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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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Minecraft now has a photo mode with Vibrant Memories
Gaming Gear

Minecraft now has a photo mode with Vibrant Memories

by admin June 18, 2025


Photo modes are a pretty common feature for video games where players go bounding around an interesting open world. Today, Minecraft joined their ranks, making an in-game camera available in the Minecraft Marketplace as a free add-on called Vibrant Memories. The feature requires a copy of Minecraft’s Bedrock Edition on any platform; the Java version doesn’t appear to support the camera.

As well as capturing the moment as-is and saving particular camera angles to reuse later, Vibrant Memories will let a player decide whether or not to appear in the image. It will also let them set whether the weather is sunny or rainy and if the time is sunrise, sunset, day or night.

That’s a pared-back take on photo mode, but then in many ways, Minecraft is a pared-back game. Sure, it’s gotten loads of new features and creatures over the past 15 years, but at heart, it’s just about mining and crafting.



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June 18, 2025 0 comments
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Mio floating in front of a mural
Gaming Gear

Mio: Memories in Orbit has all the wonder of playing Inside for the first time and its devs are working hard to make it even better

by admin June 13, 2025



To say that I had absolutely no idea what was going on the first time I played Mio: Memories in Orbit is probably an understatement. I was far too busy admiring and exploring the beautiful if slightly creepy landscape to pay much attention to any greater goal. But after getting smacked around by a couple of robots I came to my senses.

You play as Mio in this metroidvania, who has woken up in an enormous technological ark which is floating through space. The catch being you don’t really know what it is or what you’re doing there at first. So the only thing to do is to explore and figure it all out as you go along.

“As you progress into the intricate environments of the Vessel, you’ll be able to unlock new memories,” a news blog says. “Strike enemies that block your way and meet with different powerful guardians, holders of the spaceship’s darkest secrets. These encounters will make you grow into a formidable force.”


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The more I think about it, the more I realise that I play a lot of games where the main character starts off with no knowledge of what’s going on and has to grapple with a new mysterious environment at the same time I do. Playing through Mio felt like the first time I picked up Inside or Limbo—dropped in a kinda unsettling world, clambering around, trying to make it out somewhere safe and maybe piece together what was going on as I went.

My favourite game last year was Ultros which had the same premise of landing on an odd spaceship full of psychedelic plants, masked travellers, and godlike creatures, and exploring it to uncover its odd secrets. I’m thrilled to be able to walk down that path again with an equally stunning metroidvania, even if I’ve traded the vibrant plants for a techno-dystopia.

(Image credit: Focus Entertainment)

It took a little getting used to but the platforming and fighting is also a ton of fun. There’s not just a bunch of different enemies for you to take on, some of which pack a real punch. My advice is if you see a little dude with a hammer, don’t get swept up in how cute it looks, because they are aggressive little critters who’ll bonk you on the head at first sight.

To help deal with the more aggressive bots in Mio you can collect a couple of useful abilities. With the grappling hook you can spring around the place like a robo Spider-Man and the glider makes me feel like one of those flying squirrels.

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Mio may be a ton of fun right now but it’s still just in its demo phase. Developer Douze Dixiemes has promised players that it’s going to keep working hard to make sure it’s in its best possible state for launch.

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(Image credit: Focus Entertainment)(Image credit: Focus Entertainment)(Image credit: Focus Entertainment)(Image credit: Focus Entertainment)(Image credit: Focus Entertainment)

“We’ve already collected some feedback, and it seems that you particularly appreciated the art direction overall, the boss fights (especially when they gave you a hard time) and the soundtracks,” the blog post continues. “This is exactly what we were going for.”

So far the bug reports which you can log on the game’s Discord server have been few and far between. There is a log of the game refusing to launch, which I haven’t personally had any issue with. Then there’s a complaint about the jump button on both a controller and keyboard not working when you have both plugged in and an issue with someone fixing a plate with nacre (a resource you collect by killing robots) and then coming back the next day and finding it all broken up again. But it seems that the majority of players are loving their time with Mio’s demo.

The devs even compiled some of their favourite fan responses they’ve received so far. “Demo before [Silksong]! And it’s really good,” one player says. “So much love for this game that I stayed more than three hours inside, [mostly] just afk listening to the Satuary soundtrack,” someone else commented. I’m certainly excited to carry on my adventures, encounter more angry bots, and just marvel at this absolute work of art.



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June 13, 2025 0 comments
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"Cannot wait for what is yet to come" As The Witcher 3 turns 10, CD Projekt devs share the defining memories it created and look to the future
Game Reviews

“Cannot wait for what is yet to come” As The Witcher 3 turns 10, CD Projekt devs share the defining memories it created and look to the future

by admin May 21, 2025


The Witcher 3 has just turned 10 years old. Yep, time flies when you’re running around The Continent slaying beasties and also saving the world from becoming a bit chilly. Naturally, a bunch of devs at CD Projekt have chosen to commemorate the anniversary be sharing their defining memories of the game’s development, as well as do a bit of looking forward.

Most of their thoughts were shared on Twitter, as a response to the studio putting out a post in recognition of it being ten years since TW3 debuted all the way back on May 18, 2015. God, I can’t even process how many hours of my life the game’s nicked since that point, and I was relatively late to the party with it – bouncing off a couple of times before things finally clicked.


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Starting off, Paweł Sasko – current associate game director on Cyberpunk 2077’s sequel and a quest designer on TW3, wrote as part of a thread: “I was there from the very first day, saw it develop from the first pitch, have been so lucky to impact it’s shape to some small degree, and never thought you will love it this much. Art does not exist without the audience and you all are an important part of this story.

“I want to make you proud of us and excited again,” he added, “Capture the lightning in the bottle, give you lifetime of memories, make you laugh and break down crying. So we can have another anniversary like this, one day again.”

Decade ago we have shipped The Witcher 3 — game that now only changed the course of my life, but impacted the future of the whole studio. I had such a high hopes regarding this game, but never really thought any of it is really possible. Feeling really blessed and thankful 🥺 pic.twitter.com/EE98kQNGDi

— Paweł Sasko (@PaweSasko) May 18, 2025

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Meanwhile, CD Projekt joint-CEO Michał Nowakowski recalled: “10 years ago, I remember being exhausted, anxious (to see the scores and players’ reactions), buzzing with excitement I think no one on the team had a decent sleep that night and we were all refreshing websites of media sites.

“In the year prior to that launch I spent more time on the road preaching W3 to our partners than I did at home with my family. If there ever was game changer in my professional life, I think that was it more than anything else before. Cheers to the fantastic CDPR Team and to all the fans that have been with us through all the good and bad. Cannot wait for what is yet to come.”

Those two were far from alone, with a number of devs currently working on The Witcher 4 and/or Cyberpunk 2 – including narrative director Philipp Weber, cinematic director Kajetan Kapuściński, and senior cinematic designer/coordinator Michał Zbrzeźniak – joining in. “I still remember just watching the wind in the trees on an early version of Skellige,” Weber wrote.


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CD Projekt comms staffers Marcin Momot and Pawel Burza both wrote about firing the game up for the first time, and we even got a post from the voice of Geralt. “What a time it’s been friends…” wrote actor Doug Cockle, clearly keen to provide a line that’d sound cool in a gravelly voice ahead of featuring in a CD Projekt stream celebrating the anniversary that’s set for later today (May 19) – you can catch that stream here at 4PM BST/11AM ET.

What are your favorite Witcher 3 memories and how tough a task do you think the series’ currently under construction next entry will have following in its award-winning footsteps? Let us know below!





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May 21, 2025 0 comments
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