Baby Bowser
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| Asset Info favorite | |
|---|---|
| Name | Baby Bowser |
| Category | SNES |
| Game | Super Mario World 2: Yoshi's Island |
| Section | Bosses |
| Submitted | A long, long time ago |
| Uploaded By | A.J. Nitro |
| Size | 59.23 KB (637x780) |
| Format | PNG (image/png) |
| Hits | 54,636 |
| Tags (5): | |
Animations (0)
Comments (23)
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The reason for the modified GBA sprites is because of the SNES's "Super FX" chip, which is hard to run on emulators.
*Baby bowser’s theme plays before slowing down
*Giant Corpse Appears*
*Kamek flys and sprays magic dust outside
*cries more and gets thrown out the window*
*several smacks
*cries*
*smack
i WaNnA RiDe ThE yOsH!
The giant Baby Bowser here uses the GBA sprite, darkened to resemble the SNES.
i like this version of baby bowser. (not the actual boss)
When I first saw beta baby bowser, I was scared shitless
Honestly, he’s scary because he’s a screen nuke. He one-shots Yoshi and the ground if he makes it to there. I have a weird lack of fear to this guy, and some other scary entities too. (Zero, that one snow boss from twilight princess, etc)
I actually love the big bowser sprites.
The sprites for Big Baby Bowser in this sheet are from the GBA version; he only has three fingers in the SNES release.
We're not hosting any content from the leak for what should hopefully be obvious reasons. It's literally illegal since it was from a server breach (of which the perpetrator was arrested, might I add), it wouldn't even be a proper video game rip as unpublished source files are NOT an acceptable source for sprite rip submissions (only contents that actually made it to release are allowed), among other reasons.
He asked me why they didn't upload the Bowser beta here?
The beta Baby Bowser is scarier than the final Baby Bowser
Beta Bowser be Moomin.
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I think it would play out something like this. Yoshi goes through the 1st phase of the baby bowser fight normally and bowser grows huge. The standard cutscene of bowser rising up and the music starts to play. Bowser roars causing the screen to fade to white and the fight loads as usual. Yoshi in this 3D state can only move in the cardinal directions and his egg tosses are at a locked angle. The camera is at a diagonal view that faces behind Yoshi. Baby bowser’s attacks will be telegraphed with red exclamation marks like in the boss fight. If Baby bowser runs into Yoshi, he removes a part of the arena but not the whole space. If baby Mario is put in his bubble, he will be moving around the arena in a y position that allows Yoshi to walk into the bubble. Yoshi can not jump during the fight and can only walk, crouch, or throw eggs. When baby bowser is one hit away from being defeated he will always run at the cardinal direction that faces the moon. When baby bowser is defeated, the magic already fades the screen to white which can transition the game back to it’s usual 2D perspective.
I don’t know if the Super FX chip 2 could handle this or not, but it uses no polygons and could uses mode 7 to help out. What do you guys think of it? (Sorry for the wall of text)