RacingActionArcade

About this game: JUNKYARD '86

Four buttons, ten machines, a hundred and fifty courses.

Ironvale runs a scrapyard the size of a town, and once a year it runs the Scrap Run. Drive, boost, jump, tuck and flip: a hundred and fifty courses across eight areas from the scrap heaps to the crane bridges over the void, ten machines built out of what the yard had lying about, stunt courses that ask for a backflip, and every course driven by machine before it shipped.

Play nowThe game runs in your browser with JavaScript and WebGL 2 enabled.

What you get

  • Ten machines built from what the yard had lying about, each with its own weight and grip
  • A hundred and fifty courses across eight areas, from the scrap heaps to the crane bridges
  • Jump, boost, tuck and flip: stunt courses that ask for a backflip and pay for a clean landing
  • Every course driven by machine before it shipped, so par is a measured time

Your controls

WD
Accelerate. In the air: lean forward
SA
Brake, reverse. In the air: lean back
Space
Jump. Hold in the air to tuck and flip, tap to barrel roll
Shift
Boost, while the meter lasts
R
Back to the last gate
Esc
Pause
  • ControllerA controller works too: right trigger to go, left to brake, A to jump, X to boost.
  • TouchLeft half brakes, right half drives. The round buttons jump and boost.

Ways to play

  • Scrap Run campaign, eight areas
  • Stunt courses
  • Speedrun boards per course

Plays on

Devices
Desktop, Tablet, Phone
Controls
Keyboard, Touch, Controller
Orientation
Landscape
Genre
Vehicle physics

Music

The tracks you hear in this game, and the people who made them.

Before you play

How many attempts do I get?

As many as you like. A restart goes back to the last gate you crossed and adds to the restart count, which the result shows beside your time.

How do I do a backflip?

Jump, then hold jump with the brake while the machine is in the air. Tap jump on a take-off for a barrel roll. A trick only counts if the wheels land first.

What does the boost meter do?

Shift burns it for extra speed. A clean landing refills it, so a course is planned around where you jump as much as where you boost.