Overview Of Roadkill
Every year, millions of animals around the world are turned to roadkill’s.
It’s about damn time they took a stand, and took things into their own paws. Papa Bear, Fred the Rabbit and Deer Joe are here, and they’re not taking any sh!t from anyone, especially Hilly and Billy!
Slot Description
Roadkill has 5 reels with a 3 Row setup and has 99 pay lines plus reel modifiers.
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 have been lost. The game mode ends as soon 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 being triggered, if you upgrade a normal heart it will become an armoured heart from the left of the heart list. If any heart is missing, it will add an armoured heart from the left on the heart list instead. The Collectors counter gets removed if the cap has been reached.
Papa Bear acts as a Jumping Wild by moving to a random position inside the Battle Area on reels 2, 3 and 4 between rounds.
Below explains how the Papa Bear Wild works:
• When active, a general multiplier gets enabled.
• Papa Bear tries to move 1 step every second spin and in any direction.
• Papa Bear can only block a car once by damaging it for 2 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 1. If its Collector reaches the cap of 5 it will apply a permanent x2 multiplier on the Jumping Wild until the end of the feature.
Deer Joe acts as a Jumping Wild by moving to a random position inside the Battle Area on reels 2, 3 and 4 between rounds.
Below explains how Deer Joe works:
• Deer Joe acts as a Split Wild and triggers only if it blocks a car.
• Deer Joe tries to move 1 step on every spin and in any direction.
• Deer Joe can only block a car once by damaging it for 1 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 the cap of 5, the Split feature will now slice all the rows instead of just 1 reel.
Fred The Rabbit acts as a Jumping Wild by moving to a random position inside the Battle Area on reels 2, 3 and 4 between rounds.
Below explains how the Fred The Rabbit works:
• Fred The Rabbit acts as a Trapper.
• Fred The Rabbit moves anywhere on every spin inside the Battle Area.
• Fred The Rabbit can block a car multiple times by damaging it for 1 hit point from left and right.
• Whenever a car has been stopped, it leaves behind a Wild from its current position then jumps to a new empty position.
If its Collector reaches the cap of 5 during its first jump, it will apply a Trap once on its starting position.
The Trap can only block and damage a car once and turns itself to a Wild if the car got stopped by it. If the Trap fails to stop or hit any car, it gets removed before the spin stops.
Hilly and 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)
• Always comes in first on every round.
• Requires to be hit once to be stopped.
Red – Billy’s Car (2 Hit points)
• Only comes in on every fifth round during Team Assemble or on every round during Junkyard Assault.
• 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. If its hit-point reaches zero, the car gets stopped.
If the car manages to traverse the area from the right without getting stopped, the car will pick another random row and traverse 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.
The Team Assemble feature Triggers by having collected a total of 3 Scatters during the Base Game or during Call To Arms.
When triggered, it will apply three hearts or restore any normal hearts that have been lost.
The Red car gets enabled and comes in together with the Green car during every fifth spin. This feature can be upgraded to the Junkyard Assault feature if all three of the Jumping Wilds have been upgraded. The game mode ends as soon as there are no more hearts left.
The Junkyard Assault feature triggers only if all the three Jumping Wilds have been upgraded.
When triggered, it will apply three hearts or restore any normal hearts that have been lost.
The Red car now comes into play on every spin as well as 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.
The Road Block feature gets triggered by collecting a total of 20 hits which gets enabled for the following spin.
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 which triggers a feature based on the row hit:
• Top – Adds 1 Wild randomly on reel 5.
• Middle – Splits all the rows on Reel 5.
• Bottom – Multiplies the 3×3 Wild by 2.
This order will always be the same and each row can be hit twice. When both of the cars have been stopped, all three of the rows now convert into one big 3×3 Wild, covering the whole Battle Area.
After the payout has been counted, the 3×3 Wild now splits back into the Jumping Wilds and the Total Collector now starts from 0.
Roadkill Paytable
The paytable in Roadkill is dynamic and changes with your stake so it’s nice and easy to interpret. Starting with the low paying symbols we have the Trashbag paying 0.50x stake for a full way, the Acorns pay 0.75x, the Bear Trap pays 1x, the Tyre pays 1.25x and the Barrel of Moonshine pays 1.50x respectively.
Moving onto the premium symbols we have the G.Coonie paying 1.50x for a full way, the Love Nut pays 2x, El Zorro pays 2.50x, Hilly pays 5x and the top symbol of Billy pays 7.50x stake respectively.
Final Thoughts On Roadkill
Roadkill has an RTP of 96.05% and the volatility is rated at 8/10 or High and the maximum win is 11,091x stake. To say it’s mechanics are very intricate would be a huge understatement as you can see from the above explanation. It’s certainly a game that you’re going to have to play quite a bit to get the full understanding of what is and what isn’t going on!
To sum up Roadkill I would firstly say this is not what I was expecting, I thought it was going to be some sort of sequel to Road Rage and we know how that slot went down with the fans! But no, it is completely different in my opinion and from playing it, it would seem a lot of hard work and mathematics has gone into making the mechanics of the game feel new and exciting to play.
As I said in another recent review, I would refrain from the huge bonus buys with this slot and just play it au naturel and hope for the 4 scatters knowing it would of cost you a whopping 500x stake to buy!