ROADKILL
Roadkill online slot produced by Nolimit City comes with a default 96.05% RTP and a 5-reel, 3-row playing area featuring 99 pay lines.
It seems like the studio’s usual fondness for mayhem and chaos has turned toward the animal kingdom as we venture to the forest back roads where an ultimate stand-off is about to go down. Papa Bear, Fred the Rabbit, and Deer Joe are about to avenge all their kin that perished under the wheels of careless drivers who didn’t even have the decency to slow down after a collision. Armed to their teeth, they roam the woods in search of two men responsible for most of the carnage to deliver the punishment. It won’t be a fair fight, though, because Hilly and Billy always move around in their armored vehicles. But what are the roadblocks and traps for?
SLOT DETAILS
Provider:
NOLIMIT CITY
Layout:
5x3
Theme:
ANIMALS
Pays:
99 PAY LINES
RTP:
96.05%
Bets:
0.20/100
SLOT FEATURES
Wild:
Jackpot:
Re-Spins:
Bonus Buy:
Multipliers:
Super Bet:
Roadkill Slot Features
A lonely muddy road houses a 5x3 grid on which winning combinations must comprise at least 3 matching symbols situated on any of the 99 connected win ways. All qualifying sets must begin from the leftmost side of the board and continue rightwards along adjacent reels. Standard payouts range from 0.1 to 1.5 times the bet for scoring on low-value icons represented by various lures and traps set up by the animals and from 0.3 to 7.5 times when hits are made of premium images depicting a raccoon, a squirrel, a fox, and the two hillbillies.
Call To Arms Feature
The three middle reels of the gaming panel constitute a Battle Area where all the game's features play out. To activate any of them, at least 2 Scatters need to land within. During Call To Arms, two lives are awarded, and 2 out of 3 animals are activated along with Hilly and Billy Cars.
Animals function in the following unique ways aside from all acting as Jumping Wilds within the Battle Area:
- Papa Bear increases its win multiplier and Collector by 1 whenever it stops a car, up to a maximum of x5. Filling up all 5 points of the Collector applies a permanent x2 multiplier.
- Deer Joe splits all symbols on its row in the direction from which the stopped car came. Completed Collector on this character awards the split on all rows.
- Fred the Rabbit leaves traps that can stop a car multiple times. On every occasion, it will leave a Wild in the position of collision. If the trap doesn't stop a car, it disappears.
Hilly and Billy Cars cross the grid horizontally during the feature. The green car has 1 hit point and requires to be hit once to be stopped, and the red car has 2, plus it only appears on every fifth round (only during the bonus round).
The entire feature continues as long as there are hearts (lives) available. Each time a car doesn't get stopped during a spin, one heart is removed. It's possible to upgrade them to their armored variants, which act as a double life.
Team Assemble Bonus
Collecting 3 Scatters activates the bonus and awards 3 lives. All features from the base game work in the same way, with the addition of a red car that drives through the board on every fifth spin and can hit 2 animals during one round. Upgrading all 3 Wilds progresses the game to the next bonus.
Junkyard Assault Bonus
With all Jumping Wilds upgraded, the Collector turns into one global meter with 20 positions to fill. Activating any of the features contributes 1 point to the progress. Additionally, the red car will appear on every spin together with the green car to increase the chances of hitting the animals.
Collecting 20 points triggers the Roadblock feature. All normal hearts will be restored, and each Jumping Wild will cover a whole row each on the Battle Area. Cars come into play, hitting one row at a time and awarding the following modifiers depending on the position:
- Top - adds a Wild in a random field of reel 5.
- Middle - splits all rows on reel 5.
- Bottom - multiplies the 3x3 Wild by 2.
Once both cars have been stopped, all rows merge into a 3x3 Wild, and the payout is calculated. After that, the Collector progress resets to 0, and rows convert back to Jumping Wilds.
Bonus Buy
Players can skip the grind and get right into one of the bonuses for a fixed buy-in. The following options are available under the Bonus Buy menu:
- Team Assemble for 60 x bet.
- Junkyard Assault for 500 x bet.
- Random Choice with a 10% chance to land the best variant for 200 x bet.
Final Thoughts
We must admit, seeing such a title coming from Nolimit City, we were expecting a much more graphic presentation, given the studio's history of games dabbling in violence and brutality. However, we're glad they didn't go down that way because a theme like Roadkill combined with explicit images like in Tombstone RIP or Serial might have been too much for many. Instead, we receive a more humorous and comic book-like approach where animals take to arms and fight for the safety of their environment against two hateful hillbillies. It's a genuinely amusing and clever theme where all design elements coexist effortlessly to visualize the game's intricate mechanisms. We particularly appreciated the link between some of the low and high-paying symbols that showed some of the animal pack's members and their "weapons of choice", like acorn bombs for the squirrel, toxic trash bag for the raccoon, and a beartrap with a trucker's cap as a lure. Not to mention the effort to give all fauna representatives unique, witty names. Things get even more elaborate and interesting during the features and bonuses, where the story of the neverending conflict develops into progressively more intense battles, culminating in a brilliant and lucrative Roadblock feature.
