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. It also supports wrapping effects such as translation and reflection.
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-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. Similar faux 3D techniques have been presented on a few 2D systems other than the Super NES, in select peripherals and games.
Overview
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, scaling, reflection, rotation, and 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: , and (which together define the matrix ), and and (which define the vector , the origin). Specifically, screen coordinate is translated to the origin coordinate system, the matrix is applied, and the result is translated back to the original coordinate system to obtain .
In 2D matrix notation:
.
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'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 rolling pin vertical scrolling; and then it uses Mode 7 in one boss and in the end credits sequence.
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 Oceans 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. 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, 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. 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.
Selection of Mode 7 games
7th Saga
The ActRaiser series
Aero the Acro-Bat
Ace o Nerae!
Accele Brid
Al Unser Jr.'s Road to the Top
Axelay
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 Flying Hero: Bugyuru no Daibouken
Final Fantasy IV
Final Fantasy V
Final Fantasy VI
The Ganbare Goemon series
HyperZone
Illusion of Gaia Jurassic Park Kat's Run: Zen-Nippon K Car Senshuken Kirby Super Star Legend The Legend of Zelda: A Link to the Past Lock On
Lufia II: Rise of the Sinistrals The Magical Quest starring Mickey Mouse MechWarrior Mega Man 7
Mohawk & Headphone Jack Psycho Dream Mr. Nutz NCAA Basketball
NHL Stanley Cup
Power Rangers Zeo: Battle Racers Pilotwings
RoboCop 3 Romance of the Three Kingdoms IV: Wall of Fire Run Saber
R-Type III: The Third Lightning
Rendering Ranger: R2
Secret of Evermore
Secret of Mana and Trials of Mana Skyblazer
SOS Star Fox Star Ocean
Stargate Street Racer
Super Aleste Super Adventure Island Super Castlevania IV
Super Copa Super Ghouls 'n Ghosts Super Mario Kart
Super Mario RPG: Legend of the Seven Stars
Super Mario World Super Mario World 2: Yoshi's Island Super Metroid
The Super Robot Wars series
Super Scope 6 The Super Star Wars series
Super Tennis The Super Turrican series
Tales of Phantasia Teenage Mutant Ninja Turtles IV: Turtles in Time
Terranigma Wing Commander Sky Mission Wolfenstein 3D
Yoshi's Safari Zoku: The Legend of Bishin''
See also
Ray casting
References
Super Nintendo Entertainment System
Texture mapping
Video game development