H 230 / 3211990s

Mode 7

1990, Super Nintendo Entertainment System release

Typeface · Iceberg

Perspective Grid on a Flat Ground Plane. A pixelated green ground plane divided by gray lanes and white borders recedes toward a blue horizon.
Perspective Grid on a Flat Ground Plane. A pixelated green ground plane divided by gray lanes and white borders recedes toward a blue horizon.Anomie · CC BY-SA 3.0 · via Wikimedia CommonsView source ↗

Prompt

Apply a Mode 7 effect, rendering the existing ground or lower background as a flat pixelated texture plane stretching toward the horizon. Enlarge foreground texels, tightly compress distant rows, and use a limited palette with crisp sprite-like subjects rather than detailed geometry. Keep the original subject and composition.

Identify

You see a flat, pixelated ground plane stretching into the distance. This floor can rotate and scale smoothly beneath the camera.

Principle

Hardware calculates grid transformations1 line-by-line during the screen drawing process. This stretches and squashes a 2D map to simulate 3D perspective.

Example

Nintendo EAD: Super Mario Kart, 1992.

Try it out

Watch gameplay of F-Zero and notice how objects on the track look flat painted, rather than standing up.

Background

Mode 7 was the seventh background graphics mode on the Super Nintendo. Standard game consoles of the era built 2D worlds using rigid tiles. Mode 7 instead allowed a single massive background layer to be scaled and rotated freely by the hardware. By changing the scaling factor on each horizontal scanline2 as the screen drew, programmers could create a fake 3D floor. The horizon line usually hid the fact that no actual 3D math was calculating depth. This breakthrough allowed high-speed racing and flying games to exist without requiring complex polygonal rendering3 chips.

Distinction

Unlike true 3D graphics, Mode 7 does not calculate XYZ coordinates for vertices. It only distorts a flat 2D image.

Aftermath

It shows how creative hardware tricks can simulate spatial depth using only 2D image distortion.

Further examples · 7 images

Mode 7 Track Transformation Diagram
02 Mode 7 Track Transformation DiagramThree stacked diagrams show a brown circuit on green ground, overlaid with differently angled and spaced sampling lines. The sequence demonstrates how rotation and line-by-line scaling transform a flat track into a Mode 7 perspective view.Leovilok · CC BY-SA 3.0 · Wikimedia Commons
Super Mario Kart in Split Screen
03 Super Mario Kart in Split ScreenTwo seated players face a television displaying a split-screen Super Mario Kart race. The visible racing surfaces use Mode 7 to turn flat track graphics into receding ground beneath the racers.Frédéric BISSON from Rouen, France · CC BY 2.0 · Wikimedia Commons
AI illustration: Racing game simulated perspective on CRT monitor
04 AI illustration: Racing game simulated perspective on CRT monitorA racing car sits on a grey track that recedes toward a flat horizon line under a blue sky. The image captures the characteristic way a 2D map is tilted and scaled to provide a sense of forward motion and depth.Illustration generated for the Atlas (AI)
AI illustration: Aerial perspective through hardware-accelerated map scaling
05 AI illustration: Aerial perspective through hardware-accelerated map scalingAn aircraft flies over a sprawling patchwork of green fields and a blue river that stretches to the top of the screen. This aerial view demonstrates the rotation and scaling of a single large background layer to simulate a three-dimensional landscape.Illustration generated for the Atlas (AI)
AI illustration: Rotation and scaling of a tiled 2D plane
06 AI illustration: Rotation and scaling of a tiled 2D planeThree monitors display a checkered floor at various angles of rotation and zoom. These sequential frames illustrate the technical ability to manipulate a flat plane in real-time to imply camera movement.Illustration generated for the Atlas (AI)
AI illustration: Perspective projection of a patterned floor graphic
07 AI illustration: Perspective projection of a patterned floor graphicA purple and gold patterned circular arena is shown stretching into a starry void on a television screen. The pixelated floor illustrates the line-by-line transformation process that allows a flat graphic to appear as a receding 3D surface.Illustration generated for the Atlas (AI)

Question

Why do characters and items in Mode 7 games often look totally flat?

Show possible answer +

The hardware could only distort the background floor layer. Characters were regular 2D sprites drawn on top, scaling as they moved away.

Sources