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Enemies
Game
Section
Enemies & Bosses
Filesize 74.60 KB
Submitters Davias, Murphmario, Tonberry2k
Format PNG (image/png)
Size 900x678 pixels
Hits 110,818
Comments 31

Click for Full Sized Image Enemies Click for Full Sized Image
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Apr 12, 2018, 5:41 PM
@Sanic well what would you expect? It was on a platform with more memory than the others.
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Apr 12, 2018, 4:27 PM
Is it just me, or does SMW have the most gimmicks, enemies, secrets and tilesets out of the classic Super Mario Titles?
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Mar 8, 2018, 4:08 AM
@MollyChan Huh...
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Mar 1, 2018, 3:08 PM
The grey Buzzy Beetle is technically used. In one of the underground levels (I think it's Donut Plains 2????), the goal area uses a different palette from the main level, but you are also able to take a Buzzy Beetle shell through the pipe, resulting in a grey Buzzy Beetle
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Feb 10, 2018, 9:24 PM
Ah, I didn't even think of the end credits! Thanks for the answer, Doc. As for the gray Buzzy Beetle--is that even allowed? Doesn't that just make them a custom sprite and thus not from the game (and not belonging in a straight rip sheet like this)?
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Feb 10, 2018, 6:07 PM
@TheRewster The blue shoes is from the credits, the gray Buzzy is apparently because someone revised the sheet with them because they thought they looked cool or something.
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Feb 10, 2018, 2:58 PM
I have a question about the Dry Bones and Bony Beetles with blue shoes, as well as the gray Buzzy Beetles--when do you see those in the actual game? I don't remember them from anywhere, but then again, it has been a while since I've played SMW. Also, the blue Swoopers are unused in the game. Should they be on this sheet? (Though code exists for them in the game's data, so I suppose that makes a difference?)
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Dec 8, 2017, 3:56 PM
If they don't exist, they shouldn't be on here, and that includes Blue Paratroopa and burly non-blue Beach Koopas. A list of palettes at the bottom with the respective colors matching up would be pretty useful though.

The beige cape is used in the flashing ones.
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Dec 8, 2017, 3:21 PM
For the multiple colors, I thought they could be useful despite not actually appearing in the actual SMW. The Big Boo color palettes are for the Big Boo boss. Magikoopa's second palette is if it has the typical blue palette instead of it's unique colors because the game does a palette swap over the blue colors. Beige cape I didn't know existed, hence why I missed it, and all koopas have kicking sprites used, as they all kick over they're shells before jumping in them if the shells happen to be upside-down.

I considered putting red boxes over the sprites that don't appear in actual SMW gameplay under normal circumstances, but decided not to. Should I go back and do that?
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Dec 7, 2017, 12:58 AM
@Luigi64: Glad somebody actually agrees with me for once.
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Dec 6, 2017, 6:56 PM
Non-blue Beach Koopas didn't kick until SMM? So there should be no small kicking sprites, right? Also what's with the bogus Buzzy Beetle color yet continued lack of a beige cape?
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Dec 6, 2017, 6:48 PM
man that's gotta be some tough asthma you got there buddy

jokes aside you make a really good point
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Nov 27, 2017, 10:43 PM
*cough*dontforgetaboutthefactthatamajorityofspritesheetsdontusetheaccuratecolors*cough*
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Nov 24, 2017, 4:11 PM
No, I can prove it. the actual second frame in the ROM has black eyes, but here the second frame's eyes are transparent, and this error is also present on the exact same sprite on The Cutting Room Floor.
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Nov 24, 2017, 10:16 AM
"This unused sprite from the game looks exactly the same as the one on The Cutting Room Floor also from the game, so obviously it was taken from The Cutting Room Floor."
-Murphmario, 2017
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Nov 23, 2017, 4:24 PM
There's actually a lot wrong with this sheet, like missing animations, inaccurate sprites, and the upwards Yoshi fireball being blatantly taken from the Cutting Room Floor. I have a revision, but I haven't bothered to upload it.
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Oct 22, 2017, 1:00 AM
@OffensiveLemon Technically, anything can use any palette, but Paratroopas are never assigned a blue palette in the coding. Same with the other things I mentioned.
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Oct 22, 2017, 12:44 AM
@Doc von Schmeltwick

I imagine the palettes for those enemies exist in the game’s data, but are unused. However, since I do not know anything about SNES graphics (let alone ripping from the SNES), I cannot be certain.
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May 15, 2017, 4:36 AM
I'd help, but I lack the tools necessary to rip, so the only thing I could do is add a recolor of the cape, take the missing pose from a different sheet and color it properly (which seems like it would be theft in this case), and get rid of all the nonexistent stuff.
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May 14, 2017, 2:29 AM
Blue-Shoed Super Koopa also has a beige cape color, and I'm pretty sure the pose for the blue-shoed Beach Koopa leaving the shell is different.
And I still don't understand why blue Paratroopas, blue and yellow Climbing Koopas, buff green-, red-, and yellow-shoed Beach Koopas, small blue-shoed Beach Koopas, yellow-caped green-shoed Super Koopas, red-caped red-shoed Super Koopas, and walking red- and green-shoed Super Koopas in general keep showing up in sheets, as they don't exist in the game. But I get that this is difficult.
By the way, what are those black things in the Chargin' Chuck tiles? Do those have to do with the whistling variant?
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Dec 30, 2016, 11:22 AM
Done. Thanks for all your help, RQM. (Sigh)
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Dec 16, 2016, 3:33 PM
Update please
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Sep 10, 2016, 12:22 PM
This also needs the fireballs spat out by Yoshi, as they are unused for Dino Rhino and the unused Blue Swooper.
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May 20, 2016, 8:09 PM
The small koopa kicking a shell upright sprite is missing. Yes I see the buffed koopa kicking a shell sprite, but the smaller one is missing.
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Mar 3, 2016, 9:24 PM
@DPS2004: When you complete the starworld and secretworld, some enemies get an alternate sprites, for example the koopas has mario heads. The world map also get an alternate palette.
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