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Mario Kart World Triggers Memories Of A Forgotten 80s Classic
Game Reviews

Mario Kart World Triggers Memories Of A Forgotten 80s Classic

by admin June 20, 2025


I spent an enormously disproportionate amount of my childhood playing one game: Buggy Boy. I have learned, in preparation for this article, that this arcade classic had a different name in the U.S. “Speed Buggy.” Pah-tooie. Ew. No. It’s Buggy Boy, and it was—until 2025—the only racing game that recognized the vital importance of driving a car on two wheels. Now that Mario Kart World has revived this core conceit, it’s time to give Tatsumi Electronics’ all-time classic the recognition it deserves.

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Honestly, what is it with you Americans and your determination to choose a completely rubbish version of something the rest of the world does differently? The imperial system? Fahrenheit? Putting your dates in an entirely random order? And Speed Buggy?! No. It was Bagī Bōi (バギーボーイ) in Japan, and that just flat-out translates to Buggy Boy. Speed Buggy was a 1973 crossover cartoon with Josie and the Pussycats for Hanna-Barbera. The matter is resolved. I accept your apology.

Buggy Boy was first released as an arcade game in Japan in 1985, including in a cockpit cabinet with a three-screen display. Come 1987 it was ported across to the Commodore 64 and Amstrad CPC, before being realized in its perfect version in 1988 for the ZX Spectrum, Amiga and Atari ST. It was then that a 10-year-old John Walker played that game until the digital tyres (yes, tyres—“tires” means to get sleepy) wore thin.

Because my dad was flawed, we had an Atari ST instead of an Amiga, and as such were left with all the crappy gaming magazines and the desperate, unconvincing cry of “But it’s used by professional music producers!” But at least I also had Buggy Boy, the first game to understand that all vehicular racing is improved when tipped on one side.

Buggy Boy was, as you might suspect from the year it was released, a relatively simple racing game—relative to today. At the time, it was positively intricate, primarily because of the clutter on the roads. Rather than your generic racetrack of games like Pole Position, empty save for the presence of other cars, on the mean non-streets of BB you were faced with all manner of obstacles, from logs and rocks to barriers and piles of bricks. At the same time, the five different tracks were covered in flags to drive into and banners to drive under, to score extra points, and—most importantly—means by which you could cause your car to both jump and flip up on its side onto two wheels.

It’s so important to remember that this is a full seven years before Super Mario Kart would appear on SNES, and while Buggy Boy was a single-player game with a single car on the tracks, I find it impossible not to trace a lineage. The madcap nature of Mario’s courses, while certainly born of F-Zero, still feel somewhat inspired by Buggy Boy to me. And yet I never hear a soul mention this game, ever.

Just the ability to jump, I think, marks out BB as special. Cars—and stay with me here—cannot jump. They can be launched, certainly, but their ability to hop up into the air by means of driving over a log has yet to be recorded in nature. It’s a gloriously silly feature that too many racing games would have eschewed, in favor of “realism.” But nothing was better than when you drove over a slanty small rock in the road and tipped up on two wheels.

Screenshot: Tatsumi Electronics, Kotaku

The game knew it. You scored way more points when you drove like this, and it didn’t slow you down. The effect lasted until you hit any other obstacle or feature, and as your buggy plopped down onto four wheels once more, your heart sank with it, a new high score likely missed.

Playing Mario Kart World—a game I’m honestly struggling to love (despite playing as a Cheep Cheep)—every time I find myself grinding a railing, fence or barrier, seeing my kart tip up diagonally, I just feel a nostalgic hit of delight. This! This is what’s been missing from racing games for nearly 40 years! It makes me happy, the way hearing a long-forgotten song you loved in your teenage years can wrap you in the emotions of memory.

There was so much more to it, too! You had to collect the colored flags in the order shown on screen, for bonuses, and the time gates were vital to ensure you could keep playing (complete with the on-screen symbols that I always parsed as Monopoly cards). Then there was the range of track offerings: an offroad track you’d loop around five times, as well as four other unique courses each made up of five distinct stages. It had that Mario Kart-like map to keep you focused, and have I mentioned how much I love going up on two wheels?

Buggy Boy has never received the love and recognition it deserves. Where are the modern remakes? The arcade classic celebrations? The misguided attempt to reboot the franchise as a first-person shooter? Let this be the game’s clarion call.

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June 20, 2025 0 comments
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Oil rig horror Still Wakes the Deep is trading the 70s for the 80s in new Siren's Rest story DLC
Game Updates

Oil rig horror Still Wakes the Deep is trading the 70s for the 80s in new Siren’s Rest story DLC

by admin June 13, 2025



The Chinese Room’s impressively choreographed oil rig horror Still Wakes the Deep is making a return, in a brand-new bit of story DLC that’ll pick up the action almost a decade after the events of the main game. It’s called Siren’s Rest, and it’s coming to all platforms on 18th June.


Still Wakes the Deep’s original story transported players back to 1975 and the wonderfully realised Beira D oil rig, located somewhere off the coast of Scotland in the churning North Sea. Eventually, it became clear that unknown forces had dubious designs on the Beira D’s crew, and thus began a very difficult day in the life of electrician Cameron McLeary.


If you haven’t played the main game, you might want to stop reading here, as introducing Siren’s Rest requires revealing the fate of Beira D and its crew. You see, Still Wakes the Deep’s story DLC time jumps forward over a decade to 1986 when a specialist diving team journeys to the site of the oil rig, now far below the waves. Armed with a cutting torch, crowbar, and camera, this new team is attempting to piece together the final moments of the Beira D, but it just might transpire those unknowable forces aren’t quite done playing just yet.

