Here's an interesting fact for you. Did you know that in the UK, you can't pick up any roadkill as a result of your car hitting it, but it's fine to scrape the remains of an animal off the bumper of the car in front? I suppose that makes sense, but it sure wouldn't help you in Nolimit City'sRoadkill slot, where the name of the game is to mow down as many critters as you can. A quick over of the slot stats reveals a 5-reel game with 99 paylines, an RTP of 96.04% and a maximum win of 11,091x bet.
Nolimit City fans will be pleased to see several features awaiting them in Roadkill, although all of these appear to be active in the bonus round, making for an uneventful base game. As for those features, it's the jumping wilds you'll see the most of, each awarding their specific modifier when involved in the gameplay. This time around, NLC hasn't added an ante bet option, but players in jurisdictions where the bonus buy facility is available can grant themselves instant access to the main feature.
Buckle up, strap in, and bring your shovel, as you could be about to run over your dinner. However, If you'd rather just pop down to Tesco and buy a steak instead, you can sit back, relax and play our Roadkill slot demo, which is free to try below.
Roadkill isn't the first time Nolimit City has taken us hurtling through the streets, with their previous Road Rage slot release showing us a side of drivers I think we can all relate to at times. Whilst that didn't perhaps turn out to be one the more A-List slot games from NLC, it was still well received and came with an impressive max win of 36,000x, which several players have gone on to achieve as we have featured here on our Youtube channel. Granted, Roadkill may fall a little short of matching that with its max win hitting just 11,091x, but we know one thing for sure, and that's Nolimit slots do pay their jackpots with regularity, so there's going to be plenty of punters dining out on the best steaks and not scraping their dinner off the tarmac on the local motorway. Speaking of pays, we're heading over to the paytable next.
Taking the top spot as the highest value symbol, we've got Billy, paying 7.5x for a winning combo of five. He's followed by Hilly at 5x, with El Zorro next at 2.5x, then Love Nut at 2x, and the final premium is G.Coonie paying 1.5x for a completed line of five. The low pays are a barrel worth 1.5x for all five, a Spare Tyre valued at 1.25x, the Animal Trap at 1x, Acorns at 0.75x, and finally, a Bag of Remains at 0.5x for five of a kind win.
There are numerous stake sizes players can choose to play Roadkill at, with these starting at a minimum of €0.20 and reaching a maximum of €100. As I mentioned earlier, due to NLC slot paying their jackpots regularly, you may find that many online casinos will limit the maximum stake to a lower amount than is available on our demo.
roadkill slot base game
Roadkill base game
Nolimit's Roadkill is played on a 5x3 reel matrix comprising 99 connected win ways. A winning combination of the same symbol on adjacent reels connected through the same row or one row up or down pays from left to right.
roadkill slot bonus features
Roadkill free spins feature
With so many features to get through, we've listed them all in one place for you, so get set to read about Call to Arms, Collectors, Papa Bear, Deer Joe, Fred The Rabbit, Hilly & Billy Cars, Team Assemble, Junkyard Assault, and Roadblock, phew, that's some list.
call to arms
Two Scatter symbols triggers the Call To Arms and applies two normal hearts. If the third Scatter symbol lands during this mode, it triggers Team Assemble Freespins and restores any normal hearts which has been lost. The game mode ends as soon as there are no more hearts left.
The Collector is enabled whenever a Jumping Wild animal is in play. Each Collector has a visual connection to its corresponding Jumping Wild by colour and type. Whenever a car gets stopped by the jumping Wild, it increases the corresponding Collector value by 1. If the Collector reaches its cap count by 5, it triggers the upgrade feature by enhancing its Jumping Wild, depending on the type. When the upgrade feature is triggered, it upgrades a normal heart to become an armoured heart, or if any heart is missing, an armoured heart will be added instead. The Collectors counter gets removed if the cap has been reached.
Acts as a Jumping Wild by moving to a random position inside the Battle Area (reels 2, 3 and 4) between rounds.
The Papa Bear Wild works in the following way.
When active, a general multiplier gets enabled.
Tries to move 1 step every second spin, and in any direction.
Can only block a car once by damaging it for two hit points from left and right.
Whenever a car gets stopped, it will increase the general multiplier by 1x to a maximum of 5x and its Collector by one.
If its Collector reaches 5, it will apply a permanent x2 multiplier on the Jumping Wild until the end of the bet.
