1. SMBC
  2. Skin Templates

Here are the templates used to create skins. To make a skin, download these and replace them with different pictures. When it's put in the game, it will use those images instead of the regular ones. Skins can only be put into the game by Exploding Rabbit, Ryuza, and sbq92, but feel free to make your own and post them in the skins forum. If we see something cool, we'll put it in the game next time we update it.

Most of the skins should be self-explanatory, but some of them have further explanations below them. Colors can be changed in-game, but the system for it is too complicated to be released publicly, so we will take care of that in the game if it's needed.

Skins Currently in the Game


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Map Skins

  • Super Mario Bros. (NES)
  • Super Mario Bros. from Super Mario All-Stars (SNES)
  • Super Mario Bros. 3 (NES)
  • Super Mario Bros. 3 from Super Mario All-Stars (SNES)
  • Super Mario World (SNES)
  • Super Mario Land 2: 6 Golden Coins (GB)
  • Blaster Master (NES)
  • Zelda II: The Adventure of Link (NES)
  • Demon Returns (NES)
  • Invisible (NES)

Bass

  • Bass (NES, from Mega Man 10)
  • Bass (SNES, recolor of Bass from Mega Man 10)
  • Bass (GB, from Rockman: Battle and Fighters)
  • Dr. Wily (NES, from the Mega Man series)
  • Dr. Wily (SNES, recolor of Dr. Wily from the Mega Man series)
  • Mr. X (NES, from Mega Man 6)
  • Mr. X (SNES, recolor of Mr. X from Mega Man 6)
  • Quick Man (NES, from Mega Man 2)
  • Quick Man (SNES, recolor of Quick Man from Mega Man 2)

Bill Rizer

  • Bill Rizer (NES, from Contra)
  • Bill Rizer (SNES, recolor of Bill from Contra)
  • Bill Rizer (SNES, custom by Pinkie Pie)
  • Bill Rizer (GB, from Operation C)
  • Lance Bean (NES, from Contra)
  • Lance Bean (SNES, recolor of Lance from Contra)
  • Lance Bean (SNES, custom by Pinkie Pie)
  • Lance Bean (GB, from Operation C)
  • RC-008 (NES, from Probotector)
  • RD-011 (NES, from Probotector)
  • Link (NES, from The Legend of Zelda)
  • Link (SNES, custom by Ryuza, based on BS The Legend of Zelda)
  • Link (GB, from The Legend of Zelda: Link's Awakening)
  • Dark Link (NES, recolor of Link from The Legend of Zelda)
  • Dark Link (SNES, recolor of custom Link by Ryuza, based on BS The Legend of Zelda)
  • Dark Link (GB, recolor of Link from The Legend of Zelda: Link's Awakening)
  • Zelda (NES, custom by Rey D, sbq92, based on The Legend of Zelda)
  • Old Man (NES, custom by nickreaper, silentshadowxp, Squaff, based on The Legend of Zelda)
  • Hero of Light (SNES, from BS The Legend of Zelda)
  • Heroine of Light (SNES, from BS The Legend of Zelda)

Luigi

  • Luigi (NES, from Super Mario Bros. DX)
  • Luigi (SNES, from Super Mario Bros. in Super Mario All-Stars)
  • Luigi (NES, from Super Mario Bros. 2)
  • Luigi (SNES, from Super Mario Bros. 2 in Super Mario All-Stars)
  • Luigi (NES, from Super Mario Bros. 3)
  • Luigi (SNES, from Super Mario Bros. 3 in Super Mario All-Stars)
  • Luigi (SNES, from Super Mario World)
  • Luigi (GB, from Super Mario Land 2: 6 Golden Coins)
  • Toad (NES, from Super Mario Bros. 2)

Mario

  • Mario (NES, from Super Mario Bros.)
  • Mario (SNES, from Super Mario Bros. in Super Mario All-Stars)
  • Mario (NES, from Super Mario Bros. 2)
  • Mario (SNES, from Super Mario Bros. 2 in Super Mario All-Stars)
  • Mario (NES, from Super Mario Bros. 3)
  • Mario (SNES, from Super Mario Bros. 3 in Super Mario All-Stars)
  • Mario (SNES, from Super Mario World)
  • Mario (GB, from Super Mario Land 2: 6 Golden Coins)
  • Princess Peach (NES, from Super Mario Bros. 2)
  • Demon Prince (NES, from Demon Returns in Game Center CX: Arino's Challenge 2)
  • Demon Prince (SNES, from Super Demon Returns in Game Center CX: Arino's Challenge 2)

Mega Man

  • Mega Man (NES, from the Mega Man series)
  • Mega Man (SNES, recolor of Mega Man from the Mega Man series)
  • Mega Man (GB, from Rockman: Battle and Fighters)
  • Rock (NES, from Mega Man 9)
  • Rock (SNES, recolor of Mega Man from Mega Man 9)
  • Proto Man (NES, from Mega Man 9)
  • Proto Man (SNES, recolor of Proto Man from Mega Man 9)
  • Proto Man (GB, from Rockman: Battle and Fighters)
  • Break Man (NES, from Mega Man 3)
  • Break Man (SNES, recolor of Break Man from Mega Man 3)
  • Roll (NES, from Mega Man (mobile))
  • Rokko Chan (NES, from Rokko Chan)

Ryu Hayabusa

  • Ryu Hayabusa (NES, from the Ninja Gaiden series)
  • Ryu Hayabusa (SNES, from Ninja Gaiden Trilogy)
  • Ryu Hayabusa (GB, from Ninja Gaiden Shadow)
  • Shadow (SNES, from Final Fantasy VI)
  • Haggle Man (NES, from Retro Game Challenge)
  • Haggle Man (SNES, recolor of Haggle Man from Retro Game Challenge)

Samus Aran

  • Samus Aran (NES, from Metroid)
  • Samus Aran (SNES, custom by Ryuza, based on Samus from Super Metroid)
  • Samus Aran (GB, from Metroid 2: Return of Samus)
  • Samus Aran (No Suit) (NES, from Metroid)
  • Zero Suit Samus (NES, custom by sbq92, based on Samus from Metroid)
  • Dark Samus (SNES, custom by Ryuza, based on Samus from Metroid Prime 2)
  • Pit (NES, from Kid Icarus)

Simon Belmont

  • Simon Belmont (NES, from Castlevania)
  • Simon Belmont (SNES, recolor of Simon from Castlevania)
  • Simon Belmont (SNES, recolor of Simon from Castlevania, based on Simon from Super Castlevania IV)
  • Simon Belmont (NES, from Castlevania II: Simon's Quest)
  • Trevor Belmont (NES, from Castlevania III: Dracula's Curse)
  • Trevor Belmont (SNES, recolor of Trevor from Castlevania III: Dracula's Curse)
  • Trevor Belmont (GB, recolor of Christopher from Castlevania Adventure)
  • Christopher