It’s time to complete the collection… revealing the four historic McLarens that will feature in F1™ 2017

We’ve been reading all your guesses about what the final few classic cars featured in F1™ 2017 might be, and today we’re very happy to be able to fill in those last gaps for you. We’ve also released a brand new trailer that showcases the four iconic McLarens (including three previously unannounced cars!), which you can watch just below, or on our YouTube channel over at

Zak Brown, McLaren Group Executive Director, said:  “It’s pretty hard to pick just four significant McLaren Formula 1 cars – so all credit to the people at Codemasters for choosing these iconic, championship-winning machines.

“I don’t think you’d be able to get away without choosing 1988’s MP4/4 – it’s probably the most iconic F1 car of the last 40 years, a machine that looks as sleek and fast today as when it was first raced. And it’s superbly complemented by another Senna car, the V12-engined MP4/6; Mika Hakkinen’s beautiful, silver-liveried MP4-13, and Lewis Hamilton’s jaw-droppingly complex MP4-23.

“If you’re a gamer, or a McLaren fan of any era, then I think you’re going to want to race these cars in Codemasters’ F1 2017.”

So, what are the final few classic cars of F1 2017? Read all about them below!

  • 1988 McLaren MP4/4 – as driven by Alain Prost and Ayrton Senna during the 1988 Formula 1™ season. The Honda-powered MP4/4 is one of the most iconic and dominant Formula One cars ever built, winning all but one race (15 out of 16) and claiming all but one pole position in the 1988 season. It was the car that powered Senna to his first world championship title.


  • 1991 McLaren MP4/6 – During the 1991 season, this was driven by the then reigning World Champion Ayrton Senna and Gerhard Berger, and was considered by some to be the most competitive car ever at the time, taking eight wins and ten pole positions, and scored 148 points, with Senna winning his third and final world championship title.


  • 1998 McLaren MP4-13 – In the 1998 F1™ season the MP4-13 was driven by Mika Häkkinen and David Coulthard and again proved to be the dominant car of the season, with Häkkinen winning his first Drivers’ Championship, and McLaren’s securing their first constructor’s title since 1991.


  • 2008 McLaren MP4-23 – the MP4-23 was driven by Lewis Hamilton and Heikki Kovalainen in the 2008 season, and is notable for being the car in which Hamilton won his first World Drivers’ Championship in dramatic fashion at the Brazilian Grand Prix by overtaking Toyota’s Timo Glock on the final corner of the final lap of the final grand prix of the season, to claim the required 5th-place finish and win the Drivers’ title by a single point from Ferrari’s Felipe Massa, and become at the time the youngest driver ever to win the title.


These complete the twelve classic cars that feature in F1 2017, and if you fancy a reminder of all the classic cars, here’s a list:

  • 1988 McLaren MP4/4*
  • 1991 McLaren MP4/6
  • 1992 Williams FW14B
  • 1995 Ferrari 412 T2
  • 1996 Williams FW18
  • 1998 McLaren MP4-13
  • 2002 Ferrari F2002
  • 2004 Ferrari F2004
  • 2006 Renault R26
  • 2007 Ferrari F2007
  • 2008 McLaren MP4-23
  • 2010 Red Bull Racing RB6

* Don’t forget that if you pre-order or purchase ‘Day One’ copies of F1 2017 you’ll have exclusive access to the iconic 1988 McLaren MP4/4, as part of the ‘F1 2017 Special Edition.’ You can pre-order F1 2017 here:

PlayStation 4 Europe

Xbox One


The McLaren MP4/4 car will also be available to be purchased at a later date, though all eleven other classic cars are available in all editions of the game.


We know you’re itching to see gameplay, as well as hear about F1 2017’s features,  especially the deeper career mode, numerous multiplayer enhancements, and a brand new ‘Championships’ game mode, and you’ll hear us talking about these and showing them off in the very near future. F1 2017 will release onto PlayStation®4 computer entertainment system, Xbox One and Windows PC (DVD and via Steam) worldwide on August 25th 2017.

