Too Dimensional: Terranigma’s Underworld (Quintet, 1995/1996 — Super Nintendo)
I am starting on a series of posts featuring games that achieve impressive 3D effects without the use of realtime polygons, under the tag #too dimensional. To start things off, here is a Mode 7 personal favourite that I find wows a lot of people, myself included.
In Terranigma, your journey begins in the Underworld, which is situated on the inside surface of the Earth. This is what causes the concave effect. There is a similar convex effect in the Overworld, but it’s not as noticeable as it is here.
If anybody has a game that they want featured, just send an ask my way and I’ll check it out!