Difference between revisions of "Sprites"

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(Create Sprites page)
 
(Added images and removed notes)
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{| class="wikitable sortable"
 
{| class="wikitable sortable"
! ID !! Name !! Type and GFX page !! Notes
+
! ID !! Name !! Image !! Type and GFX page
 
|-
 
|-
|00
+
| 00 || Green Koopa Troopa without shell || {{Sprite|id=00|notext=y}} || Standard (GFX00/01)
|Green Koopa Troopa without shell
 
|Standard (GFX00/01)
 
|
 
 
|-
 
|-
|01
+
| 01 || Red Koopa Troopa without shell || {{Sprite|id=01|notext=y}} || Standard (GFX00/01)
|Red Koopa Troopa without shell
 
|Standard (GFX00/01)
 
|
 
 
|-
 
|-
|02
+
| 02 || Blue Koopa Troopa without shell || {{Sprite|id=02|notext=y}} || Standard (GFX00/01)
|Blue Koopa Troopa without shell
 
|Standard (GFX00/01)
 
|
 
 
|-
 
|-
|03
+
| 03 || Yellow Koopa Troopa without shell || {{Sprite|id=03|notext=y}} || Standard (GFX00/01)
|Yellow Koopa Troopa without shell
 
|Standard (GFX00/01)
 
|
 
 
|-
 
|-
|04
+
| 04 || Green Koopa Troopa || {{Sprite|id=04|notext=y}} || Standard (GFX00/01)
|Green Koopa Troopa
 
|Standard (GFX00/01)
 
|
 
 
|-
 
|-
|05
+
| 05 || Red Koopa Troopa || {{Sprite|id=05|notext=y}} || Standard (GFX00/01)
|Red Koopa Troopa
 
|Standard (GFX00/01)
 
|
 
 
|-
 
|-
|06
+
| 06 || Blue Koopa Troopa || {{Sprite|id=06|notext=y}} || Standard (GFX00/01)
|Blue Koopa Troopa
 
|Standard (GFX00/01)
 
|
 
 
|-
 
|-
|07
+
| 07 || Yellow Koopa Troopa || {{Sprite|id=07|notext=y}} || Standard (GFX00/01)
|Yellow Koopa Troopa
 
|Standard (GFX00/01)
 
|
 
 
|-
 
|-
|08
+
| 08 || Green Koopa Troopa flying left || {{Sprite|id=08|notext=y}} || Standard (GFX00/01)
|Green Koopa Troopa flying left
 
|Standard (GFX00/01)
 
|
 
 
|-
 
|-
|09
+
| 09 || Green Koopa Troopa bouncing || {{Sprite|id=09|notext=y}} || Standard (GFX00/01)
|Green Koopa Troopa bouncing
 
|Standard (GFX00/01)
 
|Y position determines if it bounces high or low
 
 
|-
 
|-
|0A
+
| 0A || Red Koopa Troopa flying vertically || {{Sprite|id=0A|notext=y}} || Standard (GFX00/01)
|Red Koopa Troopa flying vertically
 
|Standard (GFX00/01)
 
|
 
 
|-
 
|-
|0B
+
| 0B || Red Koopa Troopa flying horizontally || {{Sprite|id=0B|notext=y}} || Standard (GFX00/01)
|Red Koopa Troopa flying horizontally
 
|Standard (GFX00/01)
 
|
 
 
|-
 
|-
|0C
+
| 0C || Yellow Koopa Troopa with wings || {{Sprite|id=0C|notext=y}} || Standard (GFX00/01)
|Yellow Koopa Troopa with wings
 
|Standard (GFX00/01)
 
|Cannot fly
 
 
|-
 
|-
|0D
+
| 0D || Bob-Omb || {{Sprite|id=0D|notext=y}} || Tileset-specific (GFX02)
|Bob-Omb
 
|Tileset-specific (GFX02)
 
|
 
 
|-
 
|-
|0E
+
| 0E || Keyhole || {{Sprite|id=0E|notext=y}} || Standard (GFX01)
|Keyhole
 
|Standard (GFX01)
 
|
 
 
|-
 
|-
|0F
+
| 0F || Goomba || {{Sprite|id=0F|notext=y}} || Standard (GFX01)
|Goomba
 
|Standard (GFX01)
 
|
 
 
|-
 
|-
|10
+
| 10 || Bouncing Goomba with wings || {{Sprite|id=10|notext=y}} || Standard (GFX00/01)
|Bouncing Goomba with wings
 
|Standard (GFX00/01)
 
|
 
 
|-
 
|-
|11
+
| 11 || Buzzy Beetle || {{Sprite|id=11|notext=y}} || Tileset-specific (GFX04)
|Buzzy Beetle
 
|Tileset-specific (GFX04)
 
|
 
 
|-
 
|-
|12
+
| 12 || Unused || {{Sprite|id=12|notext=y}} || N/A
|Unused
 
|N/A
 
|
 
 
|-
 
|-
|13
+
| 13 || Spiny || {{Sprite|id=13|notext=y}} || Tileset-specific (GFX02)
|Spiny
 
|Tileset-specific (GFX02)
 
|
 
 
|-
 
|-
|14
+
| 14 || Spiny falling || {{Sprite|id=14|notext=y}} || Tileset-specific (GFX02)
|Spiny falling
 
|Tileset-specific (GFX02)
 
|
 
 
|-
 
|-
|15
+
| 15 || Cheep Cheep swimming horizontally || {{Sprite|id=15|notext=y}} || Tileset-specific (GFX13)
|Cheep Cheep swimming horizontally
 
|Tileset-specific (GFX13)
 
|Called ''Fish'' in Lunar Magic
 
 
|-
 
|-
|16
+
| 16 || Cheep Cheep swimming vertically || {{Sprite|id=16|notext=y}} || Tileset-specific (GFX13)
|Cheep Cheep swimming vertically
 
|Tileset-specific (GFX13)
 
|
 
 
|-
 
|-
|17
+
| 17 || Cheep Cheep flying || {{Sprite|id=17|notext=y}} || Tileset-specific (GFX13)
|Cheep Cheep flying
 
|Tileset-specific (GFX13)
 
|Generated by sprite D1
 
 
|-
 
|-
|18
+
| 18 || Cheep Cheep jumping to surface || {{Sprite|id=18|notext=y}} || Tileset-specific (GFX13)
|Cheep Cheep jumping to surface
 
|Tileset-specific (GFX13)
 
|
 
 
|-
 
|-
|19
+
| 19 || Display text from level message 1 || {{Sprite|id=19|notext=y}} || Special/Generator
|Display text from level message 1
 
|Special/Generator
 
|
 
 
|-
 
|-
|1A
+
| 1A || Classic Piranha Plant || {{Sprite|id=1A|notext=y}} || Standard
|Classic Piranha Plant
 
|Standard
 
|Use ExGFX and [http://www.smwcentral.net/download.php?id=744&type=patches this patch]to fix stem
 
 
|-
 
|-
|1B
+
| 1B || Bouncing Football in place. || {{Sprite|id=1B|notext=y}} || Tileset-specific (GFX04, 0E)
|Bouncing Football in place.
 
|Tileset-specific (GFX04, 0E)
 
|
 
 
|-
 
|-
|1C
+
| 1C || Bullet Bill || {{Sprite|id=1C|notext=y}} || Standard (GFX01)
|Bullet Bill
 
|Standard (GFX01)
 
|Also found going vertically and diagonally
 
 
|-
 
|-
|1D
+
| 1D || Hopping flame || {{Sprite|id=1D|notext=y}} || Tileset-specific (GFX02)
|Hopping flame
 
|Tileset-specific (GFX02)
 
|
 
 
|-
 
|-
|1E
+
| 1E || Lakitu || {{Sprite|id=1E|notext=y}} || Tileset-specific (GFX02/13)
|Lakitu
 
|Tileset-specific (GFX02/13)
 
|X position determines whether it is a normal Lakitu or a Fishin' Lakitu
 
 
|-
 
|-
|1F
+
| 1F || Magikoopa || {{Sprite|id=1F|notext=y}} || Tileset-specific (GFX03)
|Magikoopa
 
|Tileset-specific (GFX03)
 
|
 
 
|-
 
|-
|20
+
| 20 || Magikoopa's magic || {{Sprite|id=20|notext=y}} || Tileset-specific (GFX03)
|Magikoopa's magic
 
|Tileset-specific (GFX03)
 
|Will remain stationary if placed in the level without being spawned by another sprite
 
 
|-
 
|-
|21
+
| 21 || Moving coin || {{Sprite|id=21|notext=y}} || Standard (GFX01)
|Moving coin
 
|Standard (GFX01)
 
|
 
 
|-
 
|-
|22
+
| 22 || Green vertical net Koopa || {{Sprite|id=22|notext=y}} || Tileset-specific (GFX12)
|Green vertical net Koopa
 
|Tileset-specific (GFX12)
 
|X position determines whether it will be above or below the net
 
 
|-
 
|-
|23
+
| 23 || Red vertical net Koopa || {{Sprite|id=23|notext=y}} || Tileset-specific (GFX12)
|Red vertical net Koopa
 
|Tileset-specific (GFX12)
 
|Faster than the green one
 
 
|-
 
|-
|24
+
| 24 || Green horizontal net Koopa || {{Sprite|id=24|notext=y}} || Tileset-specific (GFX12)
|Green horizontal net Koopa
 
|Tileset-specific (GFX12)
 
|
 
 
|-
 
|-
|25
+
| 25 || Red horizontal net Koopa || {{Sprite|id=25|notext=y}} || Tileset-specific (GFX12)
|Red horizontal net Koopa
 
|Tileset-specific (GFX12)
 
|
 
 
|-
 
|-
|26
+
| 26 || Thwomp || {{Sprite|id=26|notext=y}} || Tileset-specific (GFX03)
|Thwomp
 
|Tileset-specific (GFX03)
 
|
 
 
|-
 
|-
|27
+
| 27 || Thwimp || {{Sprite|id=27|notext=y}} || Tileset-specific (GFX03)
|Thwimp
 
|Tileset-specific (GFX03)
 
|
 
 
|-
 
|-
|28
+
| 28 || Big Boo || {{Sprite|id=28|notext=y}} || Tileset-specific (GFX11)
|Big Boo
 
|Tileset-specific (GFX11)
 
|Requires sprite memory setting 05 or 0B
 
 
|-
 
|-
|29
+
| 29 || Koopa Kid || {{Sprite|id=29|notext=y}} || Tileset-specific
|Koopa Kid
 
|Tileset-specific
 
|Must be placed at X position 0C; Y position determines which Koopa Kid it is.  Lemmy and Wendy are the only ones that do not require special boss levels to function.
 
