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{{short description|Graphics mode on the Super NES video game console}} {{About|the graphics mode of the Super Nintendo Entertainment System|the video game developer and publisher|Mode 7 Games|other uses|Mode 7 (disambiguation)}} {{more citations needed | date=January 2017}} [[File:Mode 7 Test-0000.png|thumb|right|This basic [[Super Nintendo Entertainment System|Super NES]] demo uses Mode 7.]] '''Mode 7''' is a [[graphics mode]] on the [[Super Nintendo Entertainment System]] [[video game console]] that allows a background layer to be rotated and scaled on a scanline-by-scanline basis to create many different depth effects.<ref>{{cite magazine|date=March 1996|title=The Next Generation 1996 Lexicon A to Z: Mode 7|url=https://archive.org/details/nextgen-issue-015/page/n37/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=15|page=37}}</ref> It also supports wrapping effects such as translation and reflection.<ref>{{Cite web |date=2022-03-15 |title=Random: Discover How Mode 7 Works On Super NES, In Just 10 Minutes |url=https://www.nintendolife.com/news/2022/03/random-discover-how-mode-7-works-on-super-nes-in-just-10-minutes |access-date=2023-08-31 |website=[[Nintendo Life]] |language=en-GB}}</ref> The most famous of these effects is the application of a perspective effect on a background layer by scaling and rotating the background layer in this manner. This transforms the background layer into a two-dimensional horizontal [[Texture mapping|texture-mapped]] plane that trades height for depth. Thus, an impression of three-dimensional graphics is achieved. Mode 7 was one of Nintendo's prominent selling points for the Super NES platform in publications such as ''[[Nintendo Power]]'' and ''Super NES Player's Guide''.<ref>{{Citation|title=Super NES Player's Guide|url=https://archive.org/details/Nintendo_Players_Guide_SNES|publication-place=Redmond WA, USA|publisher=[[Nintendo]]ยฎ|access-date=2018-09-13}}</ref> Similar ''[[wikt:faux|faux]]'' 3D techniques have been presented on a few 2D systems other than the Super NES, in select peripherals and games. ==Overview== {{Unreferenced section|date=May 2023}} The Super NES console has eight graphics modes, numbered from 0 to 7, for displaying background layers. The last one (background mode 7) has a single layer that can be scaled and rotated. Two-dimensional affine transformations can produce any combination of [[translation (geometry)|translation]], [[scaling (geometry)|scaling]], [[reflection (mathematics)|reflection]], [[rotation (mathematics)|rotation]], and [[Shear mapping|shearing]]. However, many games create additional effects by setting a different transformation matrix for each scanline. In this way, pseudo-perspective, curved surface, and distortion effects can be achieved. Mode 7 graphics are generated for each pixel by mapping screen coordinates to background coordinates using an [[affine transformation]] and sampling the corresponding background color. The 2D affine transformation is specified for each scanline by 6 parameters: <math> a </math>, <math> b </math>, <math> c </math>, and <math> d </math> ( which together define the matrix <math> \mathbf{M} </math>), and <math> x_0 </math> and <math> y_0 </math> (which define the vector <math> \mathbf{r}_0 </math>, the origin). Specifically, screen coordinate <math> \mathbf{r} </math> is translated to the origin coordinate system, the matrix is applied, and the result is translated back to the original coordinate system to obtain <math> \mathbf{r}^\prime </math>. In 2D matrix notation: <math> \mathbf{r}^\prime = \mathbf{M} (\mathbf{r} - \mathbf{r}_0) + \mathbf{r}_0 </math> <math> \begin{bmatrix} x' \\ y' \end{bmatrix} = \begin{bmatrix} a & b \\ c & d \end{bmatrix} \left( \begin{bmatrix} x \\ y \end{bmatrix} - \begin{bmatrix} x_0 \\ y_0 \end{bmatrix} \right) + \begin{bmatrix} x_0 \\ y_0 \end{bmatrix} </math>. All arithmetic is carried out on 16-bit signed fixed point numbers, while all offsets are limited to 13 bits. The [[radix point]] is between bits 7 and 8. == 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 โ 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"/> ==Selection of Mode 7 games== {{sources needed|section=true|date=February 2025}} {{Div col|colwidth=20em}} * ''[[7th Saga]]'' * The ''[[ActRaiser]]'' series * ''[[Aero the Acro-Bat]]'' * ''[[Aim for the Ace!#Video game adaptations|Ace o Nerae!]]'' * ''[[Accele Brid]]'' * ''[[Al Unser Jr.'s Road to the Top]]'' * ''[[Axelay]]'' * ''[[Bastard!!#Video games|Bastard!!]]'' * ''[[The Brainies]]'' * ''[[Brett Hull Hockey 95]]'' * ''[[Carrier Aces]]'' * ''[[Contra III: The Alien Wars]]'' * ''[[Chrono Trigger]]'' * ''[[D-Force]]'' * ''[[Demon's Crest]]'' * ''[[DinoCity]]'' * ''[[Drakkhen]]'' * ''[[Exhaust Heat]]'' * ''[[F-Zero (video game)|F-Zero]]'' * ''[[Flying Hero|Flying Hero: Bugyuru no Daibouken]]'' * ''[[Final Fantasy IV]]'' * ''[[Final Fantasy V]]'' * ''[[Final Fantasy VI]]'' * The ''[[Ganbare Goemon]]'' series * ''[[HyperZone]]'' * ''[[Illusion of Gaia]]'' * ''[[Jurassic Park (SNES video game)|Jurassic Park]]'' * ''[[Kat's Run: Zen-Nippon K Car Senshuken]]'' * ''[[Kirby Super Star]]'' * ''[[Legend (1994 video game)|Legend]]'' * ''[[The Legend of Zelda: A Link to the Past]]'' * ''[[Super Air Diver|Lock On]]'' * ''[[Lufia II: Rise of the Sinistrals]]'' * ''[[The Magical Quest Starring Mickey Mouse]]'' * ''[[MechWarrior (1993 video game)|MechWarrior]]'' * ''[[Mega Man 7]]'' * ''[[Mohawk & Headphone Jack]]'' * ''[[Mr. Nutz]]'' * ''[[NCAA Basketball (video game)|NCAA Basketball]]'' * ''[[NHL Stanley Cup (Super NES)|NHL Stanley Cup]]'' * ''[[Pilotwings (video game)|Pilotwings]]'' * ''[[Power Rangers Zeo: Battle Racers]]'' * ''[[Psycho Dream]]'' * ''[[Rendering Ranger: R2]]'' * ''[[RoboCop 3 (video game)|RoboCop 3]]'' * ''[[Romance of the Three Kingdoms IV: Wall of Fire]]'' * ''[[R-Type III: The Third Lightning]]'' * ''[[Run Saber]]'' * ''[[Secret of Evermore]]'' * ''[[Secret of Mana]]'' and ''[[Trials of Mana]]'' * ''[[Skyblazer]]'' * ''[[SOS (1993 video game)|SOS]]'' * ''[[Space Megaforce]]'' * ''[[Star Ocean (video game)|Star Ocean]]'' * ''[[Stargate (1995 video game)|Stargate]]'' * ''[[Street Racer (1994 video game)|Street Racer]]'' * ''[[Super Adventure Island]]'' * ''[[Super Castlevania IV]]'' * ''[[Super Ghouls 'n Ghosts]]'' * ''[[Super Mario Kart]]'' * ''[[Super Mario RPG: Legend of the Seven Stars]]'' * ''[[Super Mario World]]'' * ''[[Yoshi's Island|Super Mario World 2: Yoshi's Island]]'' * ''[[Super Metroid]]'' * The ''[[Super Robot Wars (series)|Super Robot Wars]]'' series * ''[[Super Scope 6]]'' * The ''[[Super Star Wars]]'' series * ''[[Super Tennis]]'' * The ''[[Super Turrican (disambiguation)|Super Turrican]]''<!--Intentional link to DAB page--> series * ''[[Tales of Phantasia]]'' * ''[[Teenage Mutant Ninja Turtles: Turtles in Time|Teenage Mutant Ninja Turtles IV: Turtles in Time]]'' * ''[[Terranigma]]'' * ''[[Tony Meola's Sidekicks Soccer]]'' * ''[[Wing Commander (video game)|Wing Commander]]'' * ''[[Sky Mission|Wing 2: Aces High]]'' * ''[[Yoshi's Safari]]'' * ''[[The Legend of Bishin|Zoku: The Legend of Bishin]]'' {{div col end}} ==See also== *[[Ray casting]] ==References== {{Reflist}} {{Computer graphics}} {{Super Nintendo Entertainment System}} [[Category:Super Nintendo Entertainment System]] [[Category:Texture mapping]] [[Category:Video game development]]
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