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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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NFT Gaming

Avalanche Game ‘Forgotten Playland’ Implements NFTs in Biggest Update Yet

by admin June 19, 2025



In brief

  • Forgotten Playland implemented blockchain and NFTs in its social party game.
  • The game is built on the Beam Network, an L1 network powered by Avalanche.
  • The game’s implementation comes with new content, a play-to-airdrop campaign, and more.

Social party game Forgotten Playland is further entrenching itself in Web3, formally integrating with Beam Network, an Avalanche L1 chain, while unveiling new content and a battle pass. 

With the update and blockchain integration, most in-game assets within Forgotten Playland become freely tradeable, allowing players to exercise one of the promises of decentralized gaming and entitling them to own a piece of the game economy.

Players will be able to own two different types of NFTs on the platform, cosmetic and toybox. Cosmetics—like skins, traits and emotes—can be earned by playing the game, but also can be packaged within the battle pass or toybox features. Toyboxes act as limited-edition bundles that will only be rolled out periodically.

“These NFTs enhance the game by offering personalization, social signaling, marketplace trading, and access to exclusive content,” Zico Bakker, co-founder of Duckland Games told Decrypt. 

The NFTs and the game’s Forgotten Playland token (FP) “empower a vibrant economy,” according to Bakker, who added that the blockchain and NFT implementation gives the Forgotten Playland “the freedom to work on a play-to-airdrop campaign,” which it is undertaking right now with a FLUFFY points campaign. 

In the campaign, users earn points based on the amount of cosmetics they own, their activity in the game, and the quests they complete. 

“As NFTs and FP tokens gain utility, players no longer experience purely cosmetic progression; there’s financial and social motivation to engage deeper,” said Bakker.



Players will be able to engage with new content in this update and in the near future as well. 

“We have a lot of new content planned for Forgotten Playland,” said Bakker. “With this update, we introduced the battle pass feature and Toybox feature, so expect more of that. In two weeks, we will add two new party games to the mix for even more fun. After that we will focus on the Plushkyn Battle feature, which we will share more information [on] at a later date.”

In addition to new content, the latest update also adds new seasonal challenges, rewards, and full German language support.

Forgotten Playland, which spotlights abandoned plush toys in a dusty attic, joins a growing ecosystem of games on the Avalanche-powered Beam Network. It is developed by Vermillion, a collaboration between Duckland Games and the Beam Foundation. 

“Beam has believed in the project from day one and helped us raise the necessary funds to get us where we are,” Bakker said. “We share a lot of values regarding game development and pushing the crypto gaming space to the next level. And we both want to create a fun game that can be enjoyed by many players in which gas fees are low, processing is fast, and technology is progressing.”

The free-to-play Windows PC game is available for download from the Epic Games Store.

Edited by Andrew Hayward

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June 19, 2025 0 comments
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Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter
Game Reviews

Painkiller RTX is a path-traced upgrade to a classic but almost forgotten shooter

by admin June 1, 2025


Nvidia’s RTX Remix is a remarkable tool that allows game modders to bring state-of-the-art path traced visuals to classic PC games. We’ve seen Portal RTX from Nvidia already, along with the development of a full-on remaster of Half-Life 2 – but I was excited to see a community of modders take on 2004’s Painkiller, enhanced now to become Painkiller RTX. It’s still a work-in-progress project as of version 0.1.6, but what I’ve seen so far is still highly impressive – and if you have the means, I recommend checking it out.

The whole reason RTX Remix works with the original Painkiller is due to its custom rendering technology, known as the PainEngine. This 2004 release from People Can Fly Studios was built around Direct X 8.1, which gave it stellar visuals at the time, including bloom effects – specular lighting with limited bump mapping and full framebuffer distortion effects. Those visuals dazzled top-end GPU owners of the time, but like a great number of PC releases from that era, it had a DX7 fallback which culled the fancier shading effects and could even run on GPUs like the original GeForce.

RTX Remix uses the fixed function DX7 path and replaces the core rendering with the path tracer – and that is how I have been playing the game these last few days, taking in the sights and sounds of Painkiller with a new lick of paint. It’s an upgrade that has made me appreciate it all the more now in 2025 as it is quite a special game that history has mostly forgotten.

