No. It you look closely, you'll see that the screen scales smaller vertically but not horizontally (Axelay). That's why it looks like a "roll off" instead. It looks different than the airship stages of FF because they have horizontal scaling in conjunction with vertical scaling - minus any rotation effects.
And it's not easier or such. It's about restrictions. Mode 7 is a special mode on the SNES. Normally the SNES has two background layers, and 3 in mode 1 which is commonly used. In Mode 7 - you only have 1 background and you only have a smaller number of tiles to work with - because they are 256 color mode. It's pretty limiting. Most games that use Mode 7 for bosses have no backgrounds or use sprites to make up sparse/simple detail.
Like I said, it's not mode 7 because it's not using "mode 7" of the sPPU. It's a special mode where the background characteristics change/limited drastically from other modes. You can't just scale rotate BGs in other modes, only "mode 7". You can't just call anything that appears to scale as "mode 7" either. Axelay uses this non-mode 7 technique because the game needs 2 overlapping BG layers. It needs additional features that are lacking in "mode 7". The first boss for instance is a second BG layer itself. You can't do that vertical scale method on sprites, only BGs, so the boss is a BG layer. And IIRC, the 3rd BG layer (2bit one) is used for color transparency.Quote:
You're the only person I've heard call the effects in Axelay something other than mode 7. I believe Axelay was made the way it was, because a lot of developers messed with mode 7 effects early on with the SNES. Contra III was one example, as was F-Zero and Castlevania IV.
Also, did you not check out the SGX demo I posted a link to? The SGX does the exact same effect as Axelay. Even uses ripped tiles. And there's not scaling/rotation/mode 7 hardware on the SGX.

