Imagine playing a slot machine with a 20-pence bet and winning guaranteed every spin. That’s exactly what happened with Playtech’s Fire Blaze Red Wizard game. Due to a software error, no one could lose. Within a few hours, 7,500 accounts collectively won a whopping €30 million at the Superbet online casino in Romania.
The news spread like wildfire among gambling enthusiasts. Everyone wanted to join in, which resulted in a huge loss for the casino.
How Superbet responded to the error
Initially, Superbet blocked the accounts of players who had benefited. The company faced a dilemma: stick to the rules or choose its reputation. In the end, they decided to pay out everything. Players received an email stating that they could simply have their winnings paid out.
It was a choice that cost Superbet millions. According to local media, the amount is equivalent to more than two years of revenue in Romania.
What Playtech said about the incident
Because the game comes from Playtech, questions immediately arose. The company responded quickly, saying there was no problem with their software. According to Playtech, everything was working properly and the incident had nothing to do with their systems.
Superbet blamed it on an internal error. The company emphasised that there had been no cyberattack and promised to thoroughly investigate the cause.
Why reputation proved more important than money
By paying out, Superbet shows that it values reliability above all else. In the casino world, that is crucial. If players feel that their winnings can be withdrawn at will, they will leave.
Other companies have tried in the past to invoke their terms and conditions, which state that winnings due to technical errors are not valid. But that often results in enormous damage to their reputation.
What this says about the gambling world
Superbet’s decision raises a broader question: how much power do casinos actually have over payouts? And how fair is the game if technical errors can have such consequences?
The discussion is reminiscent of stories about digital games and young people. For example, it recently emerged that Roblox was making millions at the expense of children. In both cases, it’s about trust: when does a game still feel safe and when does it no longer do so?