Pro Quarterback is a 1992 multiplatform video game that is based on American football . It was released for both the Super NES and the Sega Genesis video game consoles. A port for the Atari Lynx was announced but never released.
14-478: There are 27 unlicensed football teams in this game. Mode 7 was featured in the Super NES version due to its ability to enhance the movement of the football. The colors of the team's uniforms are almost the same as the uniforms used in the 1992 NFL season , however. Six different surfaces can be used along with quarters ranging from two minutes to a full 15 minutes. The referee call delay of game penalties in
28-545: A b c d ] ( [ x y ] − [ x 0 y 0 ] ) + [ x 0 y 0 ] {\displaystyle {\begin{bmatrix}x'\\y'\end{bmatrix}}={\begin{bmatrix}a&b\\c&d\end{bmatrix}}\left({\begin{bmatrix}x\\y\end{bmatrix}}-{\begin{bmatrix}x_{0}\\y_{0}\end{bmatrix}}\right)+{\begin{bmatrix}x_{0}\\y_{0}\end{bmatrix}}} . All arithmetic
42-522: A background layer to be rotated and scaled on a scanline-by-scanline basis to create many different depth effects. It also supports wrapping effects such as translation and reflection. The most famous of these effects is the application of a perspective effect on a background layer by scaling and rotating the background layer in this manner. This transforms the background layer into a two-dimensional horizontal texture-mapped plane that trades height for depth. Thus, an impression of three-dimensional graphics
56-431: A defensive player catches the ball or " fumble ", if the ball is loose during a play. A humorous animation is played after an incomplete pass, interception, or fumble during play selection on the scoreboard. Players are in complete control of both the offense and the defense. However, the number of defensive plays is considerably lower than the number of offensive plays; encouraging players to specialize in offense. The view
70-533: A single layer that can be scaled and rotated. Two-dimensional affine transformations can produce any combination of translation , scaling , reflection , rotation , and shearing . However, many games create additional effects by setting a different transformation matrix for each scanline. In this way, pseudo-perspective, curved surface, and distortion effects can be achieved. Mode 7 graphics are generated for each pixel by mapping screen coordinates to background coordinates using an affine transformation and sampling
84-446: Is achieved. Mode 7 was one of Nintendo's prominent selling points for the Super NES platform in publications such as Nintendo Power and Super NES Player's Guide . Similar faux 3D techniques have been presented on a few 2D systems other than the Super NES, in select peripherals and games. The Super NES console has eight graphics modes, numbered from 0 to 7, for displaying background layers. The last one (background mode 7) has
98-547: Is always shifted to down the field so that receivers can easily be tracked while the player is controlling the offensive line. Reviewing the Genesis version, Mega said that it had "terrible graphics, no life-span, no playability." Pro Quarterback at MobyGames Mode 7 Mode 7 is a graphics mode on the Super Nintendo Entertainment System video game console that allows
112-417: Is carried out on 16-bit signed fixed point numbers, while all offsets are limited to 13 bits. The radix point is between bits 7 and 8. This graphical method is suited to racing games, and is used extensively for the overworld sections of role-playing games such as Square 's popular 1994 game Final Fantasy VI . The effect enables developers to create the impression of sprawling worlds that continue toward
126-569: The Genesis, added scaling and rotation support on hardware level, as used by Sonic CD and Formula One World Championship: Beyond the Limit . Similarly, such Amiga games include Mr. Nutz: Hoppin' Mad , Lionheart , Obitus , and Brian the Lion . Filip Hautekeete and Peter Vermeulen created a demo showcasing an emulated interpretation of the Mode 7 graphics mode found in the Super NES to test
140-725: The Super NES without the hardware acceleration of Mode 7, such as Axelay 's rolling pin vertical scrolling; and then it uses Mode 7 in one boss and in the end credits sequence. Many Mode 7 games were remade for Game Boy Advance using effects implemented by software. The Sega Genesis has no hardware-native feature comparable to Mode 7. However, as in Tales of Phantasia and Star Ocean ' s sprite effect add-ins, some comparable technical feats were programmed entirely in software, as in Dick Vitale's "Awesome, Baby!" College Hoops and Zero Tolerance . The Sega CD , an add-on for
154-549: The corresponding background color. The 2D affine transformation is specified for each scanline by 6 parameters: a {\displaystyle a} , b {\displaystyle b} , c {\displaystyle c} , and d {\displaystyle d} ( which together define the matrix M {\displaystyle \mathbf {M} } ), and x 0 {\displaystyle x_{0}} and y 0 {\displaystyle y_{0}} (which define
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#1732788081568168-406: The game when the play clock runs out, the only penalty in the game. There is no other penalties in the game, making offsides and roughing the quarterback into workable strategies. Players are notoriously slow in this game; it is possible for six defensive linemen to catch up with the quarterback and sack him before he is ready to make a forward pass . The announcer will call " interception ", when
182-734: The horizon. A particular utilization technique with Mode 7 allows pixels of the background layer to be in front of sprites. Examples include the second and fifth stage of Contra III: The Alien Wars , the second and fifth stage of Jim Power: The Lost Dimension in 3-D , the introduction screen of Tiny Toon Adventures: Buster Busts Loose , when a player falls off the stage in Super Mario Kart , some cinematics in Super Metroid , and in some boss battles in Super Mario World . Mode 7-type effects can be implemented on
196-815: The vector r 0 {\displaystyle \mathbf {r} _{0}} , the origin). Specifically, screen coordinate r {\displaystyle \mathbf {r} } is translated to the origin coordinate system, the matrix is applied, and the result is translated back to the original coordinate system to obtain r ′ {\displaystyle \mathbf {r} ^{\prime }} . In 2D matrix notation: r ′ = M ( r − r 0 ) + r 0 {\displaystyle \mathbf {r} ^{\prime }=\mathbf {M} (\mathbf {r} -\mathbf {r} _{0})+\mathbf {r} _{0}} [ x ′ y ′ ] = [
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