Acts as a Jumping Wild by moving to a random position inside the Battle Area (reels 2,3 and 4) between rounds.
Deer Joe works in the following way:
Acts as a Split Wild and triggers only if it blocks a car.
Tries to move 1 step on every spin and in any direction.
Can only block a car once by damaging it for one hit point from left and right.
Whenever a car gets blocked, it splits all the symbols on the same row and direction where the car comes from.
If its Collector reaches 5, the Split feature will now slice all the rows instead of one.
fred the rabbit
Acts as a Jumping Wild by moving to a random position inside the Battle Area( reels 2, 3 and 4) between rounds.
Fred The Rabbit works in the following way:
Acts as a Trapper.
Moves anywhere on every spin inside the Battle Area.
Can block a car multiple times by damaging it for one hit point from left and right.
Whenever a car has been stopped, it leaves behind a Wild from its current position and then jumps to a new empty position.
If its Collector reaches 5:
During its first jump, it will apply a Trap once in its starting position.
The Trap can only block and damage a car once and turns itself into a Wild if the car gets stopped by it.
If the Trap fails to stop or hit any car, it gets removed before the spin stops.
hilly & billy cars
Gets enabled whenever animals are in play and triggers only between spins. There are two types of cars: Green - Hilly's car ( 1 hit point ), which always comes in first on every round and requires to be hit once to be stopped, and Red - Billy's car ( 2 hit points), which only comes in on every fifth round during Team Assemble or on every round during Junkyard Assault and requires to be hit twice to be stopped.
Whenever any car comes into play, it travels across the reel area, starting from the right side and on a random row. If a Jumping Wild manages to block the car, it will remove one hit point from it, and when the hit point reaches zero, the car gets stopped. If the car manages to travel to the area from the right without getting stopped, the car will pick a random row and travel again starting from the left side. A successful back and forth will either damage an armoured heart or remove a normal heart starting from the right on the heart list. The feature stops whenever there are no more hearts in play.
Triggers by having collected a total of 3 scatters during the base game or Call To Arms. When triggered, three hearts are applied or restored. The red car gets enabled and arrives together with the green car during every fifth spin. Will upgrade to the bonus feature Junkyard Assault if all three of the Jumping Wilds are upgraded. The game mode ends as soon as there are no more hearts left.
It will only trigger if all three Jumping Wilds have been upgraded. When triggered, three hearts will be applied or restored. The red car now comes into play on every spin with the green car. The Jumping Wilds individual Collectors get replaced with one Total Collector starting from 0, which now triggers the Roadblock every time it reaches its cap. The game mode ends as soon as there are no more hearts left.
This will trigger on the next spin when 20 hits are collected. The feature starts by restoring any normal hearts and transforms all the Jumping Wilds to cover a whole row each on the Battle Area.
When applied, Hilly and Billy cars come into play and hit one row each randomly and trigger a feature based on the row hit:
Top - Adds one Wild randomly on reel 5.
Middle - Split all the rows on Reel 5.
Bottom - Multiply the 3×3 Wild by two.
This order will always be the same, and each row can be hit twice. When both cars have been stopped, all three rows convert into one big 3x3 Wild, covering the whole Battle Area. After the payout, the 3×3 Wild splits back into the Jumping Wilds, and the Total Collector now starts from 0.
If the Nolimit bonus buy option is active in your jurisdiction, you can choose from the following options:
Team Assemble: Costs 60x to trigger.
Junkyard Assault: Costs 500x to trigger.
Lucky Dip: Costs 200x to trigger.
It's an interesting slot for players who like more complicated games.
The lower end of the RTP scale on offer for operators reaches 87.10%.
roadkill slot review final thoughts
If you're a player who enjoys a little more complexity to your bonus round when slotting, then Roadkill is another Nolimit City game you'll want to add to your playlist. However, as full-on as the feature rounds may be, the base game is pretty drab and can soon swallow up your balance.
The game is in stark contrast to their Crypt slot and Ugliest Catch, which were much lighter on the feature front and, in all honesty, a welcome break from having to read through pages of rules or spinning the reels with little idea of what is going on.
To conclude, I think this is one for the NLC purists and bonus buy players, and you'll definitely want to double-check the RTP you're playing on, too, as if you hit the 87.10% version, you can forget all about the roadkill as you'll be scraping yourself off the pavement with a shovel.