The Genesis version is also missing a lot of detail. Detail in color. The floor in Guile's level (and the far background), the sky in Ken's stage, etc. I can see why one would prefer one version over the other, but way better? Please. If your other comparison comments are going to be like these, then they'll just come off as fanboy excuses/remarks. You're coming off like you're looking for reason to justifty/declare the Genesis port superiority over the SNES version, that you've already decided before hand.
There's no "window" as in a static non-scrolling overlay. There's window clipping/masking and window color, but no overlay window. You use a BG layer for that. Usually BG 3 for mode 1. Also, mode 7 is like any other BG layer. You can do H-int effects and make static or sectioned parts of the screen that are not "scaled/rotated". You can also change which mode the sPPU is in mid screen. The modes/layers can't overlap each other, but you can usually get away with a flat horizontal like for horizons. Mario kart divides the screen into 3 sections; the top half with trees/hills/stats (mode 0), the second half that's scaling/rotation in motion - the track (mode 7), and the third section which is still mode 7, but has a fixed scaled view of the track.Quote:
No, I mean the far background like in Mario Kart: http://www.youtube.com/watch?v=HVi8AiwKn3k (which is obviously outside the 128x128 mode 7 tile, similar with F-Zero, and Pilot Wings for that matter, the playfeild is the mode 7 tile, but the far background should be the window layer)
In the Bowser battle in SMW the balck BG seems to be true, but do note there's the castle mario's on in that case, which is probably the window layer. (though I suppose it could be made of sprites) http://www.youtube.com/watch?v=TkofJRfNJgE
Bowser being done with mode 7 of course.