Make sure you keep it here on our Codemasters F1 games blog, Twitter and Facebook for everything F1 2017. Don’t forget to check out our YouTube for video content, and visit the product website for additional information.


The winner of the UK’s biggest game jam competition was an all-Codemasters team!

We’re incredibly proud of Wayne Hackney, Gonçalo Tavares, Lee Peers and Oscar North for representing Codemasters at the event and winning the competition. Together they made ‘Plan of Attack’, an ingenious multiplayer noir heist game that won overall ‘Best Game’ and also won an award for ‘Best Design & Gameplay’.


We love seeing our teams getting involved in game jams and seizing the chance to challenge their creativity, skill and teamwork in a competitive event. It brings a huge amount of energy to the rest of Codemasters when we share our passion, creativity and talents like this!

After their success at the event we caught up with the team, to find out what it was like for them to take part in the game jam and get an insight into how their game jam project came together.


Congratulations on your victory at Jamchester 2017!

How does it feel to take part in a jam and put a game together in just 2 days?

Wayne Hackey: I’ve never done a jam before, and really wanted to go out of my comfort zone and see how I get on. In my day to day work I’m purely a programmer, but a jam requires everyone to become good at everything, so it’s a great way to flex some different muscles. Plus it was a lot of fun. Winning on top of that was amazing and unexpected!

Gonçalo Tavares: I’m a big fan of game jams and I hadn’t been to one since I joined Codemasters, so, when I learned about this one, I signed up immediately. It’s very rewarding to see a project come to life in such a short time, and turn out as well as it did.

Oscar North: I originally signed up just because I thought it’d be good fun. And it was! I was delighted and flattered that the judges enjoyed the game so much.

Lee Peers: Yeah, I’ve never actually been in a game jam before, but I spend a lot of my own time making small games, so I wanted the chance to be part of a team and have fun in a competition. Winning feels amazing, especially after walking around the games jam and seeing so many other great games being made.


So this was your first game jam rodeo and you came away with awards for Best Game and Best Design & Gameplay – that’s impressive! What do you think was the key to finding your success?

ON: I think the key factor to our success was that we managed to stick to a simple concept that we all agreed on. And I think the social aspect of making the game four-player made it really fun.

GT: Yeah, the simplicity meant that we had enough time to finish it and give it a nice polished feel. And because it was simple, it was fast for the players and judges to learn how to play and start having fun.

WH: The simple mechanics also made sure it was manageable within the time frame we had to work in.

LP: Exactly, we didn’t over complicate the idea, even though new ideas were creeping in all the time. We didn’t let it get too over the top, which makes it very pure and fun to play.

ON: The concept was also refreshingly unique. Most players I’ve observed will spend the first half a minute completely baffled by the concept, but quickly grasp how it works in a “Oh, I see!” moment, then get drawn right into the tactical aspect of the gameplay.

It’s a great concept and a lot of fun to play. Where did the inspiration for Plan of Attack come from?

WH: We found a quiet area and thought about the theme. The theme we were given was “Shape the Future”, so we each had different ideas of what this could be in terms of a game. After chatting for a while we all seemed to come up with the idea of simply planning your moves ahead of time, and the setting of a heist seemed to fit nicely. What’s great is that it’s not really one person’s idea, it kind of evolved from the common thread in everyone’s suggestions. Once we’d all settled on the mechanic and setting, we immediately set about making it.

GT: Yes, after we decided on the initial concept everything just evolved naturally. The noir sounding music influenced the art and the level design, the colourful particle animations influenced the sound. We were improvising, each in our own style, and everything merged quite nicely.


It sounds like you kept your focus and worked together really well. Were there any big challenges you faced as you put the game together?

WH: For some reason it was a lot of trouble getting the game to work with four pads in Unity. Thankfully we found a workaround that bypassed Unity’s internal input manager, but we spent a good few hours on figuring out what was wrong. And getting more than 45 minutes sleep was a challenge due to the amazing coffee machines!

