Road Kill

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    ROADKILL FREE SLOT GAME REVIEW

    The Roadkill slot powered by Nolimit City has a 5 x 3-reel format with up to 99 connected win ways, it has 10 different bonus features and a 96.05% RTP.

    Roadkill is a thing in almost every country on the globe. In most if not all of these cases some poor animal gets killed or injured crossing a road. This game explores this concept albeit from a bizarre angle as animals clash with humans on the road.

    GAME SYMBOLS / PAYOUTS

    The named characters on the paytable rank as Roadkill slot’s top-paying icons. In the first position is Billy who pays 0.50, 1.00 or 7.50 coins for three, four or five of these respectively.

    Hilly comes in second place fetching 0.40, 0.80 or 5.00 coins for three, four or five of these respectively.

    El Zorro is the third paying icon fetching 0.35, 0.50 or 2.50 coins of these respectively.

    In fourth place is Love Nut fetching 0.30, 0.40 or 2.00 coins for three, four or five of these respectively.

    G. Coonie comes in fifth place fetching 0.30, 0.40, or 1.50 coins of these respectively.

    The medium and low-paying symbols include the barrel, a shield, a trap, a dynamite and a sack.

    Roadkill slot’s max payout is pegged at 11,091x the wager bet.

    BONUSES / FEATURES

    • Call to Arms: The ‘S’ icon acts as the scatter symbol and when two of these land simultaneously, players trigger the Call to Arms feature. Upon activation, two hearts are added to the grid and it’s possible for a third scatter to also appear on the grid. Each heart translates to one life (spin) If the third scatter is added, the Team Assemble free spins round activates. The feature ends when hearts run out.
    • Collectors: Upon landing a jumping wild on the grid, the collectors feature triggers. Each collector is associated with any one of the jumping wilds by colour and type. The collectors’ value is increased by one whenever a car is stopped by a jumping wild. Once the collectors’ value reaches 5, it triggers the upgrade feature by enhancing the associated jumping wild depending on the type. Also, upon reaching the collectors’ cap, hearts are transformed into armored heart icons. After all the actions necessitated by the collectors’ cap being reached play out, the feature ends.
    • Papa Bear: The black bear acts as the jumping wild and it functions in the following manner:

    • Once active, it awards a general multiplier
    • Moves to random reel positions on each second spin
    • When it blocks a car, it damages it by two hit points from left and right
    • Once it stops a car, it increases the general multiplier by 1x to a maximum of 5x
    • A 2x multiplier value is attached to the jumping wild if the collector cap reaches 5
    • Dear Joe: The deer symbol also acts as a jumping wild and it functions in the following manner:
    • It only activates when it stops a car – when it does, it acts as a split wild
    • Moves one step on each spin
    • When it damages a car, it damages it for one hit point from left and right
    • Upon blocking a car, it splits all the symbols on the same row and direction where the car comes from
    • When the collector cap reaches 5, the deer wild splits all the rows instead of just one.
    • Fred the Rabbit: The rabbit acts as a jumping wild and it functions in the following manner:
    • The rabbit wild acts as a trapper
    • When it lands, it moves to random positions inside the battle area (reels 2, 3 and 4)
    • Possesses the power to block a car multiple times and in so doing damage it for one hit point from left and right
    • Each car that’s stopped will leave a wild in its position and jump to a new position
    • When the rabbit’s collector reaches the 5-cap limit, the trap is applied and gets to block or damage a car in its wake leaving a new wild symbol. If the trap fails to block or stop a car, it’s removed from the grid.
    • Hilly and Billy Cars: This feature is enabled only when animals (jumping wilds) are in play. There are two cars during the feature which are the green car (Hilly’s) which comes with 1 hit point and the red car (Billy’s) which comes with two hit points. Hilly’s car comes in first on every round while Billy’s car comes in on every fifth round during Team Assemble or on every round during the Junkyard Assault. Hilly’s car can be stopped by one hit while Billy’s car needs two hits to be stopped. Whenever any car appears, it travels across the reel grid from the right side. When a car is blocked by the jumping wild and its hit point reaches zero, it stops. A car that reaches the end of the grid without being stopped will return and travel across the grid from the opposite direction. A car that successfully travels from the right-hand side to the left and vice versa without being stopped will remove hearts from the heart list. Once hearts run out, the feature ends.
    • Team Assemble: Collecting three scatters during the base game or the Call to Arms feature helps to trigger this feature. When triggered, three hearts are awarded. Both the red and green cars are enabled during this feature. If jumping wilds are upgraded during this feature, the feature upgrades to the Junkyard Assault. Once hearts run out, the feature ends.

    • Junkyard Assault: This feature triggers when all three jumping wilds are upgraded. Upon activation, three hearts are awarded and both the red and green cars come into play on each spin. The jumping wilds individual collectors are replaced by one Total Collector which starts from zero. The Total Collector once it reaches 5 will trigger the Roadblock feature. The feature ends when hearts run out.
    • Roadblock: Collecting 20 hits or reaching the limit of 5 for the Total Collector helps to trigger this feature. Normal hearts are restored at the start of the feature and all jumping wilds are transformed to cover a whole row each on the Battle Area. Hilly and Billy cars are in play during the feature and help trigger a feature based on the following:
    • Top: Awards a random wild on reel 5
    • Middle: All the rows on reel 5 are split
    • Bottom: The 3 x 3 wild is multiplied by two

    Once the cars are stopped, all three rows convert to one big 3 x 3 wild and covers the whole Battle Area. Afterwards, pays are awarded, the colossal wild splits and the Total Collector is reset to zero.

    • Nolimit City Bonus: Any of the Roadkill bonus features may be purchased hence players gain immediate access when the Nolimit City Bonus is enabled and the feature purchase price is paid.

    SUMMARY

    Roadkill slot comes with a plethora of bonus features. This makes the game exciting slot to try out. It may take you a little time to understand all the features but don’t let that put you off playing it.


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