
Shane McCafferty is a name that should be instantly familiar to anyone with even the remotest interest in cool modern-day Game Boy and Game Boy Color projects.
McCafferty is the person responsible for the recent 'remaking' of Wolfenstein 3D on Nintendo's handheld, and he has also produced a port of OutRun for the console, as well as commercial releases such as Starseed and its sequels.
Many of his games come out of technical experiments, and his next venture could see a beloved 16-bit Mode 7 racer make the leap to more humble hardware.
"Working more on some demo code that might turn into the next thing," says McCafferty on social media. "Using a 2x2 grid in each tile so all possibilities can be cached in VRAM (attached photo), you can actually do some rotation stuff kinda. Couple that with some scan line interrupts to fake a skew."
The game that has inspired this is, of course, F-Zero, which launched alongside the Super Famicom / SNES in 1990 and – with Pilotwings – introduced Nintendo players to smoothly rotating environments.
Now, I'm sure McCafferty isn't proposing a 1:1 reproduction for the Game Boy Colour here, but it will be nonetheless fascinating to see how close he can get to mimicking the same effects.
F-Zero would, of course, come to the Game Boy family eventually, but on much more powerful hardware. The Game Boy Advance would launch with F-Zero: Maximum Velocity in 2001, the first of three games for the platform, which also included F-Zero: GP Legend and F-Zero Climax.
Thanks to the GBA's power, these titles faithfully replicated the Mode 7 effects of the 1990 original.
