Roadkill, Nolimit City slot machine.
Your mission, if you accept it, will be to rescue animals in the forest.
On the surface, everything seems peaceful in the woods of Roadkill. It's just another ordinary story. Unfortunately, the picture is quite different! If you don't do something about it, there's going to be carnage on the reels. Two individuals we'll call Hilly and Billy have found nothing better to do than wake up their Monster Truck. You know those out-of-this-world machines that look so much like big 4x4s! In the context of Roadkill, I'd call them death machines. You'll understand what I mean, because these two protagonists have the good idea of going into the neighbouring woods. To do what, you might ask? Not to let off steam by climbing piles of wood or insurmountable slopes. That's not at all what Roadkill is about. The charming intention is to awaken nocturnal fauna and turn it into a tool for letting off steam. The aim is to get more than one of them under their huge Monster Truck wheels! I think you're there now!
In their macabre session, most of the animals are frightened. In the half-light of the night, they are completely disorientated. Some are hypnotised by the bright lights of Billy and Hilly's cars and end up being crushed. Which amuses these two sadistic drivers. But they could never have imagined what is about to happen. The revolt of the animal world. All against them and solidly organised.
Squirrels turning their nuts into bombs. Holding them in their little hands, above their heads, to hurl them in the direction of the two psychopaths. There are even scarred bears armed to the teeth. Deer with long swords that no one can stop. There are even rabbits who can shoot a bow as well as Robin Hood!
In truth, it's a veritable army of wild animals, united in total coalition, preparing to defend their territory. Play on a 5x3 grid with 99 payouts. A veritable theatre is being built before your very eyes. Crazy, murderous cars that keep coming and going. Cars that stop and go and hearts that are symbols of your lives! You're going to need them in a gameplay bathed in a luxury of emotions!
Be careful on the road! In the woods of Roadkill, death can strike at any number of places!
CALL TO ARMS:
By obtaining 2 Scatter symbols, you'll be able to trigger Call To Arms mode! In this configuration, you'll get 2 hearts. To get a third, you'll need to get a third Scatter during the function. Once you've triggered 3 Scatters, you'll immediately activate the Team Assemble function. Roadkill will restore all the normal hearts you've lost. Team Assemble will end when you have no more active hearts.
COLLECTORS:
To activate a Collector you will need to see a Jumping Wild animal in action on your grid. Each Collector has its own characteristics directly linked to the Jumping Wil animal that corresponds to it. The value of each Collector depends on whether a car stops its wheels on their identifying Jumping Wild animal. In this case, a value of 1 is added. The maximum limit is 5. In this particular case, this has the effect of allowing the Roadkill game to unlock the upgrade function of the Jumping Wild symbol corresponding to the Collector. You'll notice a marked improvement with the transformation of a red heart into a blue heart. This translates into a so-called armoured heart.
PAPA BEAR:
The Papa Bear function acts like a Jumping Wild symbol. Its main purpose is to occupy a random place within the battle zone. A field provided only on reels 2, 3 and 4.
The Papa Bear feature has a number of characteristics, as follows:
• Once in action, this Jumping Wild symbol activates a general multiplier.
• It will move one square every 2 spins without strategy.
• It will do its utmost to damage the crazy vehicle by trying to block it and take at least 2 life points from left to right.
Each time he stops a crazy car, the general multiplier will increase by one, to a maximum of 5x. His Collector will receive an extra unit. If his Collector manages to grow to 5 then a 2x multiplier will apply to his Jumping Wild. This will continue until the end of the function.
DEER JOE:
The Deer Joe is also considered a Jumping Wild symbol. Its role is to move one space in the battle zone at random. The reels involved in this area are 2, 3 and 4.
Deer Joe's characteristics are as follows:
Its purpose is to act as a Split Wild symbol. It can only be triggered when a car is stationary.
• It will attempt to move one square at random each turn.
• It can only block a car once. He will take advantage of this to damage the car by taking 1 life point from each of its left and right sides.
• Each time a car is blocked, it will split all the symbols on the same line pointing in the same direction as the car.
When the Deer Joe Collector reaches a maximum of 5, the Split Wild function will split all the lines instead of Roadkill forming a single line.
FRED THE RABBIT:
Once again for Fred the Rabbit, his mission will be to move around as a Jumping Wild, in a random logic and in the combat zone of reels 2, 3 and 4.
The characteristics of the Fred the Rabbit feature are as follows:
• Its purpose is to act as a Trapper.
• Within the combat zone (reels 2, 3 and 4), he will move in a random order.
• Fred the Rabbit can block a vehicle several times. Take advantage of this to damage it with one hit from the left and one from the right.
• Every time a car has no choice but to stop, it will leave a Wild behind. In its landing position, the Wild will change position to occupy an empty space.
If its Collector reaches its maximum value, i.e. a value of 5, it will apply a Trap only once. This is from its starting position.
The aim of the Trap is to act as a car blocker and damage one car. The car will become a Wild if the Trap is the author of the block.
If the Trap cannot stop and does not touch any car, it will be removed from the grid once the lap has been completed.
HILLY AND BILLY CARS:
The Hilly and Billy Cars function can only be activated when an animal is a game.
There are two types of car in this mode:
• Hilly's car, which is green in colour. It has one life point. It always manages to get there first after each round. To be stopped, Hilly's car must be hit at least once.
• Billy's car is red. It is stronger than Hilly's car, with 2 hit points. It can appear once every 5 rounds during Team Assemble or Junkyard Assault. To be able to stop Billy's car, you'll need to hit it 2x.
CRAZY CARS:
Every time a car comes into play, its aim will be to drive through the roller area, starting on the right-hand side and along a random line.
If a Jumping Wild acts as a car blocker, it will have the chance to take 1 life point off the car. The car will be stopped when it has no points left.
If a car manages to cross Roadkill without being blocked, it will choose another line to cross Roadkill again. This time from the left.
A successful round trip for a car will damage an armoured heart. If you don't have an armoured heart at the time then you will lose a red heart. If you no longer have a heart, the Hilly and Billy Card feature will end.
TEAM ASSEMBLE:
Getting at least 3 Scatters in the main game or in the Call To Arms feature will trigger Team Assemble. First, you'll get the missing hearts or a number of 3 hearts. That's the maximum you can get. Billy's red car will be active. Every 5 turns it will join Hilly's green car. The Team Assemble feature ends when you run out of hearts in your gauge.
JUNKYARD ASSAULT:
This feature can only be triggered if all 3 Jumping Wilds have been upgraded. Once active, Junkyard Assault will restore all your hearts or credit you with 3. Billy's red car will be active every turn. Hilly's green car will do the same. From now on, the Collectors of the Jumping Wilds symbols will be replaced by a Collector total. Starting at 0, it will trigger the Roadblock each time it reaches its maximum. Once again, the Junkyard Assault feature will end when you run out of heart.
ROADBLOCK:
From 20 shocks upwards, you'll be able to enjoy Roadblock. The primary aim of the feature will be to restore all the normal hearts. All the Jumping Wild symbols will be transformed in the interest of each of them covering an entire line in the battle zone. In this case, Hilly's and Billy's cars will stand out. Their aim will be to hit a random line and trigger a feature depending on the line hit.
Depending on the area they pass through, the cars will trigger the following:
Top: on reel 5 a Wild will be randomly added.
Middle: all lines on reel 5 will be split.
Bottom: all the 3x3 Wilds will be multiplied by 2x.
The red and green cars will be able to hit up to 2x of these lines in the same order. A 3x3 Wild can be created when the 2 cars are stopped. This Colossal Wild will cover the entire combat zone.