
SCRAPYARD SKEDADDLE ZX
A downloadable game
SCRAPYARD SKEDADDLE ZX
Spectrum 48K : Top-Down Arcade-Style Maze Race Game.
"A fictional 1980s arcade game gets a home port."
DESIGNERS : ARP & CER (The game design, graphics, associated promo artwork, storyline, font, names & characters are copyright © 2025 by antp.ARP )
SOFTWARE : Jonathan Cauldwell's MPAGD engine.
PLAYTESTED : TheSpectrum2024, Speccy 4.8
DOWNLOAD : Free
FILE FORMAT : '.tap' [ Requires ZX Spectrum compatibility ]
=== ABOUT THE PROJECT ===
The first game from a complete newbie, noting here that I'm not a coder, and that without the degree of automation offered by the excellent MPAGD engine, none of this would've been possible. Likewise, there are a number of wonderful people to thank for very kindly sharing their expertise throughout the development process.
The 'outcome of a learning project' might be the best way to describe this game, which started life as just a respite activity but soon grew into something so much bigger. As a professional graphic artist in my younger days, I had the dream of one day bringing some of my own ideas for games to life... Little did I think it would happen all these years later, and on a system that I have such fond memories of : )
Designed for all ages, to kill 10 minutes on a rainy Sunday afternoon, SCRAPYARD SKEDADDLE ZX is a very SHORT and SIMPLE 'quasi-top-down maze race game', the style of which should be very familiar to all retro game fans. My goal was to create a 'home port of a fictional early 1980s arcade game', and litter it with homages to the classics.
=== STORYLINE ===
"" Willow's box of catnip toys has been stolen by the Rat Gang. Using the local scrapyard as a hideout, the gang patrols their territory using old bangers they've fixed up and race around in, and they welcome the ghosts of fallen gang members to help scare off trespassers. Willow must race against the clock to retrieve all her toys across the various mazes that make up the scrapyard, relying on her nine lives to survive and get back to her owner (Betty). When running doesn't cut it against a bird boy racer, Willow can speed up her pace by barrel rolling to outrun danger, and random patches of catnip show her pathways that are undisturbed and therefore safe from traffic. There are also some conveniently scattered ghost traps to help bust any spooks that wander into them. Grab your toys and skedaddle, Willow ! ""
=== INSTRUCTIONS ===
GAMEPLAY :
- Guide Willow the Cat through a gauntlet of patrolling (fixed pattern) enemies.
- The aim is to retrieve 10 stolen toys per level.
- The game consists of 16 levels, plus an intro and outro screen.
- Observing the fixed enemy patterns (and then moving as quicky as possible) is the key to completing each level before the 90-second timer runs out.
- Catnip patches are safe spots to stand in.
- The only enemies to chase you will be ghosts, should they appear - They can reach you even in safe spots, but to keep things fair, they can only walk the pathways (not through barriers).
- The ghost traps (small pink item with a cat-like face) are not collectables; They are scattered onscreen to banish ghosts that touch them. You can freely pass over them without harm. Try to lure ghosts into them ; )
- Aside from the ghosts, none of the enemies can be destroyed or removed from the playing field.
- The speed roll is not an attack move, and is only used to move at twice your normal speed when you see a chance to travel safely over a distance.
- Use the openings at the edges of the screen to 'teleport' to the opposite side.
- Like every cat that gets itself into scrapes, Willow has 9 lives.
CONTROL SYSTEM :
[ Development notes on AUTO-ALIGNMENT LOGIC ]
Various choices were made during development to individualise this game. Rather than using a 'continuous movement' for the control system, which is found in many classic maze games, it was decided to allow the player to choose when to carefully move (in minor increments if need be, or across major distances via speed rolling) to help with the timing to avoid the fixed enemy patterns.
To ensure the control system was fairly balanced, a logic was applied to assist with passing through gaps. 8 degrees of tolerance were tested to ensure the most suitable was used for the logic in the final version of the game :
- 0, zero tolerance = No logic. The 16x16 pixel player had to be lined up perfectly with the 16x16 pixel gaps, which obviously wasn't suitable for fluid gameplay.
- 8, highest tolerance = The logic pulled the player through gaps when approaching from a block/tile away, which again wasn't suitable in a game that requires carefully timed movements.
- 4, mid-range tolerance = A logic of 2 pixels either side of gaps was decided upon for the released game, ensuring the player still has to skilfully aim for the gaps, but with leeway for missing the alignment, at which point the logic engages.
