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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 213,953
Comments 47

Enemies
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Nov 23, 2020, 7:02 PM
Currently re-ripping the Chargin' Chucks and then getting to the rest of the enemies. After that, this sheet is history.
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Nov 23, 2020, 1:56 PM
Is this ready to be nuked yet?
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May 12, 2020, 3:12 PM
Is it just me or are Fuzzys adorable in the older Mario games?!
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Apr 15, 2020, 4:15 PM
@Mr Yporolsa I think it amounts to how roughly made this game's graphics are. If you notice, one arm is colored blue while running. Also, note how Magikoopa's unique in-game palette has the blues encoded in the wrong order.
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Apr 15, 2020, 4:03 PM
Why are Chargin' Chucks are green in this game? They are blue in credits, artwork and in any other game basically.
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Jan 20, 2020, 10:53 PM
It's not here.
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Jan 20, 2020, 6:05 AM
@yiey Isn't that the one furthest to the right?
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Jan 20, 2020, 5:50 AM
Where's the frame for big boo peeking at you from staring at him for sooo long?
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Jan 17, 2020, 8:32 PM
Yeah. Also will fix up errors with the sprites.
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Jan 17, 2020, 3:59 AM
@Murphmario. You going to keep the pre-assembled sprites as well?
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Jan 17, 2020, 3:09 AM
Considering replacing this sheet with a re-rip that organizes enemies by graphics files.
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Nov 17, 2019, 6:36 PM
@Ton the jumping fireball is next to the upsidedown piranha plants
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Nov 17, 2019, 6:35 PM
@SonicTron the mario doll enemies are masked koopas. They replace the regular koopas after you beat the special world
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Aug 18, 2019, 8:38 AM
I've always been confused as to what the "Mario Doll" enemies are meant for.
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Aug 18, 2019, 8:35 AM
@Doc
"Even though they had a 4mb cartridge to work with instead of the 3mb of SMB3, they actually had less memory to work with."
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Jul 29, 2019, 5:21 PM
Huh, I think this is still missing the fireball enemies from the Extra World.
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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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