LP: For me the biggest challenge was learning a new art application in a short space of time, because we decided to use voxels. It paid off because they look good and you can make fast iterations. I think if we’d used the kind of high detail modelling app I usually work with such as Maya we wouldn’t have even have half of the 3D assets I got into the game.

GT: I’m just surprised that no-one complained that I went running around with a recorder, knocking on doors to simulate gun shot sounds!


The time pressure aspect of the game jam must be really challenging. What did you learn under those conditions?

ON: I didn’t realise how fun it would be. I was concerned I’d be completely wrecked over the weekend from the pressure and lack of sleep, but I actually just found it really enjoyable and energising. I want to do more game jams now. Overall as a team, I feel like we did almost everything right. It was more an exercise of applying all my experience rather than learning on the go.

WH: I learned that I want to do more game jams. Jamchester was a great event at a really good venue, it was a great space to work in. I also learned a lot more about Unity, as I’d only used it a little bit before.

GT: It was a great exercise in improvisation, and even though I can’t say I learned anything new, it certainly put my skills to the test.

LP: I love that it tested us, and it was a great place to meet like-minded and talented people, so I really want to do more game jams.


What was your highlight from the game jam?

GT: My favourite moment was when we connected the game to a TV and all four of us play tested it for the first time. Despite the bugs, it was surprisingly fun from the get go. Some of the other devs and contestants came up to us, and we let them have a go. And it was really rewarding to see them get into the spirit of the game so easily and start having fun.

LP: Yeah, my favourite moment was getting other people to stop and have a go when we set it up in the lobby, and seeing how much they enjoyed it. And watching people falling asleep planking on the chairs was funny too, but nothing can be a better highlight than us winning!

WH: It was great to see people getting really into it, shouting “Noooo!” as bullets whizzed passed them in the game.

ON: The team of judges were cheering and laughing when they sat down to play it too. That was the highlight for me. And the celebratory free beer after us winning two trophies felt pretty good too!


What advice would you share with anybody thinking about joining a game jam?

ON: Just do it!

GT: Take plenty of snacks!

WH: Make sure to sleep. It’s easy to get caught up in the competition and neglect it but getting rest is really important.

LP: I’d say just go for it – you won’t regret it!

You can play ‘Plan of Attack’ as well as many other games from the event on the Jamchester devpost.

Jamchester is the UK’s biggest competitive game jam, a 48hr competition inviting teams from all over the UK to compete to design and build a new game in just one weekend, completely from scratch. You can find out more about the event on the Jamchester website.

Watch Max Verstappen drive the ‘Silverstone Short’ circuit in our new trailer for F1™ 2017

In the run up to 2017 FORMULA 1 ROLEX BRITISH GRAND PRIX, we’re extremely happy to be showing a brand new trailer off to you for F1™ 2017, the official videogame of the 2017 FIA FORMULA ONE WORLD CHAMPIONSHIP™. The trailer showcases Max Verstappen playing F1 2017 in the stunning ‘Hall of Fame’ at Red Bull Racing Headquarters in Milton Keynes, United Kingdom, ahead of the 2017 FORMULA 1 ROLEX BRITISH GRAND PRIX this weekend at the iconic Silverstone circuit.


In a first for our F1 games, in addition to all of the twenty official 2017 circuits being present in the new game, we can announce to you that F1 2017 will also include four shortened circuit variations, including ‘Silverstone Short’. You can see Max Verstappen driving the 2017 Red Bull Racing RB13 and also the classic 2010 Red Bull Racing RB6 on the ‘Silverstone Short’ circuit in the trailer below, or you can head over to our YouTube channel here to watch it.

Of course, Max Verstappen approaches the Silverstone Short circuit in trademark fashion in the trailer, and sets a new fastest lap! The four shortened circuit variations are available in all game modes, and can be raced with either the 2017 or the classic cars.