 
|-
 
|-
|2A
+
| 2A || Upside-down Piranha Plant || {{Sprite|id=2A|notext=y}} || Tileset-specific (GFX04)
|Upside-down Piranha Plant
 
|Tileset-specific (GFX04)
 
|Can be made non-tileset-specific with the hex edit at $01:8E93 (or by using the Piranha Plant Fix patch)
 
 
|-
 
|-
|2B
+
| 2B || Sumo Brother's lightning || {{Sprite|id=2B|notext=y}} || Tileset-specific (GFX09)
|Sumo Brother's lightning
 
|Tileset-specific (GFX09)
 
|
 
 
|-
 
|-
|2C
+
| 2C || Yoshi egg || {{Sprite|id=2C|notext=y}} || Tileset-specific (GFX13)
|Yoshi egg
 
|Tileset-specific (GFX13)
 
|X position determines whether it will be red, blue, yellow, or blue
 
 
|-
 
|-
|2D
+
| 2D || Baby Yoshi || {{Sprite|id=2D|notext=y}} || Standard
|Baby Yoshi
 
|Standard
 
|Will always be green when placed in Lunar Magic.  Should not be used anywhere an adult Yoshi might come across it.
 
 
|-
 
|-
|2E
+
| 2E || Spike Top || {{Sprite|id=2E|notext=y}} || Tileset-specific (GFX04)
|Spike Top
 
|Tileset-specific (GFX04)
 
|
 
 
|-
 
|-
|2F
+
| 2F || Portable springboard || {{Sprite|id=2F|notext=y}} || Standard (GFX00)
|Portable springboard
 
|Standard (GFX00)
 
|
 
 
|-
 
|-
|30
+
| 30 || Dry Bones that throws bones || {{Sprite|id=30|notext=y}} || Tileset-specific (GFX12/03)
|Dry Bones that throws bones
 
|Tileset-specific (GFX12/03)
 
|
 
 
|-
 
|-
|31
+
| 31 || Bony Beetle || {{Sprite|id=31|notext=y}} || Tileset-specific (GFX03)
|Bony Beetle
 
|Tileset-specific (GFX03)
 
|
 
 
|-
 
|-
|32
+
| 32 || Dry Bones that stays on ledges || {{Sprite|id=32|notext=y}} || Tileset-specific (GFX12, see note)
|Dry Bones that stays on ledges
 
|Tileset-specific (GFX12, see note)
 
|If this sprite is used in a sublevel where the overworld level was 10D, it will throw bones as well (and require GFX03).
 
 
|-
 
|-
|33
+
| 33 || Podoboo/vertical fireball || {{Sprite|id=33|notext=y}} || Tileset-specific (GFX03, 04, or 0E)
|Podoboo/vertical fireball
 
|Tileset-specific (GFX03, 04, or 0E)
 
|The actual fireball graphics are non-tileset-specific; it's the lava splash that requires certain GFX files.  Sprite buoyancy MUST be on for this sprite to work.
 
 
|-
 
|-
|34
+
| 34 || Boss fireball || {{Sprite|id=34|notext=y}} || Tileset-specific (GFX24)
|Boss fireball
 
|Tileset-specific (GFX24)
 
|Like sprite 20, it will be stationary if placed in the level without being spawned.
 
 
|-
 
|-
|35
+
| 35 || Yoshi || {{Sprite|id=35|notext=y}} || Standard
|Yoshi
 
|Standard
 
|Like sprite 2D, will always be green when placed in Lunar Magic and should not be used anywhere another Yoshi might come across it.
 
 
|-
 
|-
|36
+
| 36 || Unused || {{Sprite|id=36|notext=y}} || N/A
|Unused
 
|N/A
 
|
 
 
|-
 
|-
|37
+
| 37 || Boo || {{Sprite|id=37|notext=y}} || Tileset-specific (GFX11)
|Boo
 
|Tileset-specific (GFX11)
 
|
 
 
|-
 
|-
|38
+
| 38 || Eerie that moves straight || {{Sprite|id=38|notext=y}} || Tileset-specific (GFX06/11)
|Eerie that moves straight
 
|Tileset-specific (GFX06/11)
 
|Uses palette E; the sprite palette should be set to 5 to make it look best.
 
 
|-
 
|-
|39
+
| 39 || Eerie that moves in a wave || {{Sprite|id=39|notext=y}} || Tileset-specific (GFX06/11)
|Eerie that moves in a wave
 
|Tileset-specific (GFX06/11)
 
|See note for sprite 38.
 
 
|-
 
|-
|3A
+
| 3A || Urchin that moves a fixed distance || {{Sprite|id=3A|notext=y}} || Tileset-specific (GFX06)
|Urchin that moves a fixed distance
 
|Tileset-specific (GFX06)
 
|Moves 4 tiles, going right or down first.  X position determines whether it moves vertically or horizontally.
 
 
|-
 
|-
|3B
+
| 3B || Urchin that moves between walls || {{Sprite|id=3B|notext=y}} || Tileset-specific (GFX06)
|Urchin that moves between walls
 
|Tileset-specific (GFX06)
 
|X position determines whether it moves vertically or horizontally.
 
 
|-
 
|-
|3C
+
| 3C || Urchin that follows walls || {{Sprite|id=3C|notext=y}} || Tileset-specific (GFX06)
|Urchin that follows walls
 
|Tileset-specific (GFX06)
 
|X position determines whether it moves clockwise or counterclockwise.
 
 
|-
 
|-
|3D
+
| 3D || Rip Van Fish || {{Sprite|id=3D|notext=y}} || Tileset-specific (GFX06)
|Rip Van Fish
 
|Tileset-specific (GFX06)
 
|
 
 
|-
 
|-
|3E
+
| 3E || P-switch || {{Sprite|id=3E|notext=y}} || Standard (GFX00/01)
|P-switch
 
|Standard (GFX00/01)
 
|X position determines whether it is blue or gray
 
 
|-
 
|-
|3F
+
| 3F || Para-Goomba || {{Sprite|id=3F|notext=y}} || Tileset-specific (GFX02)
|Para-Goomba
 
|Tileset-specific (GFX02)
 
|
 
 
|-
 
|-
|40
+
| 40 || Para-Bomb || {{Sprite|id=40|notext=y}} || Tileset-specific (GFX02)
|Para-Bomb
 
|Tileset-specific (GFX02)
 
|
 
 
|-
 
|-
|41
+
| 41 || Dolphin that swims and jumps in one direction || {{Sprite|id=41|notext=y}} || Tileset-specific (GFX06)
|Dolphin that swims and jumps in one direction
 
|Tileset-specific (GFX06)
 
|
 
 
|-
 
|-
|42
+
| 42 || Dolphin that swims and jumps back and forth || {{Sprite|id=42|notext=y}} || Tileset-specific (GFX06)
|Dolphin that swims and jumps back and forth
 
|Tileset-specific (GFX06)
 
|
 
 
|-
 
|-
|43
+
| 43 || Dolphin that swims and jumps up and down || {{Sprite|id=43|notext=y}} || Tileset-specific (GFX06)
|Dolphin that swims and jumps up and down
 
|Tileset-specific (GFX06)
 
|
 
 
|-
 
|-
|44
+
| 44 || Torpedo Ted || {{Sprite|id=44|notext=y}} || Tileset-specific (GFX06)
|Torpedo Ted
 
|Tileset-specific (GFX06)
 
|
 
 
|-
 
|-
|45
+
| 45 || Directional coins || {{Sprite|id=45|notext=y}} || Standard (GFX01)
|Directional coins
 
|Standard (GFX01)
 
|When placed in Lunar Magic by itself rather than being spawned from a block, this sprite has no time limit.
 
 
|-
 
|-
|46
+
| 46 || Diggin' Chuck || {{Sprite|id=46|notext=y}} || Tileset-specific (GFX13/05)
|Diggin' Chuck
 
|Tileset-specific (GFX13/05)
 
|
 
 
|-
 
|-
|47
+
| 47 || Swimming/jumping fish || {{Sprite|id=47|notext=y}} || Tileset-specific (GFX13)
|Swimming/jumping fish
 
|Tileset-specific (GFX13)
 
|This fish swims back and forth and then jumps straight up, but it does not need to be placed in water to work.
 
 
|-
 
|-
|48
+
| 48 || Diggin' Chuck's rock || {{Sprite|id=48|notext=y}} || Tileset-specific (GFX05)
|Diggin' Chuck's rock
 
|Tileset-specific (GFX05)
 
|
 
 
|-
 
|-
|49
+
| 49 || Growing/shrinking pipe || {{Sprite|id=49|notext=y}} || Tileset-specific (GFX02)
|Growing/shrinking pipe
 
|Tileset-specific (GFX02)
 
|
 
 
|-
 
|-
|4A
+
| 4A || Goal Point Question Sphere || {{Sprite|id=4A|notext=y}} || Tileset-specific (GFX05)
|Goal Point Question Sphere
 
|Tileset-specific (GFX05)
 
|The player will not do the level-end "victory walk" if this sprite is used in a vertical level.
 
 
|-
 
|-
|4B
+
| 4B || Pipe-dwelling Lakitu || {{Sprite|id=4B|notext=y}} || Tileset-specific (GFX02)
|Pipe-dwelling Lakitu
 
|Tileset-specific (GFX02)
 
|
 
 
|-
 
|-
|4C
+
| 4C || Exploding block || {{Sprite|id=4C|notext=y}} || Standard (GFX00/01) or tileset-specific (GFX13)
|Exploding block
 
|Standard (GFX00/01) or tileset-specific (GFX13)
 
|It will spawn a shell-less green Koopa, green Koopa, fish, or Goomba depending on its X position.  The fish is tileset-specific if it drops into water.
 
 
|-
 
|-
|4D
+
| 4D || Monty Mole, ground-dwelling || {{Sprite|id=4D|notext=y}} || Tileset-specific (GFX09)
|Monty Mole, ground-dwelling
 
|Tileset-specific (GFX09)
 
|Its X position determines whether to follow the player or walk with a hop.  This applies to the other Monty Mole also.
 
 
|-
 
|-
|4E
+
| 4E || Monty Mole, ledge-dwelling || {{Sprite|id=4E|notext=y}} || Tileset-specific (GFX09)
|Monty Mole, ledge-dwelling
 
|Tileset-specific (GFX09)
 
|
 
 
|-
 
|-
|4F
+
| 4F || Jumping Piranha Plant || {{Sprite|id=4F|notext=y}} || Standard (GFX01)
|Jumping Piranha Plant
 
|Standard (GFX01)
 
|Don't let this sprite touch a solid object during its jump, or it will get stuck.
 
 
|-
 
|-
|50
+
| 50 || Jumping Piranha Plant that spits fireballs || {{Sprite|id=50|notext=y}} || Standard (GFX00/01)
|Jumping Piranha Plant that spits fireballs
 
|Standard (GFX00/01)
 
|
 
 
|-
 
|-
|51
+
| 51 || Ninji || {{Sprite|id=51|notext=y}} || Tileset-specific (GFX0E)
|Ninji
 
|Tileset-specific (GFX0E)
 
|Don't let this sprite hit the ceiling; it will glitch through unless you use [http://www.smwcentral.net/download.php?id=526&type=patches this patch].
 
 
|-
 
|-
|52
+
| 52 || Moving hole in ghost house ledge || {{Sprite|id=52|notext=y}} || Tileset-specific (GFX11)
|Moving hole in ghost house ledge
 
|Tileset-specific (GFX11)
 
|Might not look right in-game if not placed where the background is completely black.
 
 
|-
 
|-
|53
+
| 53 || Throw block sprite || {{Sprite|id=53|notext=y}} || Standard (GFX00)
|Throw block sprite
 
|Standard (GFX00)
 
|Cannot be placed in the level normally.
 
 
|-
 
|-
|54
+
| 54 || Revolving door for climbing net || {{Sprite|id=54|notext=y}} || Tileset-specific (GFX12)
|Revolving door for climbing net
 
|Tileset-specific (GFX12)
 
|For best results, should be placed over top of extended object 4A and not on a screen or subscreen boundary.
 
 
|-
 
|-
|55
+
| 55 || Checkerboard platform, horizontal || {{Sprite|id=55|notext=y}} || Tileset-specific (GFX05)
|Checkerboard platform, horizontal
 
|Tileset-specific (GFX05)
 
|Moves approximately 4 tiles and starts out going left.
 
 
|-
 
|-
|56
+
| 56 || Flying rock platform, horizontal || {{Sprite|id=56|notext=y}} || Tileset-specific (GFX05)
|Flying rock platform, horizontal
 
|Tileset-specific (GFX05)
 
|Moves approximately 5.5 tiles and starts out going left.
 
 
|-
 
|-
|57
+
| 57 || Checkerboard platform, vertical || {{Sprite|id=57|notext=y}} || Tileset-specific (GFX05)
|Checkerboard platform, vertical
 
|Tileset-specific (GFX05)
 
|Moves approximately 5.5 tiles and starts out going up.
 
 
|-
 
|-
|58
+
| 58 || Flying rock platform, vertical || {{Sprite|id=58|notext=y}} || Tileset-specific (GFX05)
|Flying rock platform, vertical
 
|Tileset-specific (GFX05)
 
|Moves approximately 5.5 tiles and starts out going up.
 
 
|-
 
|-
|59
+
| 59 || Turn block bridge, horizontal and vertical || {{Sprite|id=59|notext=y}} || Standard (GFX00)
|Turn block bridge, horizontal and vertical
 
|Standard (GFX00)
 
|The last tile of the sprite is X-flipped; the hex edit at $01:B79D fixes that.
 
 
|-
 
|-
|5A
+
| 5A || Turn block bridge, horizontal || {{Sprite|id=5A|notext=y}} || Standard (GFX00)
|Turn block bridge, horizontal
 
|Standard (GFX00)
 
|The last tile of the sprite is X-flipped; the hex edit at $01:B79D fixes that.
 
 
|-
 
|-
|5B
+
| 5B || Floating brown platform || {{Sprite|id=5B|notext=y}} || Tileset-specific (GFX12, 13)
|Floating brown platform
 
|Tileset-specific (GFX12, 13)
 
|Sprite buoyancy must be enabled to ensure that this sprite will function properly.
 
 
|-
 
|-
|5C
+
| 5C || Floating checkerboard platform || {{Sprite|id=5C|notext=y}} || Tileset-specific (GFX05)
|Floating checkerboard platform
 
|Tileset-specific (GFX05)
 
|Sprite buoyancy must be enabled to ensure that this sprite will function properly.
 
 
|-
 
|-
|5D
+
| 5D || Small orange floating platform || {{Sprite|id=5D|notext=y}} || Tileset-specific (GFX05)
|Small orange floating platform
 
|Tileset-specific (GFX05)
 
|Sprite buoyancy must be enabled to ensure that this sprite will function properly.
 
 
|-
 
|-
|5E
+
| 5E || Large orange floating platform || {{Sprite|id=5E|notext=y}} || Tileset-specific (GFX05)
|Large orange floating platform
 
|Tileset-specific (GFX05)
 
|If sprite buoyancy is not enabled, instead of floating, this sprite will stay in air and move forward slowly once stepped on.  This sprite was unused in the original SMW.
 
 
|-
 
|-
|5F
+
| 5F || Swinging brown platform || {{Sprite|id=5F|notext=y}} || Tileset-specific (GFX05)
|Swinging brown platform
 
|Tileset-specific (GFX05)
 
|For this sprite to show up properly, the sprite memory setting must be 01 (or 10 if using No Sprite Tile Limits).
 
 
|-
 
|-
|60
+
| 60 || Flat switch palace switch || {{Sprite|id=60|notext=y}} || Tileset-specific (GFX0D)
|Flat switch palace switch
 
|Tileset-specific (GFX0D)
 
|This sprite's palette is set by the tiles that spawn it.  It will always be green if placed in the level by itself.
 
 
|-
 
|-
|61
+
| 61 || Floating skulls || {{Sprite|id=61|notext=y}} || Tileset-specific (GFX04)
|Floating skulls
 
|Tileset-specific (GFX04)
 
|Each of the skulls counts as a separate sprite when determining how many sprites are allowed on the screen at once.
 
 
|-
 
|-
|62
+
| 62 || Brown line-guided platform || {{Sprite|id=62|notext=y}} || Tileset-specific (GFX12, 13)
|Brown line-guided platform
 
|Tileset-specific (GFX12, 13)
 
|This line-guided platform moves automatically.
 
 
|-
 
|-
|63
+
| 63 || Brown/checkered line-guided platform || {{Sprite|id=63|notext=y}} || Tileset-specific (GFX12, 13 or 05)
|Brown/checkered line-guided platform
 
|Tileset-specific (GFX12, 13 or 05)
 
|This platform will not move until stepped on.  Its X position determines whether it will be brown or checkerboard; the latter uses GFX05, while the former uses GFX12 or 13.
 
 
|-
 
|-
|64
+
| 64 || Line-guided rope mechanism || {{Sprite|id=64|notext=y}} || Tileset-specific (GFX05)
|Line-guided rope mechanism
 
|Tileset-specific (GFX05)
 
|The rope will be long or short depending on its X position.  If, however, there are already 2 long ropes on the screen, or if the sprite memory is not set to 01 (or 10 with No Sprite Tile Limits), the rope will be short regardless.
 
 
|-
 
|-
|65
+
| 65 || Chainsaw (line-guided) || {{Sprite|id=65|notext=y}} || Tileset-specific (GFX05)
|Chainsaw (line-guided)
 
|Tileset-specific (GFX05)
 
|When placed on an odd X coordinate, it may not appear unless you use the hex edit at $01:D6F0.  (Rather than moving right like Lunar Magic says, it will get shifted offscreen.)
 
 
|-
 
|-
|66
+
| 66 || Upside-down chainsaw (line-guided) || {{Sprite|id=66|notext=y}} || Tileset-specific (GFX05)
|Upside-down chainsaw (line-guided)
 
|Tileset-specific (GFX05)
 
|See note for sprite 65.
 
 
|-
 
|-
|67
+
| 67 || Grinder, line-guided || {{Sprite|id=67|notext=y}} || Tileset-specific (GFX12)
|Grinder, line-guided
 
|Tileset-specific (GFX12)
 
|X position determines whether it moves right or left.
 
 
|-
 
|-
|68
+
| 68 || Fuzzy, line-guided || {{Sprite|id=68|notext=y}} || Tileset-specific (GFX05)
|Fuzzy, line-guided
 
|Tileset-specific (GFX05)
 
|X position determines whether it moves right or left.
 
 
|-
 
|-
|69
+
| 69 || Unused || {{Sprite|id=69|notext=y}} || N/A
|Unused
 
|N/A
 
|
 
 
|-
 
|-
|6A
+
| 6A || Coin game cloud || {{Sprite|id=6A|notext=y}} || Tileset-specific (GFX13)
|Coin game cloud
 
|Tileset-specific (GFX13)
 
|Usually spawned from the egg that Yoshi lays after eating two pink berries.
 
 
|-
 
|-
|6B
+
| 6B || Wall springboard (left wall) || {{Sprite|id=6B|notext=y}} || Standard (GFX00)
|Wall springboard (left wall)
 
|Standard (GFX00)
 
|
 
 
|-
 
|-
|6C
+
| 6C || Wall springboard (right wall) || {{Sprite|id=6C|notext=y}} || Standard (GFX00)
|Wall springboard (right wall)
 
|Standard (GFX00)
 
|
 
 
|-
 
|-
|6D
+
| 6D || Invisible solid block || {{Sprite|id=6D|notext=y}} || Standard (no GFX)
|Invisible solid block
 
|Standard (no GFX)
 
|This sprite's main routine in its entirety is also used to make other sprites solid.
 
 
|-
 
|-
|6E
+
| 6E || Dino-Rhino || {{Sprite|id=6E|notext=y}} || Tileset-specific (GFX23)
|Dino-Rhino
 
|Tileset-specific (GFX23)
 
|Uses palette F; the sprite palette should be set to 0 for it to look best.  (Some people also use 1 or 7, making it magenta instead of turquoise.)
 
 
|-
 
|-
|6F
+
| 6F || Dino-Torch || {{Sprite|id=6F|notext=y}} || Tileset-specific (GFX23)
|Dino-Torch
 
|Tileset-specific (GFX23)
 
|See note for sprite 6E.
 
 
|-
 
|-
|70
+
| 70 || Pokey || {{Sprite|id=70|notext=y}} || Tileset-specific (GFX09)
|Pokey
 
|Tileset-specific (GFX09)
 
|Will be 5 segments high if the player has Yoshi or 3 segments if he/she does
 
 
|-
 
|-
|71
+
| 71 || Super Koopa with red cape || {{Sprite|id=71|notext=y}} || Tileset-specific (GFX09)
|Super Koopa with red cape
 
|Tileset-specific (GFX09)
 
|
 
 
|-
 
|-
|72
+
| 72 || Super Koopa with yellow cape || {{Sprite|id=72|notext=y}} || Tileset-specific (GFX09)
|Super Koopa with yellow cape
 
|Tileset-specific (GFX09)
 
|
 
 
|-
 
|-
|73
+
| 73 || Super Koopa on the ground || {{Sprite|id=73|notext=y}} || Tileset-specific (GFX09)
|Super Koopa on the ground
 
|Tileset-specific (GFX09)
 
|It will have a flashing cape or a yellow one depending on its X position.
 
 
|-
 
|-
|74
+
| 74 || Mushroom || {{Sprite|id=74|notext=y}} || Standard (GFX00)
|Mushroom
 
|Standard (GFX00)
 
|
 
 
|-
 
|-
|75
+
| 75 || Flower || {{Sprite|id=75|notext=y}} || Standard (GFX00)
|Flower
 
|Standard (GFX00)
 
|
 
 
|-
 
|-
|76
+
| 76 || Star || {{Sprite|id=76|notext=y}} || Standard (GFX00)
|Star
 
|Standard (GFX00)
 
|
 
 
|-
 
|-
|77
+
| 77 || Feather || {{Sprite|id=77|notext=y}} || Standard (GFX00)
|Feather
 
|Standard (GFX00)
 
|
 
 
|-
 
|-
|78
+
| 78 || 1-Up mushroom || {{Sprite|id=78|notext=y}} || Standard (GFX00)
|1-Up mushroom
 
|Standard (GFX00)
 
|
 
 
|-
 
|-
|79
+
| 79 || Growing vine || {{Sprite|id=79|notext=y}} || Standard (GFX01)
|Growing vine
 
|Standard (GFX01)
 
|
 
 
|-
 
|-
|7A
+
| 7A || Firework || {{Sprite|id=7A|notext=y}} || Tileset-specific (GFX24/22)
|Firework
 
|Tileset-specific (GFX24/22)
 
|May make the player temporarily invisible
 
 
|-
 
|-
|7B
+
| 7B || Goal tape || {{Sprite|id=7B|notext=y}} || Standard (GFX01)
|Goal tape
 
|Standard (GFX01)
 
|The only normal sprite that uses the extra bit.  It will activate either the normal or secret exit depending on whether the extra bit is set to 0 or 1, but the latter does not work in vertical levels.
 