Still Wakes the Deep: Siren’s Rest trailer.Watch on YouTube


“The Beira D is now a groaning steel catacomb interred in the inky depths of the North Sea,” The Chinese Room teases in its announcement. “What really happened that December day in 1975, when communications to the mainland were severed and the rig sank without a trace? What answers can be given to families who still grieve, ten years on?”


Siren’s Rest, which will supposedly offer around 1.5-2 hours of playtime, has a new writer in Sagar Beroshi (they previously served as narrative designer on Helldivers 2), and a brand-new cast to go with its brand-new crew. Lois Chimimba (Doctor Who, Shetland) stars as protagonist Mhairi alongside Lorn Macdonald (Bridgerton, The Lazarus Project) and David Menkin (Final Fantasy 16, Alan Wake 2), and Kate Saxon is once again on voice directing duties, which bodes well given the stellar performances in the main game.

Image credit: The Chinese Room


I wasn’t entirely sold on Still Wakes the Deep’s design when I reviewed it last year, but there was no questioning its often astonishing artistry – and I’d be lying if I said the haunting fate of the Beira D’s crew hadn’t stuck with me. So I’m genuinely intrigued to see how Siren’s Rest expands on what’s come before with its new team and some 80s swagger.


Still Wakes the Deep’s Siren’s Rest DLC launches for PS5, Xbox Series X/S, and PC (via Steam and Epic) next Wednesday, 18th June, and it’ll cost £9.99/€12.99/$12.99 USD.



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June 13, 2025 0 comments
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Vice Undercover - a retro computer interface for solving a crime
Product Reviews

This narrative thriller takes place in a fictional ’80s OS, and the devs obsessed over keeping just the right amount of old school jank: ‘We did retain the dial-up modem’

by admin May 29, 2025



Few games commit to building an alternate reality like Vice Undercover. Much of the game is played on the fictitious Amigo OS, an amalgam of Windows 3.1 and early Apple operating systems with a dozen built-in applications, a boxy media player, and even a persistent Clippy pastiche with all sorts of eager advice for you. But this isn’t a starry-eyed trip down memory lane—it’s a “narco-thriller” where you poke around in drug cartel communications, careful not to get caught.

“Paranoia is one of the core emotions we were going for. That fear of being caught, the moral ambiguity of what you’re doing, and sort of questioning what is right and wrong when you’re combating something like this,” said Cos Lazouras, co-CEO of indie dev Ancient Machine, in an interview with PC Gamer. “That kind of thing is part and parcel with the core of the gameplay.”

In Vice, which takes place in 1980s Miami, you play as an undercover cop with an hour a day to access a cartel-run computer. It looks to be informed by synthwave and neo-noir as much as it is by actual history, and Lazouras said that’s no mistake; there are plenty of treats for web historians and true crime buffs alike.


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“The idea of, ‘what would have happened if Pablo Escobar and other cartels like that in the ’80s had access to the sort of technology we take for granted?’ What does that world look like,” he said. “We did a lot of research about the drug wars of the ’80s, and Miami was the central focus of cocaine distribution into the country … we have every criminal organization in this game, sometimes peripherally, but we’ve got everything from the yakuza, triads, Indonesian mob, the Italian mafia, the police as a big part of the corruption, government agencies.”

As a narrative game, the closest analog to fiddling around in Amigo OS is probably something like Her Story or the recently acclaimed Roottrees are Dead. It’s a nonlinear web of discoveries lying in wait, scattered about databases full of disparate information. If you’re the sort who’s always wished you could puff a stogie and illustrate a series of connections on a bulletin board using tacks and yarn, that’s how I imagined myself while checking out its demo on Steam.

You might notice that the Amigo isn’t quite as frustrating to navigate as it could be given its inspirations. According to Ancient Machine’s other co-CEO, Albert Ramon Puig, figuring out the right amount of friction was a tightrope walk unto itself.

“We discovered trying to simulate a desktop is crazy and it’s not fun. We decided to reinvent all the mechanics and incorporate things that are modern, like the alt-tab … You have chats, a lot of missions, a lot of applications, a big database. [The game is about] how to organize and investigate more than complicated mechanics.”

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Puig and Lazouras discovered in early playtests that players were flabbergasted when they realized how slow-going an era-appropriate OS would have been when frictionless alt-tabbing between a gazillion windows wasn’t always a given. To keep the focus on the story, they decided to hold back most of the jank—with a little leftover, as a treat.

“We did retain the dial-up modem, though,” said Lazouras. “So when you lose the internet, you do have to go in and re-dial up and reconnect … when you have five people giving you missions and contracts because you’re working for both the police and the cartel, and then these external characters start introducing themselves, then that desktop management becomes a key component.”

Old school cool aside, Vice Undercover is a game about living on the razor’s edge—something the team at Ancient Machine had no qualms with themselves working on their passion project. Lazouras said: “The policy that we set right from the start is no control from anybody else. We make this game, and it has to be like this.”

The team had a distributor lined up at one point, but working within the needs of that partnership “meant cutting [Vice Undercover] back way too much.” To make the game they wanted, the team had to take a chance. Lazouras said that only stoked his passion, looking back now on having written 500 character backstories for Vice Undercover’s labyrinthine plot. Coming from a background in AAA development, Lazouras was excited by the challenge of “having a really pared down solution to the core of a game” purely focused on the concept rather than the production values of “big, overblown games.”

“It’s a lot more fun working on something that’s just pure risk, especially when you put your own mortgage up on the line, because we’re self-funding it,” he said. Despite the complicated road behind, Lazouras is “super proud” of the game that’s slated to come out later this year.

“We really want you to feel like you’re an undercover cop buried under this storyline. I think we’ve achieved that. I think that’s the crowning glory of where we’re at with the game.”

Vice Undercover doesn’t have a release date locked in yet, but expect it on Steam sometime this summer.



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May 29, 2025 0 comments
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