The level of tolerance was based on one of my favourite classic arcade games about a chef that makes burgers ; ) ... So even with the auto-alignment, you still need to use some precision. Originally, the diagonal inputs were disabled to create a true 4-way joystick game, but they were reinstalled to add an extra layer of tolerance and fluidity.
***** FOR JOYSTICK *****
(This game was designed primarily with joystick control in mind)
HIT 'K' = KEMP: Kempston
HIT 'S' = SINC: Sinclair
- --- DIRECTIONS : UP/DOWN/LEFT/RIGHT
- --- FIRE : Press and hold down FIRE to SPEED ROLL (x2 speed)
***** FOR KEYBOARD *****
HIT 'Q' =
- --- Q: UP
- --- A: DOWN
- --- O: LEFT
- --- P: RIGHT
- --- M: FIRE - Press and hold down FIRE to SPEED ROLL (x2 speed)
***** FOR USER DEFINED KEYS *****
HIT 'U' = Set U/D/L/R+FIRE to your preferred keys, then HIT 'Q'
***** OTHER IN-GAME KEYS *****
H: "Hold" (Pause)
F: "Fast Forward" (Level Skip)
=== ACKNOWLEDGEMENTS ===
It's only from the incredible support I've received that this project was completed with such a unique set of controls. As documented above, the reason Willow moves with ease around the maze is thanks to the work of coding genius 'MAS', who very kindly spent time troubleshooting the auto-alignment as part of the player controls, as well as the movements of the Banger Racers.
I have therefore added in-game thanks
- for the use of the MPAGD engine by 'JONATHAN CAULDWELL',
- to 'MINILOP' for giving all newbies a gateway into MPAGD, and
- a ZXtra super special thanks to 'MAS' for major coding contributions, without which this game would not exist.
I'm extremely grateful for the tutorials I've had access to, and for the support I've received - I can't praise the work of these amazing individuals enough. THANK YOU : ) antp.
=== SYSTEMS ===
For those using emulation, this '.tap' file should load instantly in most emulators, including TheSpectrum2024 on which this game was primarily tested.
REQUESTED UPDATE : For those using original Sinclair ZX Spectrum hardware and loading via the audio input, a second release of the game now features a PIXEL ART LOADING SCREEN and is available for download alongside the original. Please select "SSZXincPIXELART" when choosing the .tap file. The gameplay remains identical.
PERFORMANCE : Please note that, depending on the emulator used, or the model of original hardware, the colours, sound effects, framerate and speed of the game (including the countdown timer) may differ slightly.
DISPLAY : The game shown in the three screenshots on this page is the exact same game contained in the downloadable file. These screenshots were photographed directly from a bright monitor, with TheSpectrum2024's colour enhancement and CRT mode both enabled. The game is not ULA+, but colour enhancement settings (alongside brightness and contrast) can boost/bloom the colours to help imitate the look of a vintage arcade monitor.
PHOTOSENSITIVITY NOTES : This game contains brightly-coloured, fast-moving sprites set against a black background, with one specific sprite that flashes slowly. There should be no rapid flashing or flickering when played and operated correctly.
=== DOWNLOAD ===
This game is completely FREE to download and enjoy - Have fun ! : )
Any monetary reward received in relation to this game will go entirely to charity. If you enjoy this game please consider donating directly to :
https://www.mndassociation.org/get-involved/donations .
The MOTOR NEURONE DISEASE ASSOCIATION is a UK charity (no.294354) that's very close to my heart. The MNDA funds medical research and provides support for people diagnosed with Motor Neurone Disease, their families and carers. For those caring 24/7 for loved ones, the MNDA monitors wellbeing, offers help and guidance, and in some cases provides the only means of respite.
Alternatively, please consider donating directly to a charity that means something personal to you : )
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SCRAPYARD SKEDADDLE (ZX)
Copyright © 2025 by antp.ARP
| Status | Released |
| Rating | Rated 5.0 out of 5 stars (4 total ratings) |
| Author | mavtherave |
| Genre | Action |
| Tags | maze, mpagd, Retro, ZX Spectrum |
| Content | No generative AI was used |
Download
Click download now to get access to the following files:
Development log
- SSZX LOADING SCREEN ADDITIONOct 24, 2025





Comments
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Hey, I hope you don't mind, but I featured your awesome game in my top 50 Spectrum homebrew games of 2025
Hi Jamie. Excellent video! Thank you so much for including SSZX and presenting it so well - I don't know what you were running it on, but it looked great and the sound was fantastically clear (as a couple of emulators seem to have slightly distorted moments with some of the beeps/crashes), so this is a brilliant example with all the colour vibrancy I was aiming for : ) The line-up of games is absolutely amazing (so many works of art released recently), and it's hard to get my head around the fact that something I've worked on is actually in there with them - I'm familiar with some of the creators behind these games and I'm in absolute awe of their genius. It really is an honour to be a part of this : ) Keep up the videos as they're superb!