 
|-
 
|-
|7C
+
| 7C || Peach (after Bowser fight) || {{Sprite|id=7C|notext=y}} || Tileset-specific (GFX22)
|Peach (after Bowser fight)
 
|Tileset-specific (GFX22)
 
|Her graphics are not in any of the standard tilesets.  She should not normally be used.
 
 
|-
 
|-
|7D
+
| 7D || P-Balloon || {{Sprite|id=7D|notext=y}} || Tileset-specific (GFX02, 0E)
|P-Balloon
 
|Tileset-specific (GFX02, 0E)
 
|
 
 
|-
 
|-
|7E
+
| 7E || Flying red coin || {{Sprite|id=7E|notext=y}} || Standard (GFX00/01)
|Flying red coin
 
|Standard (GFX00/01)
 
|Unused in the original SMW except in the form of the Yoshi wings (which are actually sprite 7E with a special setting).
 
 
|-
 
|-
|7F
+
| 7F || Flying golden mushroom || {{Sprite|id=7F|notext=y}} || Standard (GFX00/01)
|Flying golden mushroom
 
|Standard (GFX00/01)
 
|Unused in the original SMW.
 
 
|-
 
|-
|80
+
| 80 || Key || {{Sprite|id=80|notext=y}} || Standard (GFX01)
|Key
 
|Standard (GFX01)
 
|
 
 
|-
 
|-
|81
+
| 81 || Changing item || {{Sprite|id=81|notext=y}} || Standard (GFX00)
|Changing item
 
|Standard (GFX00)
 
|Usually found inside translucent blocks.
 
 
|-
 
|-
|82
+
| 82 || Bonus game sprite || {{Sprite|id=82|notext=y}} || Standard (GFX00)
|Bonus game sprite
 
|Standard (GFX00)
 
|Should not be used in normal levels.
 
 
|-
 
|-
|83
+
| 83 || Flying question block that flies left || {{Sprite|id=83|notext=y}} || Standard (GFX00/01)
|Flying question block that flies left
 
|Standard (GFX00/01)
 
|Contains either a coin, flower, feather, or 1-Up depending on its X position.
 
 
|-
 
|-
|84
+
| 84 || Flying question block that flies back and forth || {{Sprite|id=84|notext=y}} || Standard (GFX00/01)
|Flying question block that flies back and forth
 
|Standard (GFX00/01)
 
|Contains either a coin, flower, feather, or 1-Up depending on its X position.
 
 
|-
 
|-
|85
+
| 85 || Unused || {{Sprite|id=85|notext=y}} || N/A
|Unused
 
|N/A
 
|mikeyk's Poison Mushroom sprite overwrites this sprite slot.
 
 
|-
 
|-
|86
+
| 86 || Wiggler || {{Sprite|id=86|notext=y}} || Tileset-specific (GFX02)
|Wiggler
 
|Tileset-specific (GFX02)
 
|
 
 
|-
 
|-
|87
+
| 87 || Lakitu's cloud || {{Sprite|id=87|notext=y}} || Tileset-specific (GFX13)
|Lakitu's cloud
 
|Tileset-specific (GFX13)
 
|Has no time limit when placed in the level by itself.
 
 
|-
 
|-
|88
+
| 88 || Winged cage (unused) || {{Sprite|id=88|notext=y}} || ???
|Winged cage (unused)
 
|???
 
|Should not be used; requires a tileset-specific Layer 3 setting, but some of its graphics are missing.
 
 
|-
 
|-
|89
+
| 89 || Layer 3 Smash || {{Sprite|id=89|notext=y}} || Special/Generator
|Layer 3 Smash
 
|Special/Generator
 
|Requires the tileset to be set to 1 and the Layer 3 setting to be set to "low tide".
 
 
|-
 
|-
|8A
+
| 8A || Yoshi's House bird || {{Sprite|id=8A|notext=y}} || Tileset-specific (GFX0F)
|Yoshi's House bird
 
|Tileset-specific (GFX0F)
 
|Only 4 can be used at once, and the color is selected automatically.
 
 
|-
 
|-
|8B
+
| 8B || Puff of smoke from Yoshi's House || {{Sprite|id=8B|notext=y}} || Tileset-specific (GFX0F)
|Puff of smoke from Yoshi's House
 
|Tileset-specific (GFX0F)
 
|
 
 
|-
 
|-
|8C
+
| 8C || Side exit enabler || {{Sprite|id=8C|notext=y}} || Standard or tileset-specific (GFX0F)
|Side exit enabler
 
|Standard or tileset-specific (GFX0F)
 
|If placed on an odd X-coordinate, it will enable side exits only; if placed on an even X-coordinate, it will also create the fireplace graphics and smoke.
 
 
|-
 
|-
|8D
+
| 8D || Ghost house exit sign and door || {{Sprite|id=8D|notext=y}} || Tileset-specific (GFX0F)
|Ghost house exit sign and door
 
|Tileset-specific (GFX0F)
 
|Always creates the sign and door in the same place regardless of where the sprite is.
 
 
|-
 
|-
|8E
+
| 8E || Invisible "Warp Hole" || {{Sprite|id=8E|notext=y}} || Standard (no GFX)
|Invisible "Warp Hole"
 
|Standard (no GFX)
 
|
 
 
|-
 
|-
|8F
+
| 8F || Scale platforms || {{Sprite|id=8F|notext=y}} || Tileset-specific (GFX05)
|Scale platforms
 
|Tileset-specific (GFX05)
 
|X position determines whether the platforms will be 8 tiles apart or only 4 tiles.  Also, using this sprite in a place where the player can approach it from the right side may cause the platforms not to show up if the left platform is too far offscreen.
 
 
|-
 
|-
|90
+
| 90 || Large green gas bubble || {{Sprite|id=90|notext=y}} || Tileset-specific (GFX11)
|Large green gas bubble
 
|Tileset-specific (GFX11)
 
|Works best with sprite memory setting 0D
 
 
|-
 
|-
|91
+
| 91 || Chargin' Chuck || {{Sprite|id=91|notext=y}} || Tileset-specific (GFX13)
|Chargin' Chuck
 
|Tileset-specific (GFX13)
 
|
 
 
|-
 
|-
|92
+
| 92 || Splittin' Chuck || {{Sprite|id=92|notext=y}} || Tileset-specific (GFX13)
|Splittin' Chuck
 
|Tileset-specific (GFX13)
 
|
 
 
|-
 
|-
|93
+
| 93 || Bouncin' Chuck || {{Sprite|id=93|notext=y}} || Tileset-specific (GFX13)
|Bouncin' Chuck
 
|Tileset-specific (GFX13)
 
|
 
 
|-
 
|-
|94
+
| 94 || Whistlin' Chuck || {{Sprite|id=94|notext=y}} || Tileset-specific (GFX13/06, 13/09)
|Whistlin' Chuck
 
|Tileset-specific (GFX13/06, 13/09)
 
|Depending on its X position, it will either wake up Rip Van Fish (and require GFX06) or activate the Super Koopa generator (and require GFX09).
 
 
|-
 
|-
|95
+
| 95 || Chargin' Chuck || {{Sprite|id=95|notext=y}} || Tileset-specific (GFX13)
|Chargin' Chuck
 
|Tileset-specific (GFX13)
 
|
 
 
|-
 
|-
|96
+
| 96 || Unused || {{Sprite|id=96|notext=y}} || Tileset-specific (GFX13)
|Unused
 
|Tileset-specific (GFX13)
 
|Acts identical to sprite 91
 
 
|-
 
|-
|97
+
| 97 || Puntin' Chuck || {{Sprite|id=97|notext=y}} || Tileset-specific (GFX13/04, 13/0E)
|Puntin' Chuck
 
|Tileset-specific (GFX13/04, 13/0E)
 
|
 
 
|-
 
|-
|98
+
| 98 || Pitchin' Chuck || {{Sprite|id=98|notext=y}} || Tileset-specific (GFX13/09, 13/0E)
|Pitchin' Chuck
 
|Tileset-specific (GFX13/09, 13/0E)
 
|Throws either 2, 4, 6, or 5 baseballs before pausing depending on its X position.
 
 
|-
 
|-
|99
+
| 99 || Volcano Lotus || {{Sprite|id=99|notext=y}} || Tileset-specific (GFX09)
|Volcano Lotus
 
|Tileset-specific (GFX09)
 
|
 
 
|-
 
|-
|9A
+
| 9A || Sumo Brother || {{Sprite|id=9A|notext=y}} || Tileset-specific (GFX09)
|Sumo Brother
 
|Tileset-specific (GFX09)
 
|Sprite memory should be set to 07 for this sprite.  It does not work correctly with the No Sprite Tile Limits patch (if the sprite memory is set to 10).
 
 
|-
 
|-
|9B
+
| 9B || Amazing Flying Hammer Brother || {{Sprite|id=9B|notext=y}} || Tileset-specific (GFX13)
|Amazing Flying Hammer Brother
 
|Tileset-specific (GFX13)
 
|Must be placed on sprite 9C.
 
 
|-
 
|-
|9C
+
| 9C || Flying gray blocks for Hammer Brother || {{Sprite|id=9C|notext=y}} || Standard (GFX00/01)
|Flying gray blocks for Hammer Brother
 
|Standard (GFX00/01)
 
|
 
 
|-
 
|-
|9D
+
| 9D || Sprite in a bubble || {{Sprite|id=9D|notext=y}} || Tileset-specific (GFX02 and sometimes 13)
|Sprite in a bubble
 
|Tileset-specific (GFX02 and sometimes 13)
 
|Depending on its X position, it will contain a Goomba, Bob-omb, fish, or mushroom.  The fish uses GFX13.
 
 
|-
 
|-
|9E
+
| 9E || Ball 'n' Chain || {{Sprite|id=9E|notext=y}} || Tileset-specific (GFX03)
|Ball 'n' Chain
 
|Tileset-specific (GFX03)
 
|X position determine whether it will rotate clockwise or counterclockwise
 
 
|-
 
|-
|9F
+
| 9F || Banzai Bill || {{Sprite|id=9F|notext=y}} || Tileset-specific (GFX20)
|Banzai Bill
 
|Tileset-specific (GFX20)
 
|Sprite memory should be set to 04 or 0D.
 
 
|-
 
|-
|A0
+
| A0 || Bowser battle activator || {{Sprite|id=A0|notext=y}} || Tileset-specific
|Bowser battle activator
 
|Tileset-specific
 
|Should not be used in a normal level.
 
