Uncommon graphics mode games
A list of games that use less common graphics modes.
See also: Tricky-to-emulate games
Hi-Resolution and Interlacing
PPU Register $2133 SETINI can enable hi-resolution mode, allowing a 512-pixel horizontal resolution. This causes every even column to display the main screen, and every odd column to display the sub screen. Outside of mode 5, this is usually used as a way to do a 50% blend of the main and sub screens (a.k.a. "pseudo hi-res"). Under composite, this resulting blend can look somewhat smooth, but through S-Video or RGB the vertical stripes might be clearly visible.
In Mode 5, hi-resolution is automatically forced, and the main and subscreen are automatically overridden with alternating columns of the BG layers, allowing an effective double-width resolution.
PPU Register $2133 SETINI can enable interlacing, causing the scanlines of every second frame (field) to be offset downward by half a line. In mode 5 this allows an effective double-height resolution.
Game | Notes |
---|---|
Syvalion | Mode 5 and interlacing for high resolution text screens at the beginning of the game. |
Seiken Densetsu 3 | Mode 5 for text boxes and menu screens for a higher resolution Japanese text rendering. |
Desert Fighter / Air Strike Patrol | Mode 5 and interlacing for high resolution mission briefing text. |
Radical Psycho Machine Racing (a.k.a. RPM Racing) | Mode 5 and interlacing for high resolution graphics throughout the game. The Japanese release replaced the high-resolution gameplay with low-resolution mode instead. |
Jurassic Park | The HUD overlay and a notification box during gameplay uses pseudo hi-res for a transparency effect. |
Kirby's Dream Land 3 | Uses pseudo hi-res for a foreground transparency effect. |
Links:
- Forum thread - CRT photos of various hi-resolution effects.
Overscan (240 lines)
PPU Register $2133 SETINI can choose either 224 or 240 lines of visible picture. Most games used 224, allowing a significantly longer vblank period, and the extra lines weren't normally visible on contemporary NTSC televisions.
Game | Notes |
---|---|
Rendering Ranger R2 | NTSC (Japan), often manually blanks several lines at the bottom. |
Super Mario All-Stars | PAL version only. |
Super Mario Kart | PAL version only, but with some "manual" letterboxing. |
Super Mario World | The launch PAL release did not use overscan, but a later PAL revision did. |
Super Tetris 2 + Bombliss | NTSC (Japan). |
Super Tetris 3 | NTSC (Japan). |
Tetris & Dr. Mario | Both NTSC and PAL versions used the overscan area. |
Tom & Jerry | NTSC and PAL. |
Yoshi's Cookie | NTSC and PAL. |
Vertical Offset-per-tile
See: Offset-per-tile
Game | Notes |
---|---|
Tetris Attack | Used for independently shifting columns of gameplay. |
Timecop | During the introduction, used for a wobbling effect on the time machine. |
Yoshi's Island | Used for the 1-7 "Touch Fuzzy Get Dizzy" effect, and moving platforms in 6-4 "Tap-Tap The Red Nose's Fort". |
Bust-a-Move | Used to make the playfield jitter vertically, to warn that the playfield will be moved downwards. This game also uses background mode 4. |
Star Fox | Used for the slight rotation effect on the background behind the SuperFX graphics. |
Horizontal Offset-per-tile
The horizontal version of offset-per-tile is especially rare, since scanline horizontal scroll changes can already do a smooth horizontal offset, and this hardware feature only provides a coarse one.
Game | Notes |
---|---|
Chrono Trigger | During the introduction, this is used for a "shimmering" effect on the Black Omen ship: video |
Super Genjin 2 | Used for a screen transition effect on the title screen, when the intro has been allowed to play out. |