Speaking about the game's functional side, it's quite a packed configuration, especially if you begin your journey by reading the help pages. It might appear a bit overwhelming, but once you sink your teeth into the gameplay, it becomes much clearer after a few feature triggers. Everything plays out in the three middle reels, where the main heroes jump around as Wilds and stop the cars to award features like multipliers, splits, and additional Wilds. Later on, during the two bonus rounds, it snowballs into more powerful progressive variants, finishing on a giant 3x3 Wild in the middle with additional boosts on the 5th reel. Logical, concise, and increasingly engaging.
Roadkill Slot Features
A lonely muddy road houses a 5x3 grid on which winning combinations must comprise at least 3 matching symbols situated on any of the 99 connected win ways. All qualifying sets must begin from the leftmost side of the board and continue rightwards along adjacent reels. Standard payouts range from 0.1 to 1.5 times the bet for scoring on low-value icons represented by various lures and traps set up by the animals and from 0.3 to 7.5 times when hits are made of premium images depicting a raccoon, a squirrel, a fox, and the two hillbillies.
Call To Arms Feature
The three middle reels of the gaming panel constitute a Battle Area where all the game's features play out. To activate any of them, at least 2 Scatters need to land within. During Call To Arms, two lives are awarded, and 2 out of 3 animals are activated along with Hilly and Billy Cars.
Animals function in the following unique ways aside from all acting as Jumping Wilds within the Battle Area:
- Papa Bear increases its win multiplier and Collector by 1 whenever it stops a car, up to a maximum of x5. Filling up all 5 points of the Collector applies a permanent x2 multiplier.
- Deer Joe splits all symbols on its row in the direction from which the stopped car came. Completed Collector on this character awards the split on all rows.
- Fred the Rabbit leaves traps that can stop a car multiple times. On every occasion, it will leave a Wild in the position of collision. If the trap doesn't stop a car, it disappears.
Hilly and Billy Cars cross the grid horizontally during the feature. The green car has 1 hit point and requires to be hit once to be stopped, and the red car has 2, plus it only appears on every fifth round (only during the bonus round).
The entire feature continues as long as there are hearts (lives) available. Each time a car doesn't get stopped during a spin, one heart is removed. It's possible to upgrade them to their armored variants, which act as a double life.
Team Assemble Bonus
Collecting 3 Scatters activates the bonus and awards 3 lives. All features from the base game work in the same way, with the addition of a red car that drives through the board on every fifth spin and can hit 2 animals during one round. Upgrading all 3 Wilds progresses the game to the next bonus.
Junkyard Assault Bonus
With all Jumping Wilds upgraded, the Collector turns into one global meter with 20 positions to fill. Activating any of the features contributes 1 point to the progress. Additionally, the red car will appear on every spin together with the green car to increase the chances of hitting the animals.
Collecting 20 points triggers the Roadblock feature. All normal hearts will be restored, and each Jumping Wild will cover a whole row each on the Battle Area. Cars come into play, hitting one row at a time and awarding the following modifiers depending on the position:
- Top - adds a Wild in a random field of reel 5.
- Middle - splits all rows on reel 5.
- Bottom - multiplies the 3x3 Wild by 2.
Once both cars have been stopped, all rows merge into a 3x3 Wild, and the payout is calculated. After that, the Collector progress resets to 0, and rows convert back to Jumping Wilds.
Bonus Buy
Players can skip the grind and get right into one of the bonuses for a fixed buy-in. The following options are available under the Bonus Buy menu:
- Team Assemble for 60 x bet.
- Junkyard Assault for 500 x bet.
- Random Choice with a 10% chance to land the best variant for 200 x bet.
Final Thoughts
We must admit, seeing such a title coming from Nolimit City, we were expecting a much more graphic presentation, given the studio's history of games dabbling in violence and brutality. However, we're glad they didn't go down that way because a theme like Roadkill combined with explicit images like in Tombstone RIP or Serial might have been too much for many. Instead, we receive a more humorous and comic book-like approach where animals take to arms and fight for the safety of their environment against two hateful hillbillies. It's a genuinely amusing and clever theme where all design elements coexist effortlessly to visualize the game's intricate mechanisms. We particularly appreciated the link between some of the low and high-paying symbols that showed some of the animal pack's members and their "weapons of choice", like acorn bombs for the squirrel, toxic trash bag for the raccoon, and a beartrap with a trucker's cap as a lure. Not to mention the effort to give all fauna representatives unique, witty names. Things get even more elaborate and interesting during the features and bonuses, where the story of the neverending conflict develops into progressively more intense battles, culminating in a brilliant and lucrative Roadblock feature.
Speaking about the game's functional side, it's quite a packed configuration, especially if you begin your journey by reading the help pages. It might appear a bit overwhelming, but once you sink your teeth into the gameplay, it becomes much clearer after a few feature triggers. Everything plays out in the three middle reels, where the main heroes jump around as Wilds and stop the cars to award features like multipliers, splits, and additional Wilds. Later on, during the two bonus rounds, it snowballs into more powerful progressive variants, finishing on a giant 3x3 Wild in the middle with additional boosts on the 5th reel. Logical, concise, and increasingly engaging.