It’s time for the animals to take matters into their own paws! Roadkill is a 5-reel online slot with up to 99 ways to win, brought to you by Nolimit City. This animal/roadkill-themed game comes with a Call To Arms Feature, Jumping Wilds, Collectors, Hilly & Billy Cars, two Bonus Modes – Team Assemble and Junkyard Assault, a Roadblock Feature, and a Bonus Buy option. Brace yourself for the potential to win up to 11,091 times your bet.
Symbols on the reels include items like garbage bags, acorns, and bear traps, along with images of bears, moonshine barrels, and higher-value critters such as raccoons (G. Coonie), squirrels (Love Nut), and foxes (El Zorro). Additionally, there are characters Hilly and Billy. Papa Bear, Deer Joe, and Fred the Rabbit symbols take on the role of Jumping Wilds, substituting all symbols except the Scatter symbol.
Roadkill Base Game
Call To Arms
Landing two Scatter symbols on the reels triggers the Call To Arms feature with two normal hearts. If a third Scatter symbol lands during the feature, it triggers Team Assemble Free Spins and restores any normal hearts that have been lost. The game mode ends when there are no more hearts left.
Roadkill slot features three Jumping Wild symbols – Papa Bear, Deer Joe, and Fred the Rabbit. When landing, each Jumping Wild moves to a new random position within the Battle Area between the spins. Below explains how the Wilds work:
Jumping Wild moves to a new random position within the Battle Area (reels 2-4). When Papa Bea tries to move one step every other spin in any direction. Papa Bear can block a car only once by damaging it for two hit points from left and right. Each time a car is stopped, the overall Multiplier increases by 1x, up to a maximum of 5x, and its Collector increases by 1. If the Collector reaches the cap of 5, a permanent x2 Multiplier is applied on the Jumping Wild until the end of the bet.
Deer Joe Jumping Wild moves to a random position within the Battle Area between every spin. The Wild acts as a Split Wild, triggering only when it blocks a car. Deer Joe moves one step on every spin in any direction and can block a car once by damaging it for one hit point from left and right. Upon blocking a car, it splits all the symbols on the same row and direction from which the car approaches. If the Collector reaches the cap of 5, the Split feature will extend to slice all the rows instead of just one.
Fred the Rabbit
Fred the Rabbit Jumping Wild moves to a random position within the Battle Area between rounds. Fred functions as a Trapper, moving anywhere within the Battle Area on each spin. It can block a car multiple times by damaging it, one hit point of damage from both the left and right. Upon successfully stopping a car, Fred leaves behind a Wild in its current position and then jumps to a new empty position.
When its Collector reaches the cap of 5, during its initial jump, a Trap is applied once to its starting position. The Trap can only block and damage a car once, transforming into a Wild if the car is stopped by it. If the Trap fails to stop or damage any car, it is removed before the spin stops.
The Collector feature comes into play whenever a Jumping Wild animal is active on the reels. Each Collector is visually connected with its respective Jumping Wild through color and type. When a car is stopped by the Jumping Wild, it increases the corresponding Collector’s value by 1. Once a Collector reaches its cap count of 5, it triggers the Upgrade Feature, enhancing its associated Jumping Wild based on its type.
During the Upgrade Feature, a normal heart is upgraded to an armored heart, starting from the left side of the heart list. If any hearts are missing, an armored heart is added from the left on the heart list. The Collectors counter is removed upon reaching the cap.
Hilly And Billy Cars
The Hilly and Billy Cars come into action whenever animals are active on the reels, triggering between spins. When a car enters the game, it moves horizontally across the reel area, beginning from the right side and on a random row. If a Jumping Wild manages to block the car, it removes one hit point from it. When the hit points reach zero, the car gets stopped.
However, if the car successfully travels from the right to the left without being stopped, it will then pick another random row and repeat the journey starting from the left side. A successful back-and-forth traversal will either damage an armored heart or remove a normal heart, starting from the right on the heart list. There are two types of cars:
• Green Hilly’s Car | 1 hit point – Appears first on every round and requires to be hit once to be stopped.
• Red Billy’s Car| 2 hit points – Appears on every fifth round during Team Assemble or on every round during Junkyard Assault. Requires to be hit twice to be stopped.
Team Assemble Free Spins
The Team Assemble mode triggers by having collected a total of 3 Scatters throughout the Base Game or Call To Arms. Once triggered, the feature starts with three hearts. The red car becomes active and appears alongside the green car every fifth spin. When all three of the Jumping Wilds have been upgraded, the feature upgrades to the Junkyard Assault Bonus. The game mode ends as soon as no hearts are remaining.
Junkyard Assault Free Spins
Junkyard Assault triggers exclusively when all three Jumping Wilds have undergone upgrades. The feature starts with three hearts. Both the red and green cars become active on every spin. The individual Collectors for Jumping Wilds are substituted with a Total Collector. The Collector starts from 0 and triggers the Roadblock each time it reaches its cap. Similar to other game modes, this feature ends when no more hearts are remaining.
Roadkill Junkyard Assault Free Spins
Roadblock is triggered by collecting a total of 20 hits, activating on the next spin. This feature kicks off by restoring any normal hearts and transforming all Jumping Wilds to cover an entire row each in the Battle Area. Additionally, Hilly and Billy cars enter the scene, hitting one row each randomly and initiating a feature based on the row hit:
• Top – Adds one Wild randomly on reel 5.
• Middle – Splits all the rows on Reel 5.
• Bottom – Multiplies the 3×3 Wild by two.
This sequence remains constant, and each row can be hit twice. After both cars are stopped, all three rows transform into a single massive 3×3 Wild, covering the entire Battle Area. Following the payout, the 3×3 Wild splits back into the Jumping Wilds, and the Total Collector resets to 0.
Bonus Buy Feature grants direct access to Free Spins in the base game for 60x-500x the bet. There are 3 feature options to choose from:
• Team Assemble | 60x the bet. The RTP is 96.15%. • Junkyard Assault | 500x the bet. The RTP is 96.21%. • Lucky Draw | 200x the bet. The RTP is 96.19%.