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Mode 7
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== Usage in games == This graphical method is suited to racing games, and is used extensively for the overworld sections of role-playing games such as [[Square (video game company)|Square]]'s popular 1994 game ''[[Final Fantasy VI]]''. The effect enables developers to create the impression of sprawling worlds that continue toward the horizon. A particular utilization technique with Mode 7 allows pixels of the background layer to be in front of sprites. Examples include the second and fifth stage of ''[[Contra III: The Alien Wars]]'', the second and fifth stage of ''[[Jim Power: The Lost Dimension in 3-D]]'', the introduction screen of ''[[Tiny Toon Adventures: Buster Busts Loose]]'', when a player falls off the stage in ''[[Super Mario Kart]]'', some cinematics in ''[[Super Metroid]]'', and in some boss battles in ''[[Super Mario World]]''. Mode 7-type effects can be implemented on the Super NES without the hardware acceleration of Mode 7, such as ''Axelay''{{'s}} rolling pin vertical scrolling; and then it uses Mode 7 in one boss and in the end credits sequence.<ref>{{Cite web|url=https://upsilandre.over-blog.com/2023/02/axelay-et-le-mode-7.html|title=Axelay et le mode 7|website=upsilandre retrogaming | language=fr | access-date=March 2, 2023}}</ref> Many Mode 7 games were remade for [[Game Boy Advance]] using effects implemented by software. The [[Sega Genesis]] has no hardware-native feature comparable to Mode 7. However, as in ''Tales of Phantasia'' and ''Star Ocean''{{'}}s sprite effect add-ins, some comparable technical feats were programmed entirely in software, as in ''[[Dick Vitale's "Awesome, Baby!" College Hoops]]'' and ''[[Zero Tolerance (video game)|Zero Tolerance]]''.<ref name="EGM67">{{cite magazine |title=Special Effects |magazine=[[Electronic Gaming Monthly]] |issue=67|publisher=[[Ziff Davis]] |date=February 1995 |pages=20, 26}}</ref> The [[Sega CD]], an add-on for the Genesis, added scaling and rotation support on hardware level, as used by ''[[Sonic CD]]'' and ''[[Formula One World Championship: Beyond the Limit]]''. Similarly, such [[Amiga]] games include ''[[Mr. Nutz: Hoppin' Mad]]'', ''[[Lionheart (video game)|Lionheart]]'', ''[[Obitus]]'', and ''[[Brian the Lion]]''. Filip Hautekeete and Peter Vermeulen created a demo showcasing an emulated interpretation of the Mode 7 graphics mode found in the Super NES to test the hardware capabilities of the [[Atari Jaguar]].<ref name="TRH">{{cite podcast|host1=Dan Wood|host2=Ravi Abbott|url=https://theretrohour.com/the-atari-jaguar-with-bill-rehbock-the-retro-hour-ep139/|title=The Atari Jaguar with Bill Rehbock β The Retro Hour EP139|publisher=The Retro Hour|date=September 14, 2018|time=50m55s|access-date=2018-09-17|archive-url=https://web.archive.org/web/20180917215537/https://theretrohour.com/atari-jaguar-bill-rehbock-ep139/|archive-date=2018-09-17|url-status=live}}</ref> Impressed with the demo, [[Atari Corporation]] decided to make a game that combined ''F-Zero'' and ''Super Mario Kart'' with a "cutesy" atmosphere, becoming the starting point of ''[[Atari Karts]]''.<ref name="TRH"/>
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