WHEELOF PIGSSPIN THE WHEEL
Wheel of Pigs game-show stage with prize wheel and pig characters

IRON DOG STUDIO · SPIN THE WHEEL

Mobile Experience

A mobile presentation needs to preserve both the wheel above and the coin grid below. Portrait layouts stack these layers, while landscape gives the reels and pig powers more horizontal room. The respin counter and current values remain close to the active feature.
OPEN WHEEL OF PIGS
95/93/91 RTPHIGH VOLATILITY10,000× MAX
HOLD & WINCASH 5×–500×JACKPOT 15×–5000×BLUE · PURPLE · RED

LIGHTS · CAMERA · WHEEL

Mobile Experience

A mobile presentation needs to preserve both the wheel above and the coin grid below. Portrait layouts stack these layers, while landscape gives the reels and pig powers more horizontal room. The respin counter and current values remain close to the active feature.

Portrait mode can stack the wheel, reels and controls in a vertical sequence. Landscape mode gives the upper wheel and lower grid a wider shared frame. Touch targets retain stable dimensions, while values, respin counters and pig states remain near the mechanic they describe rather than moving into a distant decorative panel.

Blue Pig power symbol for upgrading landed coin values

Blue Pig

Upgrades all landed coin values using a multiplier based on the coin count.

Purple Pig power symbol for collecting the cash sum

Purple Pig

Collects the cash sum displayed across all relevant symbols.

Red Pig power symbol granting four Hold and Win respins

Red Pig

Starts Hold & Win with four respins instead of three.

ROUND 01

The Game-Show Stage at a Glance

Counters, fixed coins, wheel position and pig colour create the practical state map. During Hold & Win, the respin count takes priority. During a wheel spin, the pointer and destination labels take priority. During a pig effect, the corresponding colour and value movement become dominant. This hierarchy keeps the show-like animation understandable.

For the wheel, coin grid and controls on phone screens, the current state is communicated before the next action. One or more Piggy Coins can provide a chance to trigger the main feature. Their appearance needs distinct feedback because a coin may be relevant both as a visible value and as the route toward the wheel. Animation can move attention upward without hiding the current reel result, allowing the interface to show why the feature is changing state.

ROUND 02

How Piggy Coins Connect to the Wheel

Portrait mode can stack the wheel, reels and controls in a vertical sequence. Landscape mode gives the upper wheel and lower grid a wider shared frame. Touch targets retain stable dimensions, while values, respin counters and pig states remain near the mechanic they describe rather than moving into a distant decorative panel.

For the wheel, coin grid and controls on phone screens, the current state is communicated before the next action. The wheel has three defined outcomes. Hold & Win opens the persistent-coin respin sequence. Cash Prize resolves within a range from 5× to 500×. Jackpot Prize uses a range from 15× to 5000×. Labels, colour blocks and a final pointer position distinguish these destinations before the selected value or feature is applied.

Wheel of Pigs giant prize wheel above the Piggy Coin reels
Piggy Coins lead toward the wheel
ROUND 03

Three Outcomes on One Feature Wheel

Wheel of Pigs separates the interface into two linked stages. The prize wheel occupies the upper area, while reels and Piggy Coins provide the active field below. This makes the trigger and the outcome part of one visual story: coins establish feature potential, the wheel selects a destination and the lower grid then presents Hold & Win or returns to the ordinary reel state.

For the wheel, coin grid and controls on phone screens, the current state is communicated before the next action. Hold & Win begins with three respins, and each new coin resets the counter. Coins remain fixed, making grid occupancy a visible record of progress. The counter communicates urgency while the held positions communicate accumulation. If Red Pig is active, the starting allocation changes to four respins, which must be shown before the first feature action.

ROUND 04

Holding Coins and Resetting Respins

One or more Piggy Coins can provide a chance to trigger the main feature. Their appearance needs distinct feedback because a coin may be relevant both as a visible value and as the route toward the wheel. Animation can move attention upward without hiding the current reel result, allowing the interface to show why the feature is changing state.

For the wheel, coin grid and controls on phone screens, the current state is communicated before the next action. Colour gives each pig a separate function. Blue applies an upgrade multiplier to all landed coin values, based on how many coins are present. Purple collects the cash sum of all symbols. Red changes the Hold & Win starting count. Keeping these powers visually distinct prevents a collection event from being mistaken for an upgrade or extra-respin state.

ROUND 05

Blue, Purple and Red Power States

The wheel has three defined outcomes. Hold & Win opens the persistent-coin respin sequence. Cash Prize resolves within a range from 5× to 500×. Jackpot Prize uses a range from 15× to 5000×. Labels, colour blocks and a final pointer position distinguish these destinations before the selected value or feature is applied.

For the wheel, coin grid and controls on phone screens, the current state is communicated before the next action. The official profile includes several value scales that should not be merged. Direct cash prizes use 5×–500×, jackpot prizes use 15×–5000×, and the overall listed maximum multiplier is 10,000×. The interface presents the selected feature value in context, while the game rules explain how the broader maximum can be reached.