To fully enjoy the modders’ work on the path-traced upgrade to Painkiller, we highly recommend this video.Watch on YouTube

Painkiller is primarily a singleplayer first-person shooter that bucked the trends of the time period. After Half-Life and Halo: Combat Evolved, many first person shooters trended towards a more grounded and storytelling-based design. The classic FPS franchises like Quake or Unreal had gone on to become wholly focused on multiplayer, or else transitioned to the storytelling route – like Doom 3, for example. Painkiller took all of those ‘modern’ trappings and threw them in the garbage. A narrative only exists in a loose sense with pre-rendered video that bookends the game’s chapters, acting only as a flimsy excuse to send the player to visually distinct levels that have no thematic linking beyond pointing you towards enemies that you should dispatch with a variety of weapons.

The basic gameplay sounds familiar if you ever played Doom Eternal or Doom 2016. It is simple on paper, but thanks to the enemy and level variety and the brilliant weaponry, it does not get tiring. The game enhanced its traditional FPS gameplay with an extensive use of Havok physics – where a great deal of the game’s environmental objects could be broken up into tiny pieces with rigid body movement on all the little fragments, or environmental objects could be manipulated with ragdoll or rope physics. Sometimes it is there for purely visual entertainment but other times it has a gameplay purpose with destructible objects often containing valuable resources or being useful as a physics weapon against the game’s enemies.

So, what’s the score with Painkiller RTX? Well, the original’s baked lighting featured hardly any moving lights and no real-time perspective-correct shadows – so all of that is added as part and parcel of the path-traced visuals. The RTX renderer also takes advantage of ray-traced fog volumes, showing shadows in the fog in the areas where light is obscured. Another aspect you might notice is that the game’s various pickups have been now made to be light-emissive. In the original game, emissives textures are used to keep things full bright even in darkness, but they themselves emit no light. Since the path tracer fully supports emissive lighting from any arbitrary surface, they all now cast light, making them stand out even more in the environment.


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The original game extensively used physics objects, which tended to lead to a clash in lighting and shading for any moving objects, which were incongruous then with the static baked lighting. Turn on the path tracer and these moving objects are grounded into the environment with shadows of their own, while receiving and casting light themselves. Boss battles are transformed as those enemies are also fully grounded in the surrounding environments, perfectly integrated into the path-traced visuals – and even if the titanic enemies are off-screen, their shadows are not.

The main difference in many scenes is just down to the new lighting – it’s more physicalised now as dynamic objects are properly integrated, no longer floating or glowing strangely. One reason for this is due to lighting resolution. The original lighting was limited by trying to fit in 256MB of VRAM, competing for space with the game’s high resolution textures. Painkiller RTX’s lighting and shadowing is achieved at a per-pixel level in the path tracer, which by necessity means that you tend to see more nuance, along with more bounce lighting as it is no longer erased away by bilinear filtering on chunky light map textures.

Alongside more dynamism and detail, there are a few new effects too. Lit fog is heavily used now in many levels – perhaps at its best in the asylum level where the moonlight and rain are now illuminated, giving the level more ambience than it had before. There is also some occasional usage of glass lighting effects like the stain glass windows in the game now filtering light through them properly, colouring the light on the ground in the pattern of the individual mosaic patterns found on their surface.

Half-Life 2 RTX – built on RTX Remix – recently received a demo release. It’s the flagship project for the technology, but modders have delivered path traced versions of many modern games.Watch on YouTube

New textures and materials interact with the path tracer in ways that transform the game. For some objects, I believe the modders used Quixel megascan assets to give the materials parallax along with a high resolution that is artistically similar to the original game. A stoney ground in the graveyard now actually looks stoney, thanks to a different texture: a rocky material with craggy bits and crevices that obscure light and cast micro shadows, for example. Ceramic tiles on the floor now show varying levels of depth and cracks that pick up a very dull level of reflectivity from the moon-lit sky.

Some textures are also updated by running them through generative tools which interpret dark areas of the baked textures as recesses and lighter areas as raised edges and assigns them a heightmap. This automated process works quite well for textures whose baked features are easily interpreted, but for textures that had a lot of noise added into them to simulate detail, the automated process can be less successful.

That is the main issue I would say with the RTX version so far: some of these automated textures have a few too many bumps in them, making them appear unnatural. But that is just the heightmap data as the added in material values to give the textures sheen tend to look universally impressive. The original game barely has any reflectivity, and now a number of select surfaces show reflections in full effect, like the marble floors at the end of the game’s second level. For the most part though, the remix of textures from this mod is subtle, with many textures still being as diffuse as found in the original game: rocky and dirty areas in particular look much the same as before, just with more accurately rendered shadows and bounce lighting – but without the plasticy sheen you might typically find in a seventh generation game.