Max said of his experience playing the new F1 2017 game: “I really like the game and it is a lot more fun to drive with the new cars. The graphics are a lot better, they’ve made the cars more realistic, and that’s always good. I like the detail on the classic cars involved and it’s always nice to drive those old legendary cars. I think it’s a great game, it’s definitely a lot of fun to play.”


In the trailer Verstappen also comments on how the two cars feel to him compared to his real life experiences: “The 2017 RB13 feels really good in the game, with the extra grip, from the new 2017 car designs as well as from the wider tyres, resulting in faster cornering speeds which require more precision. In comparison, the classic RB6 is lighter, with a slower top speed, and later braking, and of course the biggest stand out being the sound of the engine.”

F1 2017 will release onto PlayStation®4 computer entertainment system, Xbox One and Windows PC (DVD and via Steam) worldwide on August 25th 2017. If you want to pre-order F1 2017, there’s plenty of ways you can. You can pre-order here:

We’ll be releasing more details very soon, so make sure you it here on our blog, Facebook and Twitter for more details, YouTube for video content, and visit the product website for additional information and pre-orders.


For those with a mobile device, F1 2016 for mobile is on special offer at 40% off on both Apple iOS and Android currently to celebrate the British GP, head here to take advantage of this offer on Apple, and here for Android.


F1 2017 Special Edition Is Now Available For Digital Pre-order And Pre-download On Xbox One

Content: F1 2017 Special Edition
Check pre-order price and availability in your Xbox LIVE region

Game Description: You may pre-download this game, but it will not be playable until release date (08/24/2017 – 9:00 PM).

Make history in F1 2017. Win the 2017 World Championship, break every record in the fastest ever F1 cars, and race some of the most iconic F1 cars of the last 30 years. With an even deeper ten year Career, more varied gameplay in the new ‘Championships’ mode, and a host of other new features, both online and offline, F1 2017 is the most complete and thrilling F1 videogame ever.

F1 2017 Special Edition includes F1  2017 Game and 1988 McLAREN MP4/4 Classic Car DLC.

Xbox One Pre-Order FAQ

F1 2017 Beta


Presenting… the 2006 Renault R26, the latest car to feature in F1 2017

It’s officially less than 50 days until we release F1™ 2017, the official videogame of the 2017 FIA FORMULA ONE WORLD CHAMPIONSHIP™, to the world.  We know you’re clamouring to see more of the game, and we’ll be showing that off to you very soon. In the meantime, we’re getting very excited about the latest iconic car to be recreated in F1 2017 – let us introduce you to the 2006 Renault R26. We’re extremely proud of featuring this car, and we know it’s a car you’ve been waiting for us to feature, and so you can check out our brand new trailer showcasing this beauty below, or head to our YouTube channel here:

If you want reminding how iconic this car is, here’s a little reminder:


  • 2006 Renault R26 – Driven by Fernando Alonso and Giancarlo Fisichella, the R26 scored 8 wins out of 18 races, with 7 pole positions and 5 fastest laps, leading for more laps and winning more races than any other car in 2006. It helped Alonso win his second Drivers’ Championship and Renault to claim their second Constructors’ Championship in succession.


The 2006 Renault R26 joins the announced 1992 Williams FW14B, 1995 Ferrari 412 T2, 1996 Williams FW18, 2002 Ferrari F2002, 2004 Ferrari F2004, 2007 Ferrari F2007 and 2010 Red Bull Racing RB6 – and the 1988 McLaren MP4/4. Miss the announcements for these cars? Head to our YouTube channel where you can watch all of our reveals, or you can check out our announcement trailer below:

F1 2017 also features an even deeper career mode, numerous multiplayer enhancements, and a brand new ‘Championships’ game mode as well as the return of classic cars. The 2006 Renault R26 will be playable in F1 2017 when it releases on  the PlayStation®4 computer entertainment system, Xbox One and Windows PC (DVD and via Steam) worldwide on August 25th 2017.


Make sure you keep an eye on our blog here, and on our Twitter and Facebook for future news.  Don’t forget to check out our YouTube for video content, and visit the product website for additional information. Further details will be released on the upcoming game soon.