Blue, Purple and Red pig powers shown as colour-coded symbols
Each pig controls a different effect
ROUND 06

Cash, Jackpot and Maximum Values

Hold & Win begins with three respins, and each new coin resets the counter. Coins remain fixed, making grid occupancy a visible record of progress. The counter communicates urgency while the held positions communicate accumulation. If Red Pig is active, the starting allocation changes to four respins, which must be shown before the first feature action.

For the wheel, coin grid and controls on phone screens, the current state is communicated before the next action. Counters, fixed coins, wheel position and pig colour create the practical state map. During Hold & Win, the respin count takes priority. During a wheel spin, the pointer and destination labels take priority. During a pig effect, the corresponding colour and value movement become dominant. This hierarchy keeps the show-like animation understandable.

ROUND 07

Keeping the Current Feature Readable

Colour gives each pig a separate function. Blue applies an upgrade multiplier to all landed coin values, based on how many coins are present. Purple collects the cash sum of all symbols. Red changes the Hold & Win starting count. Keeping these powers visually distinct prevents a collection event from being mistaken for an upgrade or extra-respin state.

For the wheel, coin grid and controls on phone screens, the current state is communicated before the next action. Portrait mode can stack the wheel, reels and controls in a vertical sequence. Landscape mode gives the upper wheel and lower grid a wider shared frame. Touch targets retain stable dimensions, while values, respin counters and pig states remain near the mechanic they describe rather than moving into a distant decorative panel.

ROUND 08

Bringing the Wheel to a Phone Screen

The official profile includes several value scales that should not be merged. Direct cash prizes use 5×–500×, jackpot prizes use 15×–5000×, and the overall listed maximum multiplier is 10,000×. The interface presents the selected feature value in context, while the game rules explain how the broader maximum can be reached.

For the wheel, coin grid and controls on phone screens, the current state is communicated before the next action. Wheel of Pigs separates the interface into two linked stages. The prize wheel occupies the upper area, while reels and Piggy Coins provide the active field below. This makes the trigger and the outcome part of one visual story: coins establish feature potential, the wheel selects a destination and the lower grid then presents Hold & Win or returns to the ordinary reel state.

Wheel of Pigs vertical game-show composition for mobile screens
The wheel and grid remain connected on mobile
Wheel of Pigs characters and coin symbols on the feature stage

SHOWTIME

Three pig powers. One giant wheel.

Counters, fixed coins, wheel position and pig colour create the practical state map. During Hold & Win, the respin count takes priority. During a wheel spin, the pointer and destination labels take priority. During a pig effect, the corresponding colour and value movement become dominant. This hierarchy keeps the show-like animation understandable.

PLAY WHEEL OF PIGS

QUICK REFERENCE

Wheel of Pigs product facts

ProductWheel of Pigs
StudioIron Dog Studio
FormatFeature slot
Page focusWheel of Pigs Mobile Experience and Touch Controls
Key elementsPrize wheel, Piggy Coins and Hold & Win
Device presentationResponsive desktop and mobile layout

FAQ

Wheel of Pigs questions

Wheel of Pigs is an Iron Dog Studio game built around Piggy Coins, a giant prize wheel and a Hold & Win respin feature.

Iron Dog Studio is the official studio listed by 1X2 Network. Hold & Win begins with three respins, and each new coin resets the counter. Coins remain fixed, making grid occupancy a visible record of progress. The counter communicates urgency while the held positions communicate accumulation. If Red Pig is active, the starting allocation changes to four respins, which must be shown before the first feature action.

Landing one or more Piggy Coins creates a chance to activate the Wheel of Pigs Feature.

The wheel can award Hold & Win, a Cash Prize or a Jackpot Prize. The official profile includes several value scales that should not be merged. Direct cash prizes use 5×–500×, jackpot prizes use 15×–5000×, and the overall listed maximum multiplier is 10,000×. The interface presents the selected feature value in context, while the game rules explain how the broader maximum can be reached.

The standard Hold & Win sequence starts with three respins.

Every additional coin remains fixed and resets the counter, extending the sequence. Portrait mode can stack the wheel, reels and controls in a vertical sequence. Landscape mode gives the upper wheel and lower grid a wider shared frame. Touch targets retain stable dimensions, while values, respin counters and pig states remain near the mechanic they describe rather than moving into a distant decorative panel.

Blue upgrades all landed coin values with a multiplier based on the number of coins.

Purple collects the cash sum of all symbols. One or more Piggy Coins can provide a chance to trigger the main feature. Their appearance needs distinct feedback because a coin may be relevant both as a visible value and as the route toward the wheel. Animation can move attention upward without hiding the current reel result, allowing the interface to show why the feature is changing state.

Red grants four respins instead of the standard three.

The direct cash prize range is 5× to 500×. Hold & Win begins with three respins, and each new coin resets the counter. Coins remain fixed, making grid occupancy a visible record of progress. The counter communicates urgency while the held positions communicate accumulation. If Red Pig is active, the starting allocation changes to four respins, which must be shown before the first feature action.

The jackpot prize range is 15× to 5000×.

The official page lists RTP variants of 95, 93 and 91. The official profile includes several value scales that should not be merged. Direct cash prizes use 5×–500×, jackpot prizes use 15×–5000×, and the overall listed maximum multiplier is 10,000×. The interface presents the selected feature value in context, while the game rules explain how the broader maximum can be reached.

The stated maximum multiplier is 10,000×.