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This article is COMPLETELY useless. It says nothing about how mode7 works, nor links to a useful description 130.83.161.1 11:31, 25 August 2006 (UTC)
As far as sources go, check out the game articles that use mode-7, maybe they have useful references and look the games up on Google, IGN, etc. FMF| contact 01:12, 17 July 2007 (UTC)
Arnero 21:56, 22 October 2006 (UTC)
WHOMP!!-- rcnaranja 00:27, 29 March 2009 (UTC)
Much of this article will be lost on the average reader. More space should be given to explaining how Mode 7 came about, how it was used, and what effect it had rather than details such as what matrix transformation I need to perform to replicate it. The article would especially benefit if the principle Wikipedia:Make_technical_articles_understandable#Put_the_most_understandable_parts_of_the_article_up_front were used. -- Nczempin ( talk) 21:56, 11 March 2011 (UTC)
I like it that way (as can be seen by my old question). What disturbs me are all the reference to doing software rendering with texture mapping (their usage) (a single reference only please) and even a reference to the amiga blitter which could not scale or whatsoever help with this effect (even for me unclear / or a way to technical and limited trick). And calling screen fuzz and incorrect curved surface rendering advanced over perspective correct texture mapping is bit weird. -- Arnero ( talk) 09:10, 7 August 2014 (UTC)
Man, that list of "games that use Mode7" is waaaaaaay too long. That seems more suited to the bottom of the article. Also, this is a great resource:
http://www.coranac.com/tonc/text/mode7.htm — Preceding unsigned comment added by 24.99.179.242 ( talk) 02:28, 3 May 2012 (UTC)
Isn't Sonic 2 basically use Mode 7, considering the Special Stages? I mean, I'm not sure if that's technically Mode 7 or something different. -- Rainbowroad6w ( talk) 05:07, 18 July 2012 (UTC)
Mode 7 is a hardware function of the Super Nintendo Entertainment System. Because Sonic 2 is a Sega Genesis game, it is pretty straightforward that any computational implementations would not utilize Mode 7, because Mode 7 is a Nintendo-only technology. 129.107.179.189 ( talk) 19:28, 11 June 2013 (UTC)
Perhaps this is worth mention. As this video shows, some games had an effect of height on top of Mode 7, to make it look like you're driving over hills. Such as:
-- 177.19.73.161 ( talk) 03:30, 31 March 2020 (UTC)
Hello,
I'll add a source to Axlay because everyone thinks Axelay uses mode7 for the roll-effect scrolling but this is a rastering effect and not mode7. Mode7 is only used for the end credits
Source : https://upsilandre.over-blog.com/2023/02/axelay-et-le-mode-7.html
sseb22 sseb22 ( talk) 09:31, 3 March 2023 (UTC)
In my overall impression, this term is rarely used for SNES games themselves that uses this mode, and more for games that uses a mode 7-like look, using a perspective-like effect for a flat plane. This article seem to almost exclusively be concerned about Mode 7 as it's seen on the SNES.
I'm not sure if my experience is singular (and thus would constitute original research if added) so I haven't changed this article to reflect this. But if this is indeed how the term is used, perhaps the article should reflect it? Starting with a description of the graphical look, but featuring a section dedicated to how it originated from the SNES graphical mode. -- FIQ ( talk) 09:50, 9 January 2024 (UTC)