Does anyone know any examples of games/projects with “3D”/Mode 7-like graphics?
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bootlegbastard
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Does anyone know any examples of games/projects with “3D”/Mode 7-like graphics?
I was thinking about the subject today and wanted to know if someone has done it yet.
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Pokun
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Fiskbit
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Re: Does anyone know any examples of games/projects with “3D”/Mode 7-like graphics?
There's a very impressive Super Mario Kart demo here.
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matthughson
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Pokun
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Re: Does anyone know any examples of games/projects with “3D”/Mode 7-like graphics?
Oh I really like that one! Has a feeling of mode 7, much better control than any commercial pseudo-3D game on the system only with blockier graphics.
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bootlegbastard
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Re: Does anyone know any examples of games/projects with “3D”/Mode 7-like graphics?
Those are pretty cool! Has anyone ever done anything cool with realistic physics?
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Pokun
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Re: Does anyone know any examples of games/projects with “3D”/Mode 7-like graphics?
Something like Lunar Lander which uses classical Newtonian mechanics is easy enough on even older hardware and is probably used in many games. Games like SMB uses a modified variant which isn't realistic at all but fun to play.
Using realistic physics can require powerful hardware pretty fast, so games takes a lot of shortcuts focusing on what looks good enough.
I've long been thinking of making a fishing game with somewhat realistic fishing line physics which is supposedly basically 1D cloth simulation. But I have no idea if cloth simulation is too complicated for the NES. I've checked up on it a little but it uses Euler integration and verlet integration which I'm not sure how would be done on NES.
Using realistic physics can require powerful hardware pretty fast, so games takes a lot of shortcuts focusing on what looks good enough.
I've long been thinking of making a fishing game with somewhat realistic fishing line physics which is supposedly basically 1D cloth simulation. But I have no idea if cloth simulation is too complicated for the NES. I've checked up on it a little but it uses Euler integration and verlet integration which I'm not sure how would be done on NES.
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nesrocks
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Re: Does anyone know any examples of games/projects with “3D”/Mode 7-like graphics?
I wonder what it would look like to have the track walls be made of evenly spaced (in the 3d space) sprites. Most of the sprite CHR would just be different zoom levels for the "buoys" for it to look smooth, but I guess you could replicate some of F-Zero that way. Perhaps even with one or two opponent racers.
You could have a background with passing lines using raster to match the speed somewhat. Not perfect, but I think it could look very good.
You could have a background with passing lines using raster to match the speed somewhat. Not perfect, but I think it could look very good.
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saxe83
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tokumaru
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Re: Does anyone know any examples of games/projects with “3D”/Mode 7-like graphics?
I've never been a fan of the "Axelay stretch" (which often gets mistaken for mode 7 just for being on the SNES). I don't know, the effect just isn't convincing enough without any horizontal scaling, it's a little disorienting.
Not to take anything away from the NES game, of course! It's pretty impressive that they got the effect to work on the NES just as well as on the SNES!