SwordStruck
Member
The overworld map in Demons Crest was pretty neat.
Are you sure? I was certain Mode7 was the only way for the SNES to do that. The spite rotation and scaling in Super Mario World is Mode7 (clever use of the background) Yoshi's Island utilised the SuperFX chip for its effects.
Secret of Mana. I loved flying around on Flammie.
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All the above are excellent choices, but there was nothing like the above. It was so amazingly cinematic, and really set the tone for what was to come.
I think Mode 7 was used for background layers, sprite R&S was its own thing. But of course I could be wrong.
Actraiser
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What's your favorite use of this "special mode" that allowed the SNES to rotate a background?
Images/videos are welcomed.
I'm quite sure Wolfenstein used mode 7 (of course not in the same way we associate mode 7 with).Um I don't think that had anything to do with mode 7? You can only do perspective effects on the horizontal, by changing the perameters on each scanline.
Was Mode 7 used for the Chrono Trigger intro clock?
I'm quite sure Wolfenstein used mode 7 (of course not in the same way we associate mode 7 with).
That's why I said it was "unexpected".
Is there anything written about it? I can't think how it would be possible on the SNES. Yould could use mode 7 to do an empty Wolfenstein map with the screen turned sideways, but that's not much use.
This:
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Yoshi's Island title screen and map.
Simply hypnotic.
such an amazing title screen
...but it's not mode 7
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All the above are excellent choices, but there was nothing like the above. It was so amazingly cinematic, and really set the tone for what was to come.
It is.![]()
I don't think that's possible without the Super FX 2 chip YI has in it
Naaah. Pretty much possible, the 2D elements don't even zoom.
It is the mode 7 landscape that wonderfully manages to keep the effect all together.
Yoshi's Island runs in mode 1 (though the intro runs in mode 0 interestingly)
Even Pilotwings needed a DSP for the positioning of the rings, so that ain't Mode 7. It's SuperFX; Mode 7 is limited to one plane.Naaah. Pretty much possible, the 2D elements don't even zoom.
It is the mode 7 landscape that wonderfully manages to keep the effect all together.
This!
And this:
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I don't think that's possible without the Super FX 2 chip YI has in it
Like this guy:Mode 7 is a background mode. Therefore it works on backgrounds, not sprites. If a boss i displayed with mode 7, the background has to be black.
http://en.wikipedia.org/wiki/Mode_7#Limits
Actraiser
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FTFYAw yiss, in my head I can immediately hear the great, swelling music that goes with this (and the brilliant, mysterious little tag after the screen goes dark)
This:
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Yoshi's Island title screen and map.
Simply hypnotic.
This is my choice as well for the same reasons you stated. I remember playing it when I was younger and that scene pulled me into the game. That was the first "cinematic" experience I had with a video game.![]()
All the above are excellent choices, but there was nothing like the above. It was so amazingly cinematic, and really set the tone for what was to come.
Impossible to watch without thinking of the music.Actraiser
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All the above are excellent choices, but there was nothing like the above. It was so amazingly cinematic, and really set the tone for what was to come.
Ha! The music is playing in my head!Actraiser
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The Contra and TMNT examples, while pretty cool, aren't examples of Mode 7 but rather hardware sprite rotation and scaling.
It's also 64 meg.
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Pilotwings.
Blew my mind back in the winter of '91.
I experienced Pilotwings, F-Zero, Super Mario World, Castlevania IV, and Actraiser all in the span of about a week.
It was Mode 7 heaven.![]()
:shrug:
how about this then:
https://www.youtube.com/watch?v=PNGWykZ0ju0&feature=youtu.be
That's not 64 meg, and it's rotating the background in real time. The entire thing is running on a stock genesis, btw. No SVP chip.
Video says the genesis is overclocked, so no unmodded genesis could do that.
Video says the genesis is overclocked, so no unmodded genesis could do that.