 
|-
 
|-
|A1
+
| A1 || Bowser's "bowling ball" || {{Sprite|id=A1|notext=y}} || Tileset-specific (GFX24)
|Bowser's "bowling ball"
 
|Tileset-specific (GFX24)
 
|May require certain sprite memory settings
 
 
|-
 
|-
|A2
+
| A2 || Mecha-Koopa || {{Sprite|id=A2|notext=y}} || Tileset-specific (GFX24)
|Mecha-Koopa
 
|Tileset-specific (GFX24)
 
|
 
 
|-
 
|-
|A3
+
| A3 || Rotating gray platform || {{Sprite|id=A3|notext=y}} || Tileset-specific (GFX12/05, 13/05)
|Rotating gray platform
 
|Tileset-specific (GFX12/05, 13/05)
 
|See note for sprite 9E.  Also, sprite memory should be set to 01 to make it show up correctly.
 
 
|-
 
|-
|A4
+
| A4 || Floating spike ball || {{Sprite|id=A4|notext=y}} || Tileset-specific (GFX05)
|Floating spike ball
 
|Tileset-specific (GFX05)
 
|Will move fast or slow depending on its X position
 
 
|-
 
|-
|A5
+
| A5 || Wall-following Sparky/Fuzzy || {{Sprite|id=A5|notext=y}} || Tileset-specific (GFX05 or 12)
|Wall-following Sparky/Fuzzy
 
|Tileset-specific (GFX05 or 12)
 
|Its X position determines whether it will move clockwise or counterclockwise.  Also, if the sprite tileset setting is 2, the sprite will use the Sparky tilemap.  If the sprite tileset is anything else, the sprite will use the Fuzzy tilemap.
 
 
|-
 
|-
|A6
+
| A6 || Hothead || {{Sprite|id=A6|notext=y}} || Tileset-specific (GFX12)
|Hothead
 
|Tileset-specific (GFX12)
 
|Its X position determines whether it will move clockwise or counterclockwise.
 
 
|-
 
|-
|A7
+
| A7 || Iggy's ball projectile || {{Sprite|id=A7|notext=y}} || Tileset-specific
|Iggy's ball projectile
 
|Tileset-specific
 
|Does not work correctly in normal levels
 
 
|-
 
|-
|A8
+
| A8 || Blargg || {{Sprite|id=A8|notext=y}} || Tileset-specific (GFX04)
|Blargg
 
|Tileset-specific (GFX04)
 
|
 
 
|-
 
|-
|A9
+
| A9 || Reznor || {{Sprite|id=A9|notext=y}} || Tileset-specific (GFX25)
|Reznor
 
|Tileset-specific (GFX25)
 
|Can be used in normal levels, but Mario must start out at the top of the screen for it to appear, there must be four of them together to trigger the level end, and the level mode must be 09 for the spinning sign background to appear.
 
 
|-
 
|-
|AA
+
| AA || Fishbone || {{Sprite|id=AA|notext=y}} || Tileset-specific (GFX03)
|Fishbone
 
|Tileset-specific (GFX03)
 
|Uses palette E; sprite palette 1 looks best.  Also, the sprite will swim through everything even when not in water.
 
 
|-
 
|-
|AB
+
| AB || Rex || {{Sprite|id=AB|notext=y}} || Tileset-specific (GFX20)
|Rex
 
|Tileset-specific (GFX20)
 
|
 
 
|-
 
|-
|AC
+
| AC || Wooden spike pointing down || {{Sprite|id=AC|notext=y}} || Tileset-specific (GFX12)
|Wooden spike pointing down
 
|Tileset-specific (GFX12)
 
|Moves down first.
 
 
|-
 
|-
|AD
+
| AD || Wooden spike pointing up || {{Sprite|id=AD|notext=y}} || Tileset-specific (GFX12)
|Wooden spike pointing up
 
|Tileset-specific (GFX12)
 
|Moves either down or up first depending on its X position.
 
 
|-
 
|-
|AE
+
| AE || Fishin' Boo || {{Sprite|id=AE|notext=y}} || Tileset-specific (GFX06/11)
|Fishin' Boo
 
|Tileset-specific (GFX06/11)
 
|
 
 
|-
 
|-
|AF
+
| AF || Boo Block || {{Sprite|id=AF|notext=y}} || Tileset-specific (GFX11)
|Boo Block
 
|Tileset-specific (GFX11)
 
|Set the sprite palette to 5 to make it look right, or change the byte at $01FA2F.
 
 
|-
 
|-
|B0
+
| B0 || Reflecting stream of Boo Buddies || {{Sprite|id=B0|notext=y}} || Tileset-specific (GFX11)
|Reflecting stream of Boo Buddies
 
|Tileset-specific (GFX11)
 
|Set the sprite palette to 5 to make it look right, or change the bytes at $028D34 and $07F4AE.
 
 
|-
 
|-
|B1
+
| B1 || Creating/eating block || {{Sprite|id=B1|notext=y}} || Standard (GFX00)
|Creating/eating block
 
|Standard (GFX00)
 
|Its X position determines whether it will be a creating block or an eating block, but the path it takes is determined by whether the overworld level is on the main map or a submap.
 
 
|-
 
|-
|B2
+
| B2 || Falling spike || {{Sprite|id=B2|notext=y}} || Tileset-specific (GFX03)
|Falling spike
 
|Tileset-specific (GFX03)
 
|
 
 
|-
 
|-
|B3
+
| B3 || Bowser statue fireball || {{Sprite|id=B3|notext=y}} || Tileset-specific (GFX12)
|Bowser statue fireball
 
|Tileset-specific (GFX12)
 
|
 
 
|-
 
|-
|B4
+
| B4 || Grinder that moves on the ground || {{Sprite|id=B4|notext=y}} || Tileset-specific (GFX12)
|Grinder that moves on the ground
 
|Tileset-specific (GFX12)
 
|
 
 
|-
 
|-
|B5
+
| B5 || Unused || {{Sprite|id=B5|notext=y}} || Tileset-specific (GFX24)
|Unused
 
|Tileset-specific (GFX24)
 
|Was intended to be the falling flame that shows up during the Bowser battle.  However, it actually just jumps to the same code as sprite 33.  (It should not, however, be used in place of sprite 33; some necessary routines are missing.) The real falling flame is actually sprite 33 with a special setting.
 
 
|-
 
|-
|B6
+
| B6 || Reflecting fireball || {{Sprite|id=B6|notext=y}} || Tileset-specific (GFX03)
|Reflecting fireball
 
|Tileset-specific (GFX03)
 
|
 
 
|-
 
|-
|B7
+
| B7 || Carrot Top Lift, upper right || {{Sprite|id=B7|notext=y}} || Tileset-specific (GFX20)
|Carrot Top Lift, upper right
 
|Tileset-specific (GFX20)
 
|
 
 
|-
 
|-
|B8
+
| B8 || Carrot Top Lift, upper left || {{Sprite|id=B8|notext=y}} || Tileset-specific (GFX20)
|Carrot Top Lift, upper left
 
|Tileset-specific (GFX20)
 
|
 
 
|-
 
|-
|B9
+
| B9 || Info Box || {{Sprite|id=B9|notext=y}} || Standard (GFX01)
|Info Box
 
|Standard (GFX01)
 
|Displays either message 1 or 2 from the current overworld level when hit from below.
 
 
|-
 
|-
|BA
+
| BA || Timed Lift || {{Sprite|id=BA|notext=y}} || Tileset-specific (GFX20)
|Timed Lift
 
|Tileset-specific (GFX20)
 
|Starts out with either 4 units of time or 1 unit depending on its X position.
 
 
|-
 
|-
|BB
+
| BB || Moving castle block || {{Sprite|id=BB|notext=y}} || Tileset-specific (GFX03)
|Moving castle block
 
|Tileset-specific (GFX03)
 
|
 
 
|-
 
|-
|BC
+
| BC || Bowser statue || {{Sprite|id=BC|notext=y}} || Tileset-specific (GFX12)
|Bowser statue
 
|Tileset-specific (GFX12)
 
|Depending on its X position, it will be stationary, be stationary but spit fire, hop and follow the player, or be stationary but spit fire.
 
 
|-
 
|-
|BD
+
| BD || Sliding Koopa || {{Sprite|id=BD|notext=y}} || Standard (GFX00/01)
|Sliding Koopa
 
|Standard (GFX00/01)
 
|Should be placed on a slope for best results.
 
 
|-
 
|-
|BE
+
| BE || Swooper || {{Sprite|id=BE|notext=y}} || Tileset-specific (GFX04)
|Swooper
 
|Tileset-specific (GFX04)
 
|
 
 
|-
 
|-
|BF
+
| BF || Mega Mole || {{Sprite|id=BF|notext=y}} || Tileset-specific (GFX20)
|Mega Mole
 
|Tileset-specific (GFX20)
 
|
 
 
|-
 
|-
|C0
+
| C0 || Sinking gray platform on lava || {{Sprite|id=C0|notext=y}} || Tileset-specific (GFX05)
|Sinking gray platform on lava
 
|Tileset-specific (GFX05)
 
|
 
 
|-
 
|-
|C1
+
| C1 || Flying gray turn blocks || {{Sprite|id=C1|notext=y}} || Standard (GFX00/01)
|Flying gray turn blocks
 
|Standard (GFX00/01)
 
|Will start out moving up or down depending on its X position.
 
 
|-
 
|-
|C2
+
| C2 || Blurp || {{Sprite|id=C2|notext=y}} || Tileset-specific (GFX06)
|Blurp
 
|Tileset-specific (GFX06)
 
|
 
 
|-
 
|-
|C3
+
| C3 || Porcu-Puffer || {{Sprite|id=C3|notext=y}} || Tileset-specific (GFX06)
|Porcu-Puffer
 
|Tileset-specific (GFX06)
 
|
 
 
|-
 
|-
|C4
+
| C4 || Gray platform that falls || {{Sprite|id=C4|notext=y}} || Tileset-specific (GFX12, 13)
|Gray platform that falls
 
|Tileset-specific (GFX12, 13)
 
|
 
 
|-
 
|-
|C5
+
| C5 || Big Boo Boss || {{Sprite|id=C5|notext=y}} || Tileset-specific (GFX11)
|Big Boo Boss
 
|Tileset-specific (GFX11)
 
|Sprite memory should be set to 09.
 
