Source: Expert Gamer 59 (May 1999)
Scan source: RetroMags
GBC (and GB, even) had a ton of games in this style—the two Top Gear Pocket games were among the better ones, but if you like this style of line-scrolling racing game, you might be surprised by just how many of 'em are of comparable quality. The constraints of the technique used to render the tracks mean that designers were very limited in the kinds of tracks they were able to create, and thus they're all kinda samey, but some of the more ambitious programmers were able to simulate undulating terrain at a good speed, like so:
Strictly speaking, there's no sprite scaling involved: the programming techniques were largely identical to what you'd see on NES, C64, Amiga etc with "scaling" sprites that were jumping between animation frames of different sizes, or simply scrolling by so fast that you don't notice they're not changing size as they fly past. Later-era GBC games got to benefit from larger ROMs which could offer more frames per sprite, and those devs that started on GB were able to make the most of the GBC's more powerful CPU to move more things more quickly, but if you wanted to maintain any real sensation of speed or reliable performance, you were basically just running the same playbook as the devs making pseudo-3D racing games in the early '80s.
Some late-era GBC devs said fuck it and abused bigger ROMs to create tracks using what were essentially low-colour GIFs of pre-rendered 3D tracks—they're not actually fun to play and the effect was barely convincing on a genuine GBC screen, let alone modern substitutes, but ya can't hate on em for trying:
