
Diamond Supernova 5
Key facts
Diamond Supernova 5 Review: Push Gaming Goes Cosmic
Push took the Supernova frame and dropped a fifth diamond into the orbit. The result is louder, denser, and a little less elegant than the original.
If Razor Shark was the framework, Diamond Supernova 5 is the disco remix. Push Gaming kept the cascading reels and the gem-tiered scatter system from earlier Supernova entries, then layered in a fifth diamond that triggers an extra multiplier orbit during the free-spin round. On paper it sounds like incremental polish. In practice the math runs hotter, the variance climbs, and the sessions get shorter in both directions.
Push lists provider RTP at the studio's standard 96.20% with high volatility, though the figure has not been independently audited at the moment of writing, so we have flagged it pending confirmation. The headline ceiling sits north of 10,000x, achievable only when all five diamonds align inside the same bonus phase. The base game is built around tumbling clusters, with each clear adding to a meter that eventually drops a guaranteed gem.
The visual identity is unmistakably Push: deep purples, neon accent lines, and a soundtrack that nudges into trance territory during feature triggers. Where Supernova 5 stumbles is restraint. The screen gets busy. Multiple animations overlap during the bonus, and on a phone the diamond counter occasionally hides behind cluster confetti. Players who loved the minimalist art of the earlier Supernova may find this entry overstuffed.
Beyond cosmetics, the bigger question is whether the fifth diamond justifies the climb in volatility. Long stretches of dead spins are common, and the buy-in feature is restricted in several markets. If you already grind Push titles for the bonus chase, this is a logical extension. If you prefer measured pacing, the original Supernova still holds up better.
- +Cluster-tumble base game with a guaranteed gem meter
- +10,000x ceiling within reach when all diamonds align
- +Strong audio direction and signature Push art
- โScreen busy enough to obscure key counters on mobile
- โLong dry spells in the base game without compensating wins
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