 
|-
 
|-
|C6
+
| C6 || Spotlight/dark room sprite || {{Sprite|id=C6|notext=y}} || Tileset-specific (GFX0E)
|Spotlight/dark room sprite
 
|Tileset-specific (GFX0E)
 
|
 
 
|-
 
|-
|C7
+
| C7 || Invisible mushroom || {{Sprite|id=C7|notext=y}} || Standard (GFX00)
|Invisible mushroom
 
|Standard (GFX00)
 
|
 
 
|-
 
|-
|C8
+
| C8 || Light switch for dark room || {{Sprite|id=C8|notext=y}} || Standard (GFX00)
|Light switch for dark room
 
|Standard (GFX00)
 
|
 
 
|-
 
|-
|C9
+
| C9 || Bullet Bill shooter || {{Sprite|id=C9|notext=y}} || Special/Generator (GFX01)
|Bullet Bill shooter
 
|Special/Generator (GFX01)
 
|
 
 
|-
 
|-
|CA
+
| CA || Torpedo Ted launcher || {{Sprite|id=CA|notext=y}} || Special/Generator (GFX06)
|Torpedo Ted launcher
 
|Special/Generator (GFX06)
 
|
 
 
|-
 
|-
|CB
+
| CB || Eerie generator || {{Sprite|id=CB|notext=y}} || Special/Generator (GFX06/11)
|Eerie generator
 
|Special/Generator (GFX06/11)
 
|
 
 
|-
 
|-
|CC
+
| CC || Para-Goomba generator || {{Sprite|id=CC|notext=y}} || Special/Generator (GFX02)
|Para-Goomba generator
 
|Special/Generator (GFX02)
 
|
 
 
|-
 
|-
|CD
+
| CD || Para-Bomb generator || {{Sprite|id=CD|notext=y}} || Special/Generator (GFX02)
|Para-Bomb generator
 
|Special/Generator (GFX02)
 
|
 
 
|-
 
|-
|CE
+
| CE || Para-Goomba and Para-Bomb generator || {{Sprite|id=CE|notext=y}} || Special/Generator (GFX02)
|Para-Goomba and Para-Bomb generator
 
|Special/Generator (GFX02)
 
|
 
 
|-
 
|-
|CF
+
| CF || Dolphin generator (left) || {{Sprite|id=CF|notext=y}} || Special/Generator (GFX06)
|Dolphin generator (left)
 
|Special/Generator (GFX06)
 
|
 
 
|-
 
|-
|D0
+
| D0 || Dolphin generator (right) || {{Sprite|id=D0|notext=y}} || Special/Generator (GFX06)
|Dolphin generator (right)
 
|Special/Generator (GFX06)
 
|
 
 
|-
 
|-
|D1
+
| D1 || Flying fish generator || {{Sprite|id=D1|notext=y}} || Special/Generator (GFX13)
|Flying fish generator
 
|Special/Generator (GFX13)
 
|
 
 
|-
 
|-
|D2
+
| D2 || Turn Off Generator 2 || {{Sprite|id=D2|notext=y}} || Special/Generator
|Turn Off Generator 2
 
|Special/Generator
 
|This deactivates sprite E5.  It can also be used to force certain other sprites (such as the Lakitu and Magikoopa, sprites 1E and 1F) to go away or prevent them from respawning.
 
 
|-
 
|-
|D3
+
| D3 || Super Koopa generator || {{Sprite|id=D3|notext=y}} || Special/Generator (GFX09)
|Super Koopa generator
 
|Special/Generator (GFX09)
 
|
 
 
|-
 
|-
|D4
+
| D4 || Bubbled sprite generator || {{Sprite|id=D4|notext=y}} || Special/Generator (GFX02)
|Bubbled sprite generator
 
|Special/Generator (GFX02)
 
|
 
 
|-
 
|-
|D5
+
| D5 || Bullet Bill generator (GFX01) || {{Sprite|id=D5|notext=y}} || Special/Generator
|Bullet Bill generator (GFX01)
 
|Special/Generator
 
|
 
 
|-
 
|-
|D6
+
| D6 || Multidirectional Bullet Bill generator || {{Sprite|id=D6|notext=y}} || Special/Generator (GFX05)
|Multidirectional Bullet Bill generator
 
|Special/Generator (GFX05)
 
|
 
 
|-
 
|-
|D7
+
| D7 || Multidirectional diagonal Bullet Bill generator || {{Sprite|id=D7|notext=y}} || Special/Generator (GFX05)
|Multidirectional diagonal Bullet Bill generator
 
|Special/Generator (GFX05)
 
|
 
 
|-
 
|-
|D8
+
| D8 || Bowser statue fire generator || {{Sprite|id=D8|notext=y}} || Special/Generator (GFX12)
|Bowser statue fire generator
 
|Special/Generator (GFX12)
 
|
 
 
|-
 
|-
|D9
+
| D9 || Turn Off Generators || {{Sprite|id=D9|notext=y}} || Special/Generator
|Turn Off Generators
 
|Special/Generator
 
|This sprite deactivates most normal generators as soon as the player reaches the screen where it is placed.
 
 
|-
 
|-
|DA
+
| DA || Green Koopa shell || {{Sprite|id=DA|notext=y}} || Standard (GFX01)
|Green Koopa shell
 
|Standard (GFX01)
 
|This is actually sprite 04 initialized to be stunned.  It cannot be spawned by other sprites (use sprite 04 in status 09 instead).
 
 
|-
 
|-
|DB
+
| DB || Red Koopa shell || {{Sprite|id=DB|notext=y}} || Standard (GFX01)
|Red Koopa shell
 
|Standard (GFX01)
 
|This is actually sprite 05 initialized to be stunned.  It cannot be spawned by other sprites (use sprite 05 in status 09 instead).
 
 
|-
 
|-
|DC
+
| DC || Blue Koopa shell || {{Sprite|id=DC|notext=y}} || Standard (GFX01)
|Blue Koopa shell
 
|Standard (GFX01)
 
|This is actually sprite 06 initialized to be stunned.  It cannot be spawned by other sprites (use sprite 06 in status 09 instead).
 
 
|-
 
|-
|DD
+
| DD || Yellow Koopa shell || {{Sprite|id=DD|notext=y}} || Standard (GFX01)
|Yellow Koopa shell
 
|Standard (GFX01)
 
|This is actually sprite 07 initialized to be stunned.  It cannot be spawned by other sprites (use sprite 07 in status 09 instead).
 
 
|-
 
|-
|DE
+
| DE || Group of 5 wave-moving Eeries || {{Sprite|id=DE|notext=y}} || Tileset-specific (GFX11)
|Group of 5 wave-moving Eeries
 
|Tileset-specific (GFX11)
 
|Actually just spawns 5 instances of sprite 39.
 
 
|-
 
|-
|DF
+
| DF || Green Para-Koopa shell || {{Sprite|id=DF|notext=y}} || Standard (GFX01)
|Green Para-Koopa shell
 
|Standard (GFX01)
 
|This is actually sprite 09 initialized to be stunned.  It cannot be spawned by other sprites (use sprite 09 in status 09 instead).  Unlike the other shells, this sprite will not change color when the Special World is passed.
 
 
|-
 
|-
|E0
+
| E0 || 3 rotating gray platforms || {{Sprite|id=E0|notext=y}} || Tileset-specific (GFX05)
|3 rotating gray platforms
 
|Tileset-specific (GFX05)
 
|Actually just spawns 3 instances of sprite A3.  Like sprite A3, the rotation direction depends on the sprite's X position.
 
 
|-
 
|-
|E1
+
| E1 || Boo Ceiling || {{Sprite|id=E1|notext=y}} || Special/Generator (GFX11)
|Boo Ceiling
 
|Special/Generator (GFX11)
 
|
 
 
|-
 
|-
|E2
+
| E2 || Boo Ring moving counterclockwise || {{Sprite|id=E2|notext=y}} || Tileset-specific (GFX11)
|Boo Ring moving counterclockwise
 
|Tileset-specific (GFX11)
 
|
 
 
|-
 
|-
|E3
+
| E3 || Boo Ring moving clockwise || {{Sprite|id=E3|notext=y}} || Tileset-specific (GFX11)
|Boo Ring moving clockwise
 
|Tileset-specific (GFX11)
 
|
 
 
|-
 
|-
|E4
+
| E4 || Swooper Death Bat Ceiling || {{Sprite|id=E4|notext=y}} || Special/Generator (GFX04, see note)
|Swooper Death Bat Ceiling
 
|Special/Generator (GFX04, see note)
 
|This sprite is unused in the original SMW, and in fact, its tilemap is incorrect.  You can fix it with the hex edit at $02FDB8.
 
 
|-
 
|-
|E5
+
| E5 || Appearing/disappearing Boos || {{Sprite|id=E5|notext=y}} || Special/Generator (GFX11)
|Appearing/disappearing Boos
 
|Special/Generator (GFX11)
 
|
 
 
|-
 
|-
|E6
+
| E6 || Background candle flames || {{Sprite|id=E6|notext=y}} || Special/Generator (GFX03)
|Background candle flames
 
|Special/Generator (GFX03)
 
|Will only look right if the candles are in the exact same places that they are in in the original background.
 
 
|-
 
|-
|E7
+
| E7 || Unused || {{Sprite|id=E7|notext=y}} || Special/Generator
|Unused
 
|Special/Generator
 
|Was probably intended to be some kind of auto-scroll sprite.
 
 
|-
 
|-
|E8
+
| E8 || Special auto-scroll command || {{Sprite|id=E8|notext=y}} || Special/Generator
|Special auto-scroll command
 
|Special/Generator
 
|This sprite uses the extra bits and Y position to determine which form of the command to activate.
 
 
|-
 
|-
|E9
+
| E9 || Layer 2 Smash || {{Sprite|id=E9|notext=y}} || Special/Generator
|Layer 2 Smash
 
|Special/Generator
 
|This sprite uses the extra bits to determine which form of the command to activate.
 
 
|-
 
|-
|EA
+
| EA || Layer 2 scrolling command || {{Sprite|id=EA|notext=y}} || Special/Generator
|Layer 2 scrolling command
 
|Special/Generator
 
|This sprite uses the extra bits and Y position to determine which form of the command to activate.
 
 
|-
 
|-
|EB
+
| EB || Unused || {{Sprite|id=EB|notext=y}} || Special/Generator
|Unused
 
|Special/Generator
 
|
 
 
|-
 
|-
|EC
+
| EC || Unused || {{Sprite|id=EC|notext=y}} || Special/Generator
|Unused
 
|Special/Generator
 
|
 
 
|-
 
|-
|ED
+
| ED || Layer 2 Falls || {{Sprite|id=ED|notext=y}} || Special/Generator
|Layer 2 Falls
 
|Special/Generator
 
|
 
 
|-
 
|-
|EE
+
| EE || Unused || {{Sprite|id=EE|notext=y}} || Special/Generator
|Unused
 
|Special/Generator
 
|
 
 
|-
 
|-
|EF
+
| EF || Layer 2 sideways-scrolling command || {{Sprite|id=EF|notext=y}} || Special/Generator
|Layer 2 sideways-scrolling command
 
|Special/Generator
 
|Should be used only in vertical levels.
 
 
|-
 
|-
|F0
+
| F0 || Unused || {{Sprite|id=F0|notext=y}} || Special/Generator
|Unused
 
|Special/Generator
 
|
 
 
|-
 
|-
|F1
+
| F1 || Unused || {{Sprite|id=F1|notext=y}} || Special/Generator
|Unused
 
|Special/Generator
 
|
 
 
|-
 
|-
|F2
+
| F2 || Layer 2 on/off switch controller || {{Sprite|id=F2|notext=y}} || Special/Generator
|Layer 2 on/off switch controller
 
|Special/Generator
 
|
 
 
|-
 
|-
|F3
+
| F3 || Standard auto-scroll command || {{Sprite|id=F3|notext=y}} || Special/Generator
|Standard auto-scroll command
 
|Special/Generator
 
|The Y position of this sprite determines the auto-scroll speed.  (There are 3 settings: slow, medium, and fast.)
 
 
|-
 
|-
|F4
+
| F4 || Fast background scroll || {{Sprite|id=F4|notext=y}} || Special/Generator
|Fast background scroll
 
|Special/Generator
 
|Unless you use the hex edit at $05C7BC, this sprite will not activate until the player touches either sprite C1 or sprite 5E (the latter if sprite buoyancy is off).
 
 
|-
 
|-
|F5
+
| F5 || Layer 2 sink command || {{Sprite|id=F5|notext=y}} || Special/Generator
|Layer 2 sink command
 
|Special/Generator
 
|This sprite uses the extra bits to determine which form of the command to activate.
 
 
|-
 
|-
|F6
+
| F6 || Unused || {{Sprite|id=F6|notext=y}} || N/A
|Unused
 
|N/A
 
|
 
 
|-
 
|-
|F7
+
| F7 || Unused || {{Sprite|id=F7|notext=y}} || N/A
|Unused
 
|N/A
 
|
 
 
|-
 
|-
|F8
+
| F8 || Unused || {{Sprite|id=F8|notext=y}} || N/A
|Unused
 
|N/A
 
|
 
 
|-
 
|-
|F9
+
| F9 || Unused || {{Sprite|id=F9|notext=y}} || N/A
|Unused
 
|N/A
 
|
 
 
|-
 
|-
|FA
+
| FA || Unused || {{Sprite|id=FA|notext=y}} || N/A
|Unused
 
|N/A
 
|
 
 
|-
 
|-
|FB
+
| FB || Unused || {{Sprite|id=FB|notext=y}} || N/A
|Unused
 
|N/A
 
|
 
 
|-
 
|-
|FC
+
| FC || Unused || {{Sprite|id=FC|notext=y}} || N/A
|Unused
 
|N/A
 
|
 
 
|-
 
|-
|FD
+
| FD || Unused || {{Sprite|id=FD|notext=y}} || N/A
|Unused
 
|N/A
 
|
 
 
|-
 
|-
|FE
+
| FE || Unused || {{Sprite|id=FE|notext=y}} || N/A
|Unused
 
|N/A
 
|
 
 
|-
 
|-
|FF
+
| FF || Unused || {{Sprite|id=FF|notext=y}} || N/A
|Unused
+
|}
|N/A
 
|
 
|-}
 
  
 
[[Category:Technical Information]]
 
[[Category:Technical Information]]

Revision as of 01:51, 20 March 2017

Sprites are any entity that interacts with Mario (standard), shoots regular sprites (shooters), and starts a behaviour in the level (generators). This page contains normal sprites, but there is also extended, minor extended, cluster, overworld, bounce, smoke, score, coin, player, and quake.

