by ELK StudiosReleased Jun 25, 2024
Pirots go Wild West. A locked-up bandit duels the birds, a train heist drops feature symbols, and dynamite blows the 6x7 grid out to 7x8.

Game Type
RTP
94%
Volatility
High
Max Win
10,000x
Grid
6x7-7x8
Reels
6
Rows
7
Paylines
Cluster Pays (CollectR)
Min Bet
$0.2
Max Bet
$100
Hit Freq
25.2%

Pirots 3 moves the parrots from Dino World to a western town, and the new setting isn't just cosmetic. The Bandit is a fifth character locked in a cage on the grid. When a bird collects a Key symbol, the Bandit breaks free and starts collecting gems of any color - not limited to one type like the four birds. He also picks up all feature symbols in his path.
The catch: when the Bandit lands adjacent to a bird, a duel triggers. If the Bandit wins, that bird is eliminated and the Bandit keeps collecting. If the bird wins, the Bandit's escape ends and everything he accumulated pays out. If the Bandit defeats all four birds, the entire grid gets cleared and a Coin Game triggers - coin bags dropping onto the grid with birds and the Bandit throwing lassos to catch them.
The Coin Game is effectively a bonus within a bonus. It only fires from a Bandit winning four consecutive duels (or a peanut feature clearing the grid), which makes it rare in organic play. The 50x X-iter buy guarantees entry.
Train backdrop positions sit on the left and right edges of the grid. When a bird collects a symbol on a train position and can reach the opposite side's train position, a Train Heist fires. The bird rides the train around the grid perimeter, picking up 1-3 feature symbols from red carts and coin bags from golden carts. It's a controlled injection of feature symbols at specific moments.
Showdown triggers when 2+ birds are adjacent. They separate and shoot in random directions, removing and collecting symbols in their paths. Three or more adjacent birds always trigger it. Two adjacent birds might trigger it. The shots can cut across the grid and collect gems that were too far away for normal orthogonal movement to reach.
Dynamite replaces bombs and meteors from earlier entries. Small dynamite expands the grid by one row or column (max 7x8). Large dynamite blows the grid to maximum size immediately. The starting 6x7 grid (42 positions) is already bigger than Pirots 2's 6x6 (36), and the 7x8 max (56 positions) gives more room for all these mechanics to interact.
Each Pirots entry adds complexity. Pirots 1 had four birds and gems. Pirots 2 added dinosaurs and popcorn bridges. Pirots 3 adds the Bandit, Train Heist, Showdown duels, and a Coin Game. The CollectR core stays identical - birds collect matching gems orthogonally, collection meters release feature symbols, upgrades push gem values higher. But the layer of features around that core keeps growing.
Peanuts replace popcorn (same function, western flavor) for bridging gaps. Coin symbols pay their face value times bet. Gem upgrade levels stay at 7 across four gem types. The 500x Super Bonus starts at max grid with all upgrades globally applied.
The question with Pirots 3 is whether the added complexity improves the game or just makes it harder to follow. The Bandit duels add genuine tension - losing a bird mid-round changes the collection dynamics. But tracking Bandit movement, bird positions, train triggers, showdown angles, and dynamite expansion simultaneously requires attention that casual play doesn't usually demand.