 8’s and Jolly 8’s, Super Lit Vegas, Zorro Power of Z, Dragon Spell, Golden Jungle Grand, Wheel of Fortune Wild Spin (Vacation and Night Life), Diamond Mania, Golden Egypt Jackpots
Risk Scale:
Green (will never take more than nine spins to complete)
Minimum Play:
Similar logic as Scarab, but you’ll want more glowing ovals than you would on the original for whatever spin number you are on. An oval-and-a-half per-game number would be a good starting point after spin three of 10. So around six ovals, with most in the first three reels, would usually be a minimum play on spin four of 10.
Other:
Not a clone or near-clone of Scarab like some of the other games discussed.
This doesn’t play the same way as the original Scarab that we all know and love and can be found in just about every casino. No, Scarab Link will often show solid-looking plays that you’ll ultimately lose on. You should still play it, as some really nice finds and run-outs will lead to solid wins, but just know that you’ll lose sometimes on boards that seem like can’t-misses.
For instance, something like this would be a screen-shaking win every time on the original Scarab:
You can see that I have 10 banked wilds on spin nine of 10 and many of the wilds are in favorable spots (the first three reels). But that 10th spin on Scarab Link won’t turn all of those glowing ovals wild; instead, some will go toward a secondary feature called the “hold & spin” feature. It might as well be called the “hold & pray” feature, because you need six or more of them on that 10th spin to get awarded that secondary bonus.
Many times, you’ll wind up with a board like this, where you miss out on that feature and end up blocking what would otherwise be promising line hits:
You can see I have a good number of wilds, but many of the paylines are blocked by those blue “hold & spin” spaces. But to get that secondary bonus, I need six or more of them, so I’m out of luck. That said, even if the game can be frustrating to play, you’ll reach enough “hold & spin” bonuses to make up for all the air-balling you’ll do along the way.
Generally, play it close to as you would the original Scarab. The later in the spin cycle — all glowing ovals will be activated on game 10, which can be seen in the bottom-right corner — the better. If it has game 10 of 10, which is what you’ll see most often, don’t play that bet. Generally, you want those glowing ovals in the first three reels, but there are exceptions if you happen to have six-plus in the fourth and fifth and not many more spins needed until game 10.
Play around with it a bit. If you do play on game one of 10 through game five of 10, hopefully you have at least six or so glowing ovals, primarily in the first three reels.
Here’s my footage of Scarab Link: