- Studio
- Push Gaming
- Grid
- Five reels, fixed left-to-right lines
- Core mechanic
- Collect-and-grow rabbit wild
- Feature trigger
- Wild reaching its top size
- Return figure
- Build-specific, read the info panel
A payline grid carrying one piece of state
Strip the rabbit out and Fat Rabbit is a conventional left-to-right payline pokie on a five-reel grid: a win is a run of matching symbols starting at the leftmost reel and following a defined line. Read the row count and the number of lines in the loaded paytable rather than carrying a figure in from a review page, because the line structure is what every calculation below runs on. That description is accurate and, on its own, nearly useless.
It is useless because the paytable governs only half of what sits on the screen. Push Gaming layered a second system over it: a wild that persists across spins, remembers how many carrots it has eaten, and occupies more of its reel as that count rises. A persistent object with a counter is not a symbol in the sense the paytable means. It is state, and state is what makes the grid in front of you different from the same grid one spin earlier.
So the board is always in one of two conditions. Either no rabbit is present, in which case the paytable tells you nearly everything and the game reads like a release from a decade earlier; or a rabbit is on the reels at a known size with an unknown number of feeds left in it, in which case the next spin is not independent of this one the way a line pokie's spins normally are. Most of the confusion written about this title comes from treating those two conditions as the same game.
The usual shortcut of judging a pokie by its top paytable rows also breaks here, because the distance between those rows and the results people post about is covered by a wild grown tall enough to sit across most of a reel. The rows price symbols. The rabbit prices the board.
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The rabbit, the carrot and the growth counter, step by step
The sequence has a fixed order, and knowing the order is what lets you read a board. A rabbit wild lands on the grid. Carrot symbols land on the grid, independently of it. If a carrot falls within the rabbit's reach under the build's own movement rule, the rabbit consumes it, and consuming it increases the rabbit's size by one row. The grown wild then remains in place for the following spin rather than being cleared like an ordinary symbol.
Two parts of that sequence are rules territory rather than things to infer from the animation. The first is the reach rule: which carrot positions a rabbit can consume on a given spin, and whether it travels to them or they must arrive beside it. The second is the clearing rule: what removes a rabbit from the grid, and whether a spin that brings no carrot leaves its size untouched or costs it. Both are stated in the loaded rules screen, and both change how a part-grown rabbit should be read.
The counter is the thing to watch, not the artwork. A rabbit at its starting size and a rabbit two feeds along look similar on a phone screen and are not similar at all in what they do to a line. Where the build displays the size as a number or a progress indicator, that readout is the most informative single element on the screen, and it is worth locating before the first paid spin rather than during a round.
The growth has a ceiling, and the ceiling is the trigger. Once the rabbit reaches the top size the rules define, the title hands the round to free spins. That coupling is the design's whole structure: the base game is not a series of attempts at a feature that might arrive by chance, it is a series of attempts at a counter, and the feature is what the counter pays out when it fills. Where free-spins entry is also reachable by another route, the rules screen will say so; do not assume one exists.
What a taller wild actually buys on a payline grid
Height does a specific and limited thing, and precision is worth the effort because the language around growing wilds is not precise. A wild occupying more positions on a reel raises the number of paylines that pass through a wild on that reel. It does nothing to the symbol weights feeding any other reel, and it does not change what the paytable pays for a given combination.
On a left-to-right line game, the leftmost reels are where a wild earns most. A chain of matching symbols has to begin at reel one and continue without a gap, so a wild on reel one or two can start or preserve chains that a wild on reel five can only finish. A tall wild on the last reel extends combinations that already survived four reels; a tall wild on the first reel is in the business of creating them. Neither observation is a strategy, because you do not choose where the rabbit lands.
The second effect is subtler and is the one that produces awkward totals. A wild covering several rows of one reel can serve several different lines in the same spin, and each of those lines is paid separately. One object, several payments. That is why a board of modest symbols can credit an amount that looks wrong, and why reconstructing the figure from the final screen is harder than it appears.
What height cannot do is worth stating flatly. It does not raise the paytable, does not alter the game's designed return, does not make the next carrot more likely, and does not lift the payout cap that truncates a round total however large the wild on screen has become.
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Worked arithmetic: counting the lines a grown wild touches
The arithmetic here is a model rather than a reading of this title's line map; replace its figures with the ones printed in your own paytable. Take a five-reel, three-row grid with twenty fixed lines, and suppose the lines are spread so that each of the fifteen grid positions carries roughly the same number of them. Twenty lines crossing five reels is a hundred line-positions in total, distributed over fifteen positions, so an average position sits on about six and a half lines. A one-row wild therefore touches six or seven lines; a three-row wild filling a whole reel touches all twenty, because every line has to cross that reel somewhere.
The move from one row to a full reel is thus a factor of roughly three in lines touched, and the final row is the one that guarantees the reel rather than merely improving the odds on it. That is the general property worth carrying away: on a fixed-line grid, the last row of growth converts a probability into a certainty, which is a different kind of gain from the rows before it.
Now run the same arithmetic on a different map. If the twenty lines are concentrated on the middle row, as many classic maps are, a one-row wild on the middle row touches far more than six, and a wild growing upward from the bottom row touches almost nothing until it reaches the middle. Identical growth, different value, decided entirely by the line diagram. This is why that diagram is worth opening once, and why no general claim about growing wilds survives contact with a specific game.
Substitute your build's rows, line count and diagram and the calculation takes a minute. What it will not produce is a return figure, because nothing in it says how often a rabbit lands, how often carrots land within reach of one, or what the symbol weights are. Those are undisclosed, and they are where the game's maths actually lives.
Figures differ between builds and lobbies. Read the live game's information panel before you rely on any of them.
Play here →The free-spins round, and what a persistent wild changes
In the free-spins round the rabbit stops being an occasional visitor. Where the base game is a sequence of attempts to get a wild on the grid and keep it fed, the feature begins with a wild already present at the size the trigger produced, and the round's own rules decide whether it keeps growing, whether it persists for every spin, and what happens at any further ceiling. Read those three rules in the loaded help screen before the round starts, because they are the round.
The structural difference from an ordinary free-spins round is that value is back-loaded. A round whose wild persists and grows is cumulative: a late spin operates on a board the early spins built, and an early spin's main function can be to raise a counter rather than to pay anything. A round of ten cumulative spins is not ten tries at the same thing.
Compare a design where the helpful object is assembled and discarded inside each round instead. The hold-and-spin family covered elsewhere on this site works that way, with locked values and a respin counter that reset when the respins end. There, every spin inside the feature is an independent attempt and any one of them can be the good one. Here the round has a trajectory. Neither distributes better value; they distribute the same uncertainty in different shapes, and a cumulative round that ends early therefore reads as a disappointing feature when it was simply an unfinished one.
Three rules decide the round's real ceiling and all three sit in the help panel: whether retriggers or additional spins exist and on what condition, whether the wild's accumulated size carries across a retrigger, and whether the payout cap is expressed per spin or per round. On a cumulative design the last of those matters more than on almost any other kind of pokie.
Why Fat Rabbit RTP figures disagree between sites
Search this title with the word RTP attached and the results will not agree. That is the expected state rather than evidence that one page is holding the real number, and the reasons are structural rather than accidental.
Push Gaming, like most studios, certifies a title in more than one return configuration, and the operator selects one when it integrates the game. Two lobbies can run the same release, with the same artwork and the same help text, at different returns. A figure quoted without naming the lobby and the date is therefore a figure about nothing in particular.
Two further sources of disagreement are ordinary carelessness. Review pages copy one another, so a stale figure propagates for years after the build it described was retired. And some pages quote a number taken from a studio sheet prepared for one market while the reader is being served a build configured for another.
The portable thing is the procedure. The information panel sits inside the game frame, reached from a menu within the game itself rather than from the casino page wrapped around it. Open it in the lobby you intend to play in, on the day you intend to play, and read the figure there. A reading taken months ago in a different lobby is not evidence about the build in front of you, and neither are the paragraphs above.
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The info panel: seven values worth reading before the first spin
Open the panel once per operator and read seven things. Each is a statement in the panel, not an inference from the screen, and together they are the only non-speculative description of the game you are about to stake money on.
One: the return figure for the build this operator loaded, which is the only return that applies to you. Two: whether a second return figure is stated for any optional mode or purchase the build offers, because those carry their own figure and the panel will say how it differs. Three: the maximum win, and whether it is expressed per spin or per round.
Four: the volatility label, which describes the spread of outcomes rather than their average, and which carries more weight for session planning than the return figure does. Five: the line count and the line diagram, which is what the arithmetic above needs as input. Six: the rabbit's own rules, meaning the reach rule, the clearing rule and the size that triggers the feature. Seven: what happens when a round reaches the cap, including whether remaining spins are forfeited, whether a grown wild still resolves, and whether anything further is applied to the total.
Where the panel and a lobby tile disagree, the panel wins, because the panel is generated by the build that is about to take the stake; where the panel and this page disagree, the panel wins for the same reason. Running the read once per operator also catches the commonest silent problem, which is a lobby that has loaded a different release of a similarly named title.
The payout cap, and what it truncates in a cumulative round
A payout cap is a rule that stops a round total at a stated ceiling. It is not a prediction and not a target, and the figure belongs in the information panel rather than on this page because licensees configure it per integration.
On a game of short independent rounds, a cap is a ceiling on one outcome and most players never come near it. On a game whose feature round is cumulative, it is something else: it is the point at which the mechanism the round spent its spins building stops mattering. A wild that has grown to its maximum inside a capped round can be contributing nothing, because the amount it would have added sits above the line.
That makes the per-spin against per-round distinction load-bearing on this design specifically. A given figure applied per spin leaves a long round free to accumulate well past it. The same figure applied per round truncates the total outright, and the gap between those two readings of one number is wide enough to change which rounds are worth reconstructing afterwards. The resolution rule is the part almost nobody reads: when a cap is reached mid-round, builds differ on whether the remaining free spins play out, whether they are forfeited, and whether a credited total is simply trimmed back to the ceiling.
If a credited amount still disagrees with the round history after you have read those rules, that is an operator question rather than a maths question. Raise it with support with the round identifier in hand, and read the operator's own terms first to see where its complaints route ends, because no Australian body sits above it.
Fat Rabbit against three other collect-and-grow designs
Collect-and-grow is a family, and the differences inside it are about where collected value is stored and when it is discarded. Four questions separate the designs: does the collected thing persist across spins, is the counter reset at the end of a round, is collection the trigger for the feature or the content of it, and does growth change the number of paying positions or the size of a multiplier.
A hold-and-spin design stores value in locked symbols and a respin counter, clears everything when the respins run out, and uses collection as the content of the feature rather than as its entry condition. Growth there is additive in stated values and leaves the grid shape alone.
A climbing-multiplier design, such as the persistent multiplier in the free-spins round of this studio's Razor Shark, stores value in a number that multiplies wins: growth is multiplicative and the grid is unchanged. A variable-ways design is the opposite end of the family, redrawing the geometry on every spin independently so that nothing persists and there is no counter to leave behind. Fat Rabbit stores value in grid coverage instead, which is why its arithmetic runs through the line diagram rather than through a multiplier chain or a ways count.
The decision rule this produces is narrow, and it is about reading rather than play. Before a feature starts, settle which of the four questions the build answers yes to. That tells you whether to read the round as a trajectory or as a series of independent attempts, and therefore whether a short round was bad luck or merely short.
On a handset: the growth animation and the round history
Most Australian play happens on a phone, and this title has a specific mobile problem that is not about button size. Growth is a small change in the vertical extent of one object, animated inside a spin. On a narrow screen it reads as the reels having turned over rather than as a wild having gained a row, so players lose track of the counter that governs the whole game.
Two habits address it. Locate the size readout, where the build shows one, before the session rather than during a round. And find the round history before you need it, because on this design a displayed total frequently reflects one tall wild paying several lines at once, which is not reconstructable from the final arrangement left on screen.
On availability, this page does not assert that any lobby carries this title or any other Push Gaming release, since catalogues change without notice and vary by jurisdiction in ways the studio does not control. If you want to check, Safe Casino and WinCrown both expose a provider filter on their live game pages, which is where a growing-wild title of this kind would ordinarily be looked up rather than a claim about what either lobby stocks.
Two neighbouring questions are deliberately not answered here. Which operators are worth shortlisting, and what a bonus offer's terms do to a wagering requirement, belongs to pokiesledger.com (operator shortlists and bonus offers). How a withdrawal is processed, what a cashier page's limits mean and what identity checks will ask for belongs to pokiescashout.com (payments, withdrawals, KYC).
What this page could not verify, and one session risk
The mechanical description above is structural and stable across builds: a persistent rabbit wild, carrot symbols it consumes under the build's own reach rule, growth of one row per feed, and a top size that hands the round to free spins. That part transfers between lobbies.
Everything numeric does not. The loaded return, the cap and its scope, the row and line counts, the reach and clearing rules, the top size, the number of free spins and any retrigger condition all require the current rules in the game you have open. No return percentage, maximum win figure, hit frequency or release date appears on this page, and the worked arithmetic above is explicitly a model with substituted numbers rather than a reading of this title's configuration.
One session risk is specific to this design and worth naming plainly. A visible counter that only moves upward produces a strong pull to continue, because the state on screen genuinely is closer to the trigger than the state you started with, and stopping feels like discarding something you built. The pull comes from the counter's artwork rather than from anything the next spin is more likely to do, and a rabbit two feeds along is no closer to a carrot than a rabbit that has just landed. A counter owes no trigger, and a session that ends with a part-grown rabbit on the reels is an ordinary outcome rather than an interrupted one.
Decide a spending and time boundary before opening the game, not while a round is in progress, and never with money needed for essentials. Online casino services cannot lawfully be provided to people in Australia; a site being reachable, pricing in Australian dollars or showing familiar studio artwork is not authorisation, and every operator referred to here is offshore. Sponsored links on this site can earn this publisher a commission, which has no bearing on which build an operator has loaded. This page describes a machine. It is not a recommendation to play it.
Questions people actually ask
What is the RTP of Fat Rabbit?
There is no single figure to quote, because the title is certified in more than one return configuration and the casino selects one when it integrates the game. Open the information panel from the menu inside the game frame, in the lobby you intend to play in and on the day you play, and read the figure printed there, because that is the only return your stake actually meets. Where the build also offers an optional mode or a feature purchase, the panel states a separate figure for it.
Why do different sites quote different Fat Rabbit RTP figures?
Three reasons that compound. Operators run different builds of the same release. Review pages copy each other, so a stale figure outlives the build it described. And some pages quote a studio sheet prepared for one market while the reader is served a configuration intended for another. Disagreement between review pages is the expected state rather than a sign that one of them has found the real number.
How does the rabbit grow in Fat Rabbit?
The rabbit is a wild that persists on the grid instead of being cleared each spin. When a carrot symbol falls within its reach under the build's movement rule, it consumes the carrot and gains a row of height. It keeps the new size into the following spin, and on reaching the top size the rules define it hands the round to free spins. The reach rule and the clearing rule are stated in the loaded help screen and differ enough between builds to be worth reading.
Does a bigger wild mean a better chance of winning?
It raises the number of paylines that pass through a wild on that one reel, and it lets a single wild pay several lines in the same spin. It does nothing to the symbol weights on any other reel, does not change the paytable, and does not alter the game's designed return. How much a given row of growth is worth depends entirely on the line diagram in your build's paytable.
What happens to the rabbit in the free-spins round?
The round starts with a wild already present at the size the trigger produced, and the round's own rules decide whether it persists on every spin, whether it keeps growing, and what happens at any further ceiling. That makes the round cumulative rather than a set of independent attempts: a late spin plays on a board the early spins built. Read whether retriggers exist and whether accumulated size carries across one.
What is the maximum win on Fat Rabbit?
Read it in the information panel, and read whether it is stated per spin or per round. That distinction matters more here than on most pokies, because a cumulative round reaching its cap is the point at which the growth you spent the round accumulating stops contributing. The panel should also say whether remaining free spins are forfeited and whether a grown wild still resolves.
Can leaving a part-grown rabbit on the reels cost me anything?
Not in money already staked, but the design makes it feel costly. A counter at any height owes you nothing, and the next carrot is no more likely for having been waited on. What is worth knowing is that the unit of play on this title is longer than one spin, so a boundary set before you open the game is more useful than one set while a counter is part full.
Where do I check whether a lobby has loaded the right release?
The game header inside the frame, not the lobby tile. Tiles truncate names and studio artwork across a catalogue is deliberately similar, so a similarly named release can be loaded without anything on the tile revealing it. If the header and the tile disagree, the header wins, and the information panel behind it describes the build that is about to take your stake.
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