ID Name Image Type and GFX page
00 Green Koopa Troopa without shell Sprite 00.png Standard (GFX00/01)
01 Red Koopa Troopa without shell Sprite 01.png Standard (GFX00/01)
02 Blue Koopa Troopa without shell Sprite 02.png Standard (GFX00/01)
03 Yellow Koopa Troopa without shell Sprite 03.png Standard (GFX00/01)
04 Green Koopa Troopa Sprite 04.png Standard (GFX00/01)
05 Red Koopa Troopa Sprite 05.png Standard (GFX00/01)
06 Blue Koopa Troopa Sprite 06.png Standard (GFX00/01)
07 Yellow Koopa Troopa Sprite 07.png Standard (GFX00/01)
08 Green Koopa Troopa flying left Sprite 08.png Standard (GFX00/01)
09 Green Koopa Troopa bouncing Sprite 09.png Standard (GFX00/01)
0A Red Koopa Troopa flying vertically Sprite 0A.png Standard (GFX00/01)
0B Red Koopa Troopa flying horizontally Sprite 0B.png Standard (GFX00/01)
0C Yellow Koopa Troopa with wings Sprite 0C.png Standard (GFX00/01)
0D Bob-Omb Sprite 0D.png Tileset-specific (GFX02)
0E Keyhole Sprite 0E.png Standard (GFX01)
0F Goomba Sprite 0F.png Standard (GFX01)
10 Bouncing Goomba with wings Sprite 10.png Standard (GFX00/01)
11 Buzzy Beetle Sprite 11.png Tileset-specific (GFX04)
12 Unused Sprite 12.png N/A
13 Spiny Sprite 13.png Tileset-specific (GFX02)
14 Spiny falling Sprite 14.png Tileset-specific (GFX02)
15 Cheep Cheep swimming horizontally Sprite 15.png Tileset-specific (GFX13)
16 Cheep Cheep swimming vertically Sprite 16.png Tileset-specific (GFX13)
17 Cheep Cheep flying Sprite 17.png Tileset-specific (GFX13)
18 Cheep Cheep jumping to surface Sprite 18.png Tileset-specific (GFX13)
19 Display text from level message 1 Sprite 19.png Special/Generator
1A Classic Piranha Plant Sprite 1A.png Standard
1B Bouncing Football in place. Sprite 1B.png Tileset-specific (GFX04, 0E)
1C Bullet Bill Sprite 1C.png Standard (GFX01)
1D Hopping flame Sprite 1D.png Tileset-specific (GFX02)
1E Lakitu Sprite 1E.png Tileset-specific (GFX02/13)
1F Magikoopa Sprite 1F.png Tileset-specific (GFX03)
20 Magikoopa's magic Sprite 20.png Tileset-specific (GFX03)
21 Moving coin Sprite 21.png Standard (GFX01)
22 Green vertical net Koopa Sprite 22.png Tileset-specific (GFX12)
23 Red vertical net Koopa Sprite 23.png Tileset-specific (GFX12)
24 Green horizontal net Koopa Sprite 24.png Tileset-specific (GFX12)
25 Red horizontal net Koopa Sprite 25.png Tileset-specific (GFX12)
26 Thwomp Sprite 26.png Tileset-specific (GFX03)
27 Thwimp Sprite 27.png Tileset-specific (GFX03)
28 Big Boo Sprite 28.png Tileset-specific (GFX11)
29 Koopa Kid Sprite 29.png Tileset-specific
2A Upside-down Piranha Plant Sprite 2A.png Tileset-specific (GFX04)
2B Sumo Brother's lightning Sprite 2B.png Tileset-specific (GFX09)
2C Yoshi egg Sprite 2C.png Tileset-specific (GFX13)
2D Baby Yoshi Sprite 2D.png Standard
2E Spike Top Sprite 2E.png Tileset-specific (GFX04)
2F Portable springboard Sprite 2F.png Standard (GFX00)
30 Dry Bones that throws bones Sprite 30.png Tileset-specific (GFX12/03)
31 Bony Beetle Sprite 31.png Tileset-specific (GFX03)
32 Dry Bones that stays on ledges Sprite 32.png Tileset-specific (GFX12, see note)
33 Podoboo/vertical fireball Sprite 33.png Tileset-specific (GFX03, 04, or 0E)
34 Boss fireball Sprite 34.png Tileset-specific (GFX24)
35 Yoshi Sprite 35.png Standard
36 Unused Sprite 36.png N/A
37 Boo Sprite 37.png Tileset-specific (GFX11)
38 Eerie that moves straight Sprite 38.png Tileset-specific (GFX06/11)
39 Eerie that moves in a wave Sprite 39.png Tileset-specific (GFX06/11)
3A Urchin that moves a fixed distance Sprite 3A.png Tileset-specific (GFX06)
3B Urchin that moves between walls Sprite 3B.png Tileset-specific (GFX06)
3C Urchin that follows walls Sprite 3C.png Tileset-specific (GFX06)
3D Rip Van Fish Sprite 3D.png Tileset-specific (GFX06)
3E P-switch Sprite 3E.png Standard (GFX00/01)
3F Para-Goomba Sprite 3F.png Tileset-specific (GFX02)
40 Para-Bomb Sprite 40.png Tileset-specific (GFX02)
41 Dolphin that swims and jumps in one direction Sprite 41.png Tileset-specific (GFX06)
42 Dolphin that swims and jumps back and forth Sprite 42.png Tileset-specific (GFX06)
43 Dolphin that swims and jumps up and down Sprite 43.png Tileset-specific (GFX06)
44 Torpedo Ted Sprite 44.png Tileset-specific (GFX06)
45 Directional coins Sprite 45.png Standard (GFX01)
46 Diggin' Chuck Sprite 46.png Tileset-specific (GFX13/05)
47 Swimming/jumping fish Sprite 47.png Tileset-specific (GFX13)
48 Diggin' Chuck's rock Sprite 48.png Tileset-specific (GFX05)
49 Growing/shrinking pipe Sprite 49.png Tileset-specific (GFX02)
4A Goal Point Question Sphere Sprite 4A.png Tileset-specific (GFX05)
4B Pipe-dwelling Lakitu Sprite 4B.png Tileset-specific (GFX02)
4C Exploding block Sprite 4C.png Standard (GFX00/01) or tileset-specific (GFX13)
4D Monty Mole, ground-dwelling Sprite 4D.png Tileset-specific (GFX09)
4E Monty Mole, ledge-dwelling Sprite 4E.png Tileset-specific (GFX09)
4F Jumping Piranha Plant Sprite 4F.png Standard (GFX01)
50 Jumping Piranha Plant that spits fireballs Sprite 50.png Standard (GFX00/01)
51 Ninji Sprite 51.png Tileset-specific (GFX0E)
52 Moving hole in ghost house ledge Sprite 52.png Tileset-specific (GFX11)
53 Throw block sprite Sprite 53.png Standard (GFX00)
54 Revolving door for climbing net Sprite 54.png Tileset-specific (GFX12)
55 Checkerboard platform, horizontal Sprite 55.png Tileset-specific (GFX05)
56 Flying rock platform, horizontal Sprite 56.png Tileset-specific (GFX05)
57 Checkerboard platform, vertical Sprite 57.png Tileset-specific (GFX05)
58 Flying rock platform, vertical Sprite 58.png Tileset-specific (GFX05)
59 Turn block bridge, horizontal and vertical Sprite 59.png Standard (GFX00)
5A Turn block bridge, horizontal Sprite 5A.png Standard (GFX00)
5B Floating brown platform Sprite 5B.png Tileset-specific (GFX12, 13)
5C Floating checkerboard platform Sprite 5C.png Tileset-specific (GFX05)
5D Small orange floating platform Sprite 5D.png Tileset-specific (GFX05)
5E Large orange floating platform Sprite 5E.png Tileset-specific (GFX05)
5F Swinging brown platform Sprite 5F.png Tileset-specific (GFX05)
60 Flat switch palace switch Sprite 60.png Tileset-specific (GFX0D)
61 Floating skulls Sprite 61.png Tileset-specific (GFX04)
62 Brown line-guided platform Sprite 62.png Tileset-specific (GFX12, 13)
63 Brown/checkered line-guided platform Sprite 63.png Tileset-specific (GFX12, 13 or 05)
64 Line-guided rope mechanism Sprite 64.png Tileset-specific (GFX05)
65 Chainsaw (line-guided) Sprite 65.png Tileset-specific (GFX05)
66 Upside-down chainsaw (line-guided) Sprite 66.png Tileset-specific (GFX05)
67 Grinder, line-guided Sprite 67.png Tileset-specific (GFX12)
68 Fuzzy, line-guided Sprite 68.png Tileset-specific (GFX05)
69 Unused Sprite 69.png N/A
6A Coin game cloud Sprite 6A.png Tileset-specific (GFX13)
6B Wall springboard (left wall) Sprite 6B.png Standard (GFX00)
6C Wall springboard (right wall) Sprite 6C.png Standard (GFX00)
6D Invisible solid block Sprite 6D.png Standard (no GFX)
6E Dino-Rhino Sprite 6E.png Tileset-specific (GFX23)
6F Dino-Torch Sprite 6F.png Tileset-specific (GFX23)
70 Pokey Sprite 70.png Tileset-specific (GFX09)
71 Super Koopa with red cape Sprite 71.png Tileset-specific (GFX09)
72 Super Koopa with yellow cape Sprite 72.png Tileset-specific (GFX09)
73 Super Koopa on the ground Sprite 73.png Tileset-specific (GFX09)
74 Mushroom Sprite 74.png Standard (GFX00)
75 Flower Sprite 75.png Standard (GFX00)
76 Star Sprite 76.png Standard (GFX00)
77 Feather Sprite 77.png Standard (GFX00)
78 1-Up mushroom Sprite 78.png Standard (GFX00)
79 Growing vine Sprite 79.png Standard (GFX01)
7A Firework Sprite 7A.png Tileset-specific (GFX24/22)
7B Goal tape Sprite 7B.png Standard (GFX01)
7C Peach (after Bowser fight) Sprite 7C.png Tileset-specific (GFX22)
7D P-Balloon Sprite 7D.png Tileset-specific (GFX02, 0E)
7E Flying red coin Sprite 7E.png Standard (GFX00/01)
7F Flying golden mushroom Sprite 7F.png Standard (GFX00/01)
80 Key Sprite 80.png Standard (GFX01)
81 Changing item Sprite 81.png Standard (GFX00)
82 Bonus game sprite Sprite 82.png Standard (GFX00)
83 Flying question block that flies left Sprite 83.png Standard (GFX00/01)
84 Flying question block that flies back and forth Sprite 84.png Standard (GFX00/01)
85 Unused Sprite 85.png N/A
86 Wiggler Sprite 86.png Tileset-specific (GFX02)
87 Lakitu's cloud Sprite 87.png Tileset-specific (GFX13)
88 Winged cage (unused) Sprite 88.png  ???
89 Layer 3 Smash Sprite 89.png Special/Generator
8A Yoshi's House bird Sprite 8A.png Tileset-specific (GFX0F)
8B Puff of smoke from Yoshi's House Sprite 8B.png Tileset-specific (GFX0F)
8C Side exit enabler Sprite 8C.png Standard or tileset-specific (GFX0F)
8D Ghost house exit sign and door Sprite 8D.png Tileset-specific (GFX0F)
8E Invisible "Warp Hole" Sprite 8E.png Standard (no GFX)
8F Scale platforms Sprite 8F.png Tileset-specific (GFX05)
90 Large green gas bubble Sprite 90.png Tileset-specific (GFX11)
91 Chargin' Chuck Sprite 91.png Tileset-specific (GFX13)
92 Splittin' Chuck Sprite 92.png Tileset-specific (GFX13)
93 Bouncin' Chuck Sprite 93.png Tileset-specific (GFX13)
94 Whistlin' Chuck Sprite 94.png Tileset-specific (GFX13/06, 13/09)
95 Chargin' Chuck Sprite 95.png Tileset-specific (GFX13)
96 Unused Sprite 96.png Tileset-specific (GFX13)
97 Puntin' Chuck Sprite 97.png Tileset-specific (GFX13/04, 13/0E)
98 Pitchin' Chuck Sprite 98.png Tileset-specific (GFX13/09, 13/0E)
99 Volcano Lotus Sprite 99.png Tileset-specific (GFX09)
9A Sumo Brother Sprite 9A.png Tileset-specific (GFX09)
9B Amazing Flying Hammer Brother Sprite 9B.png Tileset-specific (GFX13)
9C Flying gray blocks for Hammer Brother Sprite 9C.png Standard (GFX00/01)
9D Sprite in a bubble Sprite 9D.png Tileset-specific (GFX02 and sometimes 13)
9E Ball 'n' Chain Sprite 9E.png Tileset-specific (GFX03)
9F Banzai Bill Sprite 9F.png Tileset-specific (GFX20)
A0 Bowser battle activator Sprite A0.png Tileset-specific
A1 Bowser's "bowling ball" Sprite A1.png Tileset-specific (GFX24)
A2 Mecha-Koopa Sprite A2.png Tileset-specific (GFX24)
A3 Rotating gray platform Sprite A3.png Tileset-specific (GFX12/05, 13/05)
A4 Floating spike ball Sprite A4.png Tileset-specific (GFX05)
A5 Wall-following Sparky/Fuzzy Sprite A5.png Tileset-specific (GFX05 or 12)
A6 Hothead Sprite A6.png Tileset-specific (GFX12)
A7 Iggy's ball projectile Sprite A7.png Tileset-specific
A8 Blargg Sprite A8.png Tileset-specific (GFX04)
A9 Reznor Sprite A9.png Tileset-specific (GFX25)
AA Fishbone Sprite AA.png Tileset-specific (GFX03)
AB Rex Sprite AB.png Tileset-specific (GFX20)
AC Wooden spike pointing down Sprite AC.png Tileset-specific (GFX12)
AD Wooden spike pointing up Sprite AD.png Tileset-specific (GFX12)
AE Fishin' Boo Sprite AE.png Tileset-specific (GFX06/11)
AF Boo Block Sprite AF.png Tileset-specific (GFX11)
B0 Reflecting stream of Boo Buddies Sprite B0.png Tileset-specific (GFX11)
B1 Creating/eating block Sprite B1.png Standard (GFX00)
B2 Falling spike Sprite B2.png Tileset-specific (GFX03)
B3 Bowser statue fireball Sprite B3.png Tileset-specific (GFX12)
B4 Grinder that moves on the ground Sprite B4.png Tileset-specific (GFX12)
B5 Unused Sprite B5.png Tileset-specific (GFX24)
B6 Reflecting fireball Sprite B6.png Tileset-specific (GFX03)
B7 Carrot Top Lift, upper right Sprite B7.png Tileset-specific (GFX20)
B8 Carrot Top Lift, upper left Sprite B8.png Tileset-specific (GFX20)
B9 Info Box Sprite B9.png Standard (GFX01)
BA Timed Lift Sprite BA.png Tileset-specific (GFX20)
BB Moving castle block Sprite BB.png Tileset-specific (GFX03)
BC Bowser statue Sprite BC.png Tileset-specific (GFX12)
BD Sliding Koopa Sprite BD.png Standard (GFX00/01)
BE Swooper Sprite BE.png Tileset-specific (GFX04)
BF Mega Mole Sprite BF.png Tileset-specific (GFX20)
C0 Sinking gray platform on lava Sprite C0.png Tileset-specific (GFX05)
C1 Flying gray turn blocks Sprite C1.png Standard (GFX00/01)
C2 Blurp Sprite C2.png Tileset-specific (GFX06)
C3 Porcu-Puffer Sprite C3.png Tileset-specific (GFX06)
C4 Gray platform that falls Sprite C4.png Tileset-specific (GFX12, 13)
C5 Big Boo Boss Sprite C5.png Tileset-specific (GFX11)
C6 Spotlight/dark room sprite Sprite C6.png Tileset-specific (GFX0E)
C7 Invisible mushroom Sprite C7.png Standard (GFX00)
C8 Light switch for dark room Sprite C8.png Standard (GFX00)
C9 Bullet Bill shooter Sprite C9.png Special/Generator (GFX01)
CA Torpedo Ted launcher Sprite CA.png Special/Generator (GFX06)
CB Eerie generator Sprite CB.png Special/Generator (GFX06/11)
CC Para-Goomba generator Sprite CC.png Special/Generator (GFX02)
CD Para-Bomb generator Sprite CD.png Special/Generator (GFX02)
CE Para-Goomba and Para-Bomb generator Sprite CE.png Special/Generator (GFX02)
CF Dolphin generator (left) Sprite CF.png Special/Generator (GFX06)
D0 Dolphin generator (right) Sprite D0.png Special/Generator (GFX06)
D1 Flying fish generator Sprite D1.png Special/Generator (GFX13)
D2 Turn Off Generator 2 Sprite D2.png Special/Generator
D3 Super Koopa generator Sprite D3.png Special/Generator (GFX09)
D4 Bubbled sprite generator Sprite D4.png Special/Generator (GFX02)
D5 Bullet Bill generator (GFX01) Sprite D5.png Special/Generator
D6 Multidirectional Bullet Bill generator Sprite D6.png Special/Generator (GFX05)
D7 Multidirectional diagonal Bullet Bill generator Sprite D7.png Special/Generator (GFX05)
D8 Bowser statue fire generator Sprite D8.png Special/Generator (GFX12)
D9 Turn Off Generators Sprite D9.png Special/Generator
DA Green Koopa shell Sprite DA.png Standard (GFX01)
DB Red Koopa shell Sprite DB.png Standard (GFX01)
DC Blue Koopa shell Sprite DC.png Standard (GFX01)
DD Yellow Koopa shell Sprite DD.png Standard (GFX01)
DE Group of 5 wave-moving Eeries Sprite DE.png Tileset-specific (GFX11)
DF Green Para-Koopa shell Sprite DF.png Standard (GFX01)
E0 3 rotating gray platforms Sprite E0.png Tileset-specific (GFX05)
E1 Boo Ceiling Sprite E1.png Special/Generator (GFX11)
E2 Boo Ring moving counterclockwise Sprite E2.png Tileset-specific (GFX11)
E3 Boo Ring moving clockwise Sprite E3.png Tileset-specific (GFX11)
E4 Swooper Death Bat Ceiling Sprite E4.png Special/Generator (GFX04, see note)
E5 Appearing/disappearing Boos Sprite E5.png Special/Generator (GFX11)
E6 Background candle flames Sprite E6.png Special/Generator (GFX03)
E7 Unused Sprite E7.png Special/Generator
E8 Special auto-scroll command Sprite E8.png Special/Generator
E9 Layer 2 Smash Sprite E9.png Special/Generator
EA Layer 2 scrolling command Sprite EA.png Special/Generator
EB Unused Sprite EB.png Special/Generator
EC Unused Sprite EC.png Special/Generator
ED Layer 2 Falls Sprite ED.png Special/Generator
EE Unused Sprite EE.png Special/Generator
EF Layer 2 sideways-scrolling command Sprite EF.png Special/Generator
F0 Unused Sprite F0.png Special/Generator
F1 Unused Sprite F1.png Special/Generator
F2 Layer 2 on/off switch controller Sprite F2.png Special/Generator
F3 Standard auto-scroll command Sprite F3.png Special/Generator
F4 Fast background scroll Sprite F4.png Special/Generator
F5 Layer 2 sink command Sprite F5.png Special/Generator
F6 Unused Sprite F6.png N/A
F7 Unused Sprite F7.png N/A
F8 Unused Sprite F8.png N/A
F9 Unused Sprite F9.png N/A
FA Unused Sprite FA.png N/A
FB Unused Sprite FB.png N/A
FC Unused Sprite FC.png N/A
FD Unused Sprite FD.png N/A
FE Unused Sprite FE.png N/A
FF Unused Sprite FF.png N/A