Wild Toro 2 figures, and who states each one
Wild Toro 2 is a game whose numbers come from two different kinds of place, and mixing them is how most pages about it end up slightly wrong. The studio's product page states the shape: five reels, five rows, expanding reels, walking Wilds, respins, progressive multipliers, the row ceiling, the named feature and the paid menu. It does not state a return. Everything numeric below is from catalogues and reviews, and this page says so each time.
Short answers, before the long ones
- Studio ELK Studios
- Grid 5 reels, 5 rows, growing to 8
- Connecting ways 259 at the start, 502 at full height
- Return, per catalogues 95 per cent, with one outlier
- Ceiling, per catalogues 10,000 times the stake
- Variance, per catalogues high
- Stake range 20p to 100 per spin
Game info, and what kind of source each figure has
Two tiers, kept apart: the shape of the game, and the arithmetic around it.
The first tier is the studio's. A five reel, five row charging slot with expanding reels,
walking Wilds, respins and progressive multipliers; a row added per matador up to eight;
a named sequence called Toro Goes Berserk; a menu of five paid entries running from five
times the stake to a five hundred times Super Feature; and a note recommending a desktop
window of 1600 by 900 with a sixteen by nine ratio if it has to be scaled. None of that
is in dispute anywhere, and it is the part our own earlier build was written from.
The second tier is everything with a per cent sign or a multiplier on it. Returns,
ceilings, variance ratings, stake ranges and hit rates are not printed on the studio's own
page for this title, so they come from review sites and catalogues. Most of them agree
with each other; one does not, and on the figure readers care about most. The rest of this
page is organised around that distinction rather than around the numbers themselves.
The return, and the figure that does not match
Five sources say ninety-five. One says ninety-six and a half. Neither of those is ours to
declare correct.
Five independent places we checked list the return on Wild Toro 2 as 95 per cent: two
British review sites, a demo catalogue, a games database and an industry review desk.
Several of them volunteer that the figure is below the modern average and below the
original's, and one of them treats it as the main thing it holds against the game. That
is a coherent picture from unrelated sources, and it is the figure this site reports as
the common one.
One large catalogue instead lists 96.58 per cent for the same title. It is not a rounding
of 95 and it is not the original's 96.4 either, so it cannot be reconciled with the rest
by arithmetic. There are ordinary explanations — a configurable build, a figure copied
from a sibling title, or simply an error — and we cannot tell which from outside. What we
will not do is split the difference or quietly print the number that flatters the game.
The common figure is common; the odd one exists; the panel inside a real account is the
only place that states what a particular cashier is running.
The ceiling and the variance
Here the sources agree completely, which is itself worth saying.
Every review and catalogue we looked at gives the same top payout: ten thousand times the
stake. The original is given as roughly 2,250 times by the sources that cover it, and more
than one of them frames the sequel's higher ceiling as the trade made for the lower
return. Agreement at that width is meaningful. A number four unrelated places print
identically is a much stronger claim than one a single place prints, and this page treats
the two cases differently on purpose.
Variance moves the same way. The original is filed as medium; the sequel is filed as high
everywhere, and one British review puts it at seven out of ten on the studio's own scale.
That is consistent with how the game is built: modest line pays, no separate round to win,
and a single compounding multiplier that only matters when a long respin sequence happens
to go well. The shape of the outcome distribution is doing the work, not the paytable.
Stakes, hit rate and the length of a session
Twenty pence to a hundred, and one published figure for how often anything happens.
British listings give the stake range as twenty pence at the minimum and one hundred at
the maximum per spin, with all ways covered at the bottom end, and three sources state it
identically. An operator can narrow that inside its own cashier, and some do, so the range
in a lobby is the range that applies rather than the one in any catalogue.
On frequency there is exactly one number in public: a games database publishes a hit rate
of 22.1 per cent for this title, which is roughly one paying spin in four or five. A
single source is a single source, so it belongs here as an indication of scale and not as
a measurement. The qualitative version of it is better attested: more than one review
notes that the respins arrive more readily than in the original, because the sequel asks
for one matador where the first game asked for three.
Release, naming and the rest of the series
The sequel is a 2021 title, and the series is now long enough to confuse.
Wild Toro 2 came out in 2021, five years after the original. Trade coverage of the launch
and two catalogues all place it in that year, although they do not agree on the day, which
is why no day appears on this site. The studio writes the title as Wild Toro II with roman
numerals on its own page, while reviews and catalogues mostly write it with a 2, and both
forms refer to the same game.
Beyond those two there is a third title in the series, and the figures attached to it by
third-party sites disagree with each other by a factor of five on the top payout and by
more than two points on the return. Nothing from the studio that we hold settles those
numbers, so this site states nothing about them. It is mentioned at all for one practical
reason: if you are reading a figure for a Wild Toro game somewhere else, check which of
the three it belongs to before you rely on it, because the three have genuinely different
grids, returns and ceilings.
Demo play, and what a free build proves
It proves the mechanics and the rhythm. It proves nothing about a cashier.
A demo build of this title is run by several catalogues and by operator lobbies without an
account, without a deposit and without a download, and one of them states that the free
build carries the same return and the same bonus features as the real-money one. For a
game with no bonus round and one compounding multiplier, that is the most informative
thing available for nothing: it answers how often a respin sequence starts and how an
inherited multiplier behaves when it does.
What it cannot answer is the figure above. A demo is not the cashier, and nothing on this
site is either: no page here hosts a game, opens one, or links to a free round, and any
page about this slot that offers you one and also claims to be neutral is doing one of
those two things badly. For the configured return, read the information panel in the real
account. For everything else on this page, the sources are catalogues, and the sentences
above say so.
The two games side by side
Every figure on this page differs from the equivalent figure for the original, which is
the whole reason the two need separate pages.
The original is five reels by four rows with 178 connecting ways and a fixed frame, a
return listed at 96.4 per cent by a long list of sources, medium variance and a top
payout around 2,250 times the stake. Its respin feature waits for three matadors, and
its named modes are different modes with different names. The sequel is five by five
growing to eight, 259 ways becoming 502, 95 per cent in most listings, high variance and
a ceiling of 10,000 times. One matador starts it, and the travelling multiplier that
drives the top end did not exist in the first game at all.
Those are not two descriptions of one product and they should never be averaged, quoted
interchangeably or filed under one name. It is a mistake with consequences beyond
tidiness: a reader who takes the original's return from one page and the sequel's ceiling
from another ends up with a game that does not exist and is better than either of them.
Our own earlier version of this site contributed to that confusion by describing the
sequel under the original's name, which is the one thing this rebuild set out to fix.
The practical test, if you are reading a figure somewhere else, is the grid. Four rows
means the first game. Five rows growing to eight means this one. If a page gives you 178
ways and ten thousand times the stake in the same sentence it has merged two products,
and nothing else on it can be relied on either.
Six questions about the figures
| What is the return on Wild Toro 2? |
Catalogues and reviews mostly list 95 per cent. One well-known catalogue lists 96.58 instead, and the studio prints no figure in that field at all. |
| Why not just pick one of those numbers? |
Because the gap is too wide to be rounding. Four independent sources agreeing is a different kind of claim from one source printing something else, and both facts are useful. |
| How does that compare with the original? |
The original is listed at 96.4 per cent almost everywhere. The sequel returns less and reaches further: 10,000 times the stake against roughly 2,250. |
| Is Wild Toro 2 more volatile than the first Wild Toro? |
Filed as high by every review we have seen, against medium for the original. One of them puts it at seven out of ten on the studio's own scale. |
| How often does something happen? |
One catalogue publishes a hit rate of 22.1 per cent for this title. It is a single source for that number, so treat it as an indication rather than a measurement. |
| What can be staked per spin? |
Twenty pence at the bottom and one hundred at the top, in British listings. An individual operator can narrow that range inside its own cashier. |
The mechanics these figures describe are on the base game page and the Berserk page, the paid entries on the X-iter page, and the display side of it on the phone page.