Hey there, it was ran with Retroarch and using a shader known as Royale CRT.
Ahh, I've heard a lot of good things about Royale, but never tried it out myself, so I really appreciate you using it to demo SSZX : ) I've just checked out other examples online and the results do indeed look fantastic - CRT purists have compared it to their actual monitors/tvs and given it the thumbs up. It's an excellent choice : )
Great new game with cute cat. I've also included it in my new video along with other recently released games. Hope you like it.
Hi Dino. Thank you for the kind words, and for including SSZX in your roundup. Everything looks & sounds great via your Spectaculator setup, and it really is an honour to be featured in a video alongside all those fantastic games : ) I'll continue to look forward to your monthly updates of everything new on the retro scene - I've been watching for over a year now, but never imagined I'd have a game of my own appear in one! : )
Great work. Nice color and screen design. Congratulations!
I'm sure this won't be your last videogame. Keep it up!
Thank you so much : ) I really appreciate the compliment and the encouragement - It really means a lot to me, especially coming from a talented game designer like yourself : )
Nice and beautiful game. Congratulations!
Thank you for this compliment : ) Back in the 80s, many arcades were darkly lit places, and some were literally illuminated by the monitors alone - I loved how bright and colourful they were, with some boosted so much they were buzzing and humming like they were going to explode, lol. Since I wanted to follow the typical black background for the maze, I did my best to create everything without any shading techniques, so the sprites would all be solid blocks of bright colour that whizz around the screen. I was aiming for a fun and cheerful look, and I'm so pleased you appreciate it : )
I agree. The game definitely has that arcade feel. The ZX Spectrum was the first computer my father brought home. I have very fond memories of playing on it and also creating small BASIC programs. I hope one day I can create a full game for that legendary computer.
Thank you. I think many people back in the day dismissed the Spectrum for games, and never really knew the wonderful potential it had. Many retailers would point out Commodore's 64K (compared to just 48K), and to many people that meant the C64 would always be better for games. I was lucky enough to have a circle of friends and we all had different machines. We actually found many versions of the most popular multi-platform games to be better presented on the Spectrum - Such fond memories, as you say. Hopefully you'll find the time to make that ZX game : ) : )
This game is honestly wonderful!
(I love how you planned everything out on paper, too. A behind-the-scenes video/blog would be really cool!)
Thank you for such kind words : ) I have, of course, done my very best to ensure everyone knows I had a great deal of help with the coding. The graphics started on paper, with sketches of the real Willow and some of the creatures she was chasing out of the garden, lol. I drew on everything from napkins to cereal boxes whenever an idea came to mind, all in 8x8, 16x16 and 20x20 grids, and then piled everything into my sketchbook. As soon as I had a suitable amount of time, I converted everything I was happy with into sprites, blocks and screens. My worry was subconsciously copying any other cat, mouse or bird sprite from the multitude of games I've encountered over the years, and it seems sketching away from the computer was a really good way of avoiding that. I have split seconds of camera-facing-the-screen video that shows certain development stages before they were overwritten, as well as what's on paper, so might try to compile that all into a short video. Again, thank you for the praise : )
Great game, thanks.
Thank you for making and sharing this video : ) I'm not sure what system or emulator you are using, but it looks and sounds great, so it's a really nice presentation of the game. I could also see that, once you spotted some patterns, you stuck to them and got further each time, which is indeed how to progress. I think I saw one or two moments when speed rolling might have saved you, so please have another play someday and see how far you can get : )
Nice game!
Thank you very much - I appreciate you playing, and taking the time to make and post the video : ) I like the way you carefully timed using the wraparound to escape danger a couple of times, and made use of the catnip safezones, so this is a really nice example of a playthrough. I enjoy your channel and will keep watching for all ZX content : )
Thanks for the kind words, and feel free to check out my YouTube channel!
Beautiful game. Thx
Thank you so much : ) The presentation (sprites and layouts) started on paper as I did everything that way back in the day, and then recreated 1:1 in the sprite and screen editor. Everything is pretty much how it was designed to look - I have some behind-the-scenes video footage that I might upload to YT showing the hundreds of bits of paper I had littered everywhere, lol. The artwork I was confident about handling, and it was the coding that I had a great deal of help with, for which I'm extremely grateful.
Greatest, wuaoo, full color, very good
That's very kind of you to say - Thank you : )