Whether maxed on an RTX 5090 or running on optimised settings on an RTX 4060, the current work-in-progress version of Painkiller RTX can certainly challenge hardware. | Image credit: Digital Foundry

Make no mistake though: path tracing doesn’t come cheap and to play this game at decent frame-rates, you either need to invest in high performance hardware or else accept some compromises to settings. Being a user mod that’s still in development, I imagine this could improve in later versions but at the moment, Painkiller RTX maxed out is very heavy – even heavier than Portal RTX. So if you want to play it on a lower-end GPU, I recommend my optimised settings for Portal RTX, which basically amounts to turning down the amount of possible light bounces to save on performance and skimping a bit in other areas.

Even with that, an RTX 4060 was really struggling to run the game well. With frame generation on and DLSS set to 1080p balanced with the transformer model, 80fps to 90fps was the best I could achieve in the general combat zones, with the heaviest stages dipping into the 70s – and even into the 60s with frame generation.

The mod is still work-in-progress, but even now, Painkiller RTX is still a lot of fun and it can look stunning if your hardware is up to it. But even if you can’t run it, I do hope this piece and its accompanying video pique your interest in checking out Painkiller in some form. Even without the path-traced upgrade, this is a classic first-person shooter that’s often overlooked and more than holds its own against some of the period’s better known games.



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June 1, 2025 0 comments
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Representational image of a cybercriminal
Gaming Gear

Hackers are hijacking forgotten subdomains to spread malware through trusted sites; this overlooked trick could hit you next

by admin June 1, 2025



  • Outdated DNS records create invisible openings for criminals to spread malware through legitimate sites
  • Hazy Hawk turns misconfigured cloud links into silent redirection traps for fraud and infection
  • Victims think they’re visiting a real site, until popups and malware take over

A troubling new online threat is emerging in which criminals hijack subdomains of major organizations, such as Bose, Panasonic, and even the US CDC (Centers for Disease Control and Prevention), to spread malware and perpetrate online scams.

As flagged by security experts Infoblox, at the center of this campaign is a threat group known as Hazy Hawk, which has taken a relatively quiet but highly effective approach to compromise user trust and weaponize it against unsuspecting visitors.

These subdomain hijackings are not the result of direct hacking but rather of exploiting overlooked infrastructure vulnerabilities.


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An exploit rooted in administrative oversight

Instead of breaching networks through brute force or phishing, Hazy Hawk exploits abandoned cloud resources linked to misconfigured DNS CNAME records.

These so-called “dangling” records occur when an organization decommissions a cloud service but forgets to update or delete the DNS entry pointing to it, leaving the subdomain vulnerable.

For example, a forgotten subdomain like something.bose.com might still point to an unused Azure or AWS resource, and if Hazy Hawk registers the corresponding cloud instance, the attacker suddenly controls a legitimate-looking Bose subdomain.

This method is dangerous because misconfigurations are not typically flagged by conventional security systems.

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The repurposed subdomains become platforms for delivering scams, including fake antivirus warnings, tech support cons, and malware disguised as software updates.

Hazy Hawk doesn’t just stop at hijacking – the group uses traffic distribution systems (TDSs) to reroute users from hijacked subdomains to malicious destinations.

These TDSs, such as viralclipnow.xyz, assess a user’s device type, location, and browsing behavior to serve up tailored scams.

Often, redirection begins with seemingly innocuous developer or blog domains, like share.js.org, before shuffling users through a web of deception.

Once users accept push notifications, they continue to receive scam messages long after the initial infection, establishing a lasting vector for fraud.

The fallout from these campaigns is more than theoretical and has affected high-profile organizations and firms like the CDC, Panasonic and Deloitte.

Individuals can guard against these threats by refusing push notification requests from unfamiliar sites and exercising caution with links that seem too good to be true.

For organizations, the emphasis must be on DNS hygiene. Failing to remove DNS entries for decommissioned cloud services leaves subdomains vulnerable to takeover.

Automated DNS monitoring tools, especially those integrated with threat intelligence, can help detect signs of compromise.

Security teams should treat these misconfigurations as critical vulnerabilities, not minor oversights.

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June 1, 2025 0 comments
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