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                             Review: Roadkill
                            By:  Jason Compton 
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Roadkill comes from Acid Software, the same developer/publisher team that
put together Super Skidmarks.  Instead of racing for the pure love of the
sport (and the thrill of marking up the track), you race to earn money and
blow up other drivers, in a futuristic (and top-down) environment.

Strictly one player and strictly AGA, Roadkill is pretty and smooth (and
works well on an 040, no mean feat for many games).  You get a choice of 6
(remarkably similar save for color) cars to inflict Roadkill with, and can
arm yourself mid-race with rocket and missile powerups, because after all,
what's a game these days without powerups?  Money is also there to be
collected.

Your car has only a certain amount of protection from the 8 or so computer
drivers out there to race against you.  They tend to be less aggressive
than you, however, so you can take advantage of their passivity in the
various "kill zones" (areas with mean metal spikes on the walls of the
track) or sneak up behind them with a rocket (keyboard controlled unless
you're playing the CD32 version, eek!)  This makes Roadkill a bit lopsided,
since you feel like you're playing with different rules than everyone else.

While it's fun to blow up other cars (not to mention profitable, you get
cash for each car destroyed, including Jackpots and Super Jackpots), the
real goal is to place (1, 2, or 3) in the race.  Fail that, and you lose a
"replay", or life.  The same applies if you beat your car to hell and don't
make a pit stop in time to avoid your explosion.  After the race, you're
told how much money you've earned, and shown the next race, including the
option to do a single lap, with no danger from other cars or mines or
lasers--a preview.  This is actually pretty nice, but never seems to help
quite enough as the pressure of the real race, and the increased speed,
will make you forget the preview lap.  Luckily, onscreen "Radar" of a sort
shows you the general layout of the track.

No, it's not a bad game.  In fact, it's very pretty to look at and the
control system is reasonable enough, except for those keyboard-fired
missiles.  But why, oh why, can't you actually spend the money between
races?  It would make it seem like a much less hollow pursuit, but as it is
it merely acts as a "score" in case you're competing for points with a
friend.

Roadkill has a great game engine, but is too limited to be a game to play
again and again.  The violence aspect of the game, which the box pays a lot
of attention to, is largely overrated--cars blow up but it's certainly
nothing repulsive.  Those looking for blood and gore should pick up Screech
on Aminet...now that's disturbing.  Roadkill has good racing, but the
implementation just isn't there.