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Scrapyard Run
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Selminha standard: P pauses · M sound · SPACE or tap to startAbout Scrapyard Run
The Driver let his cage truck loose on the highway past the junkyard and buried the asphalt in scrap: barrels, tires, oil, whatever fell off the back. Kiko Faísca, the fastest hero in Steel Flames, laced up his skates and hit the road anyway. In this portrait game built for one hand, the track rolls toward you and you steer Kiko sideways with the arrows, the stick, the touch pad or the mouse. Barrels are solid (hit one, lose a life), tires trip you (and take 40% off the health bar) and oil slicks flip your steering for a moment — and you can jump all three. But air time has a price: while Kiko is up there he grabs no sparks, cans or crates and sails right past ramps. After every landing there's always a short beat to swerve or jump again. Ramps launch a big air worth 200 points; cans fill the turbo bar and score 50; rows of sparks build your combo and multiplier. Once the bar is charged, turbo fires 1.5× speed for two seconds and Kiko turns into a bulldozer: barrels and tires blow up in his path, but oil still sends him skidding. The fruit crate is the same one from the main game, and here it's the rare prize: worth a life, turning up about every three miles with no set time or place. Every three-quarters of a mile The Driver's cage truck pulls in ahead for 18 seconds, dumping junk on the road; dodge everything until it pulls away and you bank 500. Speed climbs with distance and the scenery changes: junkyard, dirt road, overpass, daybreak and open highway. Distance is the score — about 800 points a mile — with an extra life every 5,000, up to 10; when the lives run out, your distance becomes your record and your score goes to the site's Top 5.
One of Selminha's ideas
“Kiko is the fastest of the crew and still didn't have a game of his own. I wanted a skating race that feels like the junkyard: barrels, tires, oil and that huge truck clogging up the track.”
How to play Scrapyard Run
- Steer Kiko sideways with the arrows or A/D, the gamepad stick or d-pad, the touch pad on the left of the screen or, on a computer, just by moving the mouse (Kiko follows the pointer). The track rolls on its own and speeds up with distance.
- Jump with K, Space or J (A or X on a gamepad; the JUMP button on touch; a mouse click on a computer) to clear barrels, tires and oil slicks. Air time has a price: while Kiko is up there he grabs no sparks, cans or crates and sails right past ramps. After every landing there's always a short beat to swerve or jump again.
- Cans fill the turbo bar (+30) and score 50 points; rows of sparks build your combo. With 40 turbo, press L (B on a gamepad; the TURBO button on touch; right-click with a mouse) for 1.5× speed for 2 s — while it lasts, Kiko turns into a bulldozer: barrels and tires blow up in his path (+25 each). Oil doesn't blow up: it still sends you skidding. Cans, sparks and the crate are still picked up as usual.
- Ramps launch Kiko into a big air worth 200. The fruit crate is the same one from the main game, and here it's the rare prize: worth 1 life (or 500 points if you're already at 10), turning up about every three miles with no set time or place — see it, grab it. Every three-quarters of a mile the cage truck pulls in ahead and dumps junk for 18 s: outlast it for 500.
- Distance is the score: about 800 points a mile. Hitting a barrel costs 1 life (3 to start; extra life every 5,000 points, up to 10). At 0 lives the run ends and your score goes to the Top 5.
- P or Esc pauses; M toggles sound; F toggles full screen on a computer. The full instructions live in the pause menu. When the run ends, put your name on the game's Top 5, saved on the server.
What's on the track
- Barrel
- Solid: hit one and you lose 1 life; Kiko is protected for a few seconds after. You can jump it. They come alone or in pairs, and the cage truck drops them too.
- Tire
- Trips you, bleeds speed for a moment and takes 40% off Kiko's health bar (the top one); empty the bar and you lose 1 life, then it refills. You can jump it; on turbo, it blows up.
- Oil slick
- Flips your steering and wobbles Kiko for just over 1 s. You can jump it — but turbo won't save you: oil doesn't blow up, you skid all the same.
- Jump
- Clears barrels, tires and oil, but air time has a price: while Kiko is up there he grabs no sparks, cans or crates and sails right past ramps. After every landing the game guarantees a short beat (about 0.3 s) before the next obstacle in your lane — enough to swerve or jump again, but it's tight.
- Ramp
- A big air (Kiko stays up for over a second) and 200 points.
- Can
- Worth 50 points and fills 30 of the turbo bar.
- Sparks
- Come in rows of 5; each one is worth 10 × your combo multiplier (up to ×5).
- Fruit crate
- The same one from the main game, and here it's the track's rare prize: worth 1 life (or 500 points if you're already at 10). It turns up about every three miles, rolled stretch by stretch, with no set time or place — see it, grab it (on the ground: in the air it just passes by).
The track starts gentle and picks up speed slowly with distance (it only doubles around the five-and-a-half-mile mark); obstacles bunch up little by little, and around the halfway point solid ones start coming in pairs, forcing you to pick a side.
Controls on phone and computer
- Computer
- Arrows or A/D move sideways · mouse: Kiko follows the pointer, click jumps, right-click fires the turbo · K, Space or J jump · L fires the turbo · P or Esc pause · M toggles sound · F full screen · gamepad supported: stick or d-pad moves, A or X jump, B turbo, Start pauses, Back toggles sound
- Touch
- Phone upright and in full screen. The touch pad on the left steers Kiko; JUMP and TURBO sit on the right. Pause and sound sit in the top-right corner.
Turbo, truck and stages
- Turbo
- The lower bar on the HUD, from 0 to 100 (cans +30, sparks +3). At 40 it fires 1.5× speed for 2 s; while it lasts, Kiko turns into a bulldozer: barrels and tires blow up in his path (+25 each). Oil doesn't blow up and still makes you skid; cans, sparks and the crate are still picked up.
- Combo
- Sparks grabbed back to back; the multiplier climbs every 5 (up to ×5) and resets when you trip or crash.
- Cage truck
- Every three-quarters of a mile The Driver pulls in ahead for 18 s, swerving side to side and dropping barrels, tires and oil. Outlasting it is worth 500.
- Stages
- By distance: junkyard (the start), dirt road (0.6 mi), overpass (1.4 mi), daybreak (2.2 mi) and open highway (3.2 mi).
- Lives
- 3 to start, 10 max; extra life every 5,000 points.
Your distance record is saved on the device and shown on the HUD during the run.
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