Nolimit City sets the animals on the hillbillies in this intense, animal-themed slot game, shaking up the road rules as jumping animal wilds stop drivers in their tracks.
Look out for collapsing wins and increasing symbol multipliers in the base game, and three separate bonus games offering prize potential up to 11,091x the bet.
To start playing, log in to your account and hit the game tile to launch your session. Click on the coin stack to choose your wager from £0.20 upwards, then hit spin to play.
Score payline wins by matching three or more pay symbols on consecutive reels along one of the game’s 99 fixed paylines. Here’s the Roadkill paytable, based on a £1.00 wager:
| Symbol | Match 3 | Match 4 | Match 5 |
|---|---|---|---|
| Black Bag | 0.10 | 0.25 | 0.50 |
| Acorns | 0.15 | 0.25 | 0.75 |
| Bear Trap | 0.20 | 0.30 | 1.00 |
| Beaver | 0.20 | 0.30 | 1.25 |
| Barrel | 0.25 | 0.35 | 1.50 |
| G. Coonie | 0.30 | 0.40 | 1.50 |
| Love Nut | 0.30 | 0.40 | 2.00 |
| El Zorro | 0.35 | 0.50 | 2.50 |
| Hilly | 0.40 | 0.80 | 5.00 |
| Billy | 0.50 | 1.00 | 7.50 |
The bonus features all centre around the jumping wild animal symbols, which are activated in the bonus games and jump around the Battle Area (reels two, three, and four) trying to stop cars.
Papa Bear: When Papa Bear is in play, a general multiplier is active. He moves one step in any direction every second spin. He can only block a car once, taking two hit points from it, increasing the general win multiplier by 1x up to a max of 5x, and increasing his Collector by one. If his Collector reaches five, a 2x multiplier is applied to Papa Bear for the rest of the round.
Deer Joe: Deer Joe moves one step in any direction on every spin and can only block one car, taking one hit point. Whenever a car is blocked, all symbols on the same row in the direction from which the car came are split in two. If his Collector reaches five, the split feature slices symbols on all rows instead of just one.
Fred the Rabbit: Fred moves on every spin and can block a car multiple times, taking one hit point each time. Whenever a car is stopped, Fred leaves a wild in his current position, then jumps to a new empty one. If his Collector reaches its limit, Fred will drop a trap on his starting position. The trap can block and damage a car once, then into a wall if the car gets stopped by it. If the trap fails to stop or hit a car, it is removed before the spin stops.
Each jumping wild has a Collector above the reels. Whenever the jumping wild stops a car, the wild’s Collector increases by one. Once the Collector reaches five, it activates the wild’s feature upgrade and an armoured heart.
Hilly & Billy cars only appear in the features when jumping wilds are active. Hilly’s car always comes in first each round and is stopped after one hit. Billy’s car only comes in on every fifth round during Team Assemble, on every round during Junkyard Assault, and requires two hits to stop.
Whenever a car appears, it travels across the reel area from right to left on a random row. If a jumping wild blocks it, one hit point is removed. When the car’s hit point reaches zero, it stops.
If a car gets across without being stopped, it travels back again on a random row. A successful back and forth will either damage an armoured heart or remove a regular heart. Features end when you run out of hearts.
Two scatter symbols in the base game award Call to Arms, giving you two jumping wilds, two regular hearts, and free spins until you run out of hearts. If a third scatter lands during this mode, it activates Team Assemble and restores any lost hearts.
Team Assemble is activated when three scatters hit during the base game. You start with three hearts and three jumping wilds. Team Assemble can transform into Junkyard Assault if all three jumping wilds are upgraded. The feature continues until you run out of hearts.
All three hearts are restored at the start of Junkyard Assault, and both Billy & Hilly appear on every spin. Collectors for individual wilds are replaced with one Total Collector, which starts at zero, and activates the Roadblock every time it reaches its cap. The round ends when you run out of hearts.
To initiate the Roadblock, you need to collect a total of 20 hits. The feature starts by restoring your hearts and transforms all the jumping wilds to cover a whole row each on the battle area.
Hilly and Billy both appear in this bonus, crossing random rows and awarding features:
This order is always the same, and each row can be hit twice. When both cars have been stopped, all three rows combine into a giant 3x3 wild that covers the entire Battle Area. After the payout, the 3x3 wild splits back into jumping wilds, and the Total Collector resets to zero.
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