4 Supershiny Diamonds: Hold and Win Slot Review
by PlaysonReleased Aug 6, 2026
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Four diamonds, four different ways to bend a hold-and-win round. Multi drops a x2/x3/x5 set on the board, Charge opens six extra cells, Collect sweeps everything into itself, and the gold Super Diamond stretches the reels from 5x3 to 5x5 for a 10,000x jackpot shot.

Specifications
| Game Type | Slots |
|---|---|
| RTP | 95.7% |
| Volatility | Very High |
| Max Win | 15,000x |
| Grid | 5x3-5x5 |
| Paylines | 5 Fixed Paylines |
4 Supershiny Diamonds: Hold and Win Slot Overview
A gem-encrusted fruit machine where four different diamonds each bend the bonus round a different way. The reels themselves are old pub-slot furniture, red sevens and gold bells and BARs and cherries, spinning on a 5x3 grid with five fixed paylines. Everything modern happens above them.
Three coloured diamonds hang over the cabinet, violet Multi, blue Collect and green Charge, and any one of them drops you into a hold-and-win round shaped by whichever of them showed up. The gold Super Diamond is the fourth, and it is the one the title counts to: it opens a larger version of that round on reels that stretch to 5x5. Top prize is 15,000x the bet. Which is a separate number from the 10,000x Super Jackpot, the game's biggest single award but not its ceiling, and the two get run together constantly.
Theme & Design
Black background, violet lightning forking behind everything, and a heap of loose coloured gems piled along the top edge of the reel frame like spoil from a mine cart. Three enormous cut diamonds sit on that heap with their names carved across them, and a fourth, much bigger and gold, burns behind and above the other three. Down the left edge five prize plates stack in tier colours, gold SUPER through red GRAND, green MAJOR, blue MINOR and purple MINI, each showing live cash rather than a multiplier.
The symbols are standard gloss: thick-outlined watermelon and grapes, a purple plum, a gold bell, a chunky gold BAR. Rendered well, but not designed for this game in particular. There is no setting and no story, just jewels under purple lightning, and the art has exactly one job, which is to make the diamonds above the reels look more important than the reels. That job it does. Anyone who has played Playson's other Hold and Win titles will still recognise every brushstroke.
Symbols & Paytable
| Symbol | Payout |
|---|---|
| Wild (red 7) | 50x / 10x / 4x for 5/4/3substitutes everything except the Diamonds, so it can never help trigger a bonus |
| Bell | 50x / 10x / 4x for 5/4/3joint top line pay with the Wild and the BAR |
| BAR | 50x / 10x / 4x for 5/4/3 |
| Watermelon | 25x / 7.5x / 2.5x for 5/4/3 |
| Grapes | 25x / 7.5x / 2.5x for 5/4/3 |
| Orange, Lemon, Plum, Cherry | 10x / 3x / 1x for 5/4/3the four low symbols share one row of the paytable |
| Diamond (white) | 1x to 10x, or 12x, of the total betpays only inside the bonus rounds and the value ladder skips 11x |
| Super Diamond (gold) | random 7x to 10xlands only in the main game, pays only in the Super Bonus Game |
Features & How They Work
The Bonus Game
The round starts off any Multi, Collect or Charge Diamond in the main game, and more than one can arrive on the same spin, which is how a round ends up running two or three features together. Whichever Feature Diamonds triggered it then top the board up to six regular Diamonds before anything spins. You get three respins, and every new symbol that sticks resets the counter back to three. It ends when the respins run out or the 15 cells fill, and only then are all the Diamond values added together and paid.
Each regular Diamond carries a value between 1x and 12x the total bet, printed on its face. Fill the whole board and the Grand Jackpot lands with it.
Multi, Collect and Charge
Multi (violet) drops a fixed set of x2, x3 and x5 onto three empty cells. If no empty cells remain they land on top of existing multipliers and the values add together. The Multi Diamond then takes a value of its own, 2x to 10x. Those multiplier cells are applied to every symbol value on the board at the end of the round, which is what turns a scrappy-looking board into a payable one.
Charge (green) opens six extra cells, and whatever Diamonds or Prize Diamonds appear in them are absorbed into the Charge Diamond rather than paying separately. Collect (blue) sweeps every Diamond value on the reels into its own. Order matters: multipliers apply before Collect gathers, so a Collect arriving after a Multi picks up the inflated figures, not the raw ones. There is also an Extra Feature Symbol that appears only inside the round, transforms into a random Feature Diamond, and either activates a new feature or reinforces the one already running.
Super Bonus Game
The gold Super Diamond lands only in the main game and pays nothing there. When it triggers, the reels grow from 5x3 to 5x5, a blank row appearing above and below, and every Diamond from the triggering spin stays exactly where it sat. Twenty-five cells instead of fifteen. The Super Diamond then adds random Multi, Charge, Collect or plain Diamonds until six are on the board, activating new features or upgrading existing ones, so this version tends to run several Diamond Features at once. It also takes a value of 7x to 10x for itself, and this is the only mode where it pays anything at all.
Five fixed jackpots
None of them are progressive. They are flat multiples of the total bet, so they scale with stake and nothing else. Mini pays 15x, Minor 30x and Major 100x, each arriving at random through a matching Prize Diamond inside either bonus round. Grand pays 3,000x for filling all 15 cells of the standard round, or the inner 5x3 Grand Section of the expanded one. Super pays 10,000x and only the 5x5 board can produce it, all 25 cells filled. Fill that board and the 10,000x replaces the accumulated Diamond values instead of stacking on top of them.
Extra Bet and the 100x buy
Extra Bet is a toggle that lifts the stake to 1.5x and raises how often the Bonus Game triggers. The bonus buy is one card at 100x the total bet, and it really is one card: it hands over the Bonus Game with one, two or three Diamond Features plus a shot at the Super Bonus Game, but the number of features is randomised rather than a tier you select. Both the buy and the Extra Bet run on their own RTP figures, and the game displays neither of them anywhere.
Screenshots

How 4 Supershiny Diamonds: Hold and Win Plays
The base game is a waiting room. Five fixed lines on a 5x3 with a top line pay of 50x means the fruit and the bells are there to fill time, not to build a balance, and the Wild is no help toward the thing you actually want. What the base game does do is dangle. Diamonds land there showing a cash value printed right on them and pay nothing at all, so you sit and watch a 3.00 diamond parked on reel five while the spin resolves for zero (either good tension or mild cruelty, depending on the day).
Then a round starts and the tempo flips. Three respins is not many, and the reset-on-every-new-symbol rule makes each one binary: something sticks and you carry on, or nothing does and you are two spins from the end. The jackpot plates rearrange into a countdown showing how many more Diamonds stand between the board and the Grand, a small touch that does a lot of work once the grid is half full.
What it will not do is stretch. A one-feature round on a board of 1.00 and 2.00 Diamonds is over in well under a minute, and that is probably the honest median here rather than the unlucky exception. Almost all the variance sits in whether features stack, and the Super Diamond is rare enough that plenty of sessions never see the 5x5 board.
Pros & Cons
Pros
- Four diamond types that stack, so one round can run several features at once
- The Super Diamond adds a whole second bonus mode on an expanded board, not just a bigger number
- Jackpots are fixed multiples of your own bet rather than a shared pool, so they scale with stake
- Multipliers applied to the entire board at the end can rescue a board full of 1x Diamonds
Cons
- Base game is thin: five fixed lines, a 50x top line pay, and Diamonds that pay nothing until the bonus
- The Wild does not substitute for Diamonds, so it never brings you closer to a trigger
- 95.70% RTP sits below where most 2026 releases land
- 100x is a lot to pay for a round that frequently runs a single feature
Is 4 Supershiny Diamonds: Hold and Win Worth Playing?
The four-diamond idea earns its place. Playson has been shipping versions of this hold-and-win engine for years and most differ by one cosmetic layer, but stacking Multi, Collect and Charge inside a single round, then adding a fourth diamond that changes the size of the board, gives the bonus more shapes than these usually have. The Collect-after-Multi ordering in particular rewards paying attention to what lands when.
The cost is an RTP of 95.70%, under where most current releases sit, on a game whose main mode gives you little to do between bonuses. Anyone who knows 3 Supercharged Diamonds will find the same math block here on a bigger grid with a second bonus mode attached. And 100x is a steep way in when a bought round so often produces exactly one feature, so the Extra Bet at 1.5x is the slower but far kinder route.
Frequently Asked Questions
What is the maximum win on 4 Supershiny Diamonds?
How do you trigger the Bonus Game?
What is the RTP and volatility of 4 Supershiny Diamonds?
How do you reach the Super Bonus Game?
Can you play 4 Supershiny Diamonds for free, and what is the age limit?

Reviewed by Arina, PR & Content Manager
PR & Content Manager at SlotsReach
Published 7 Aug 2026 · Updated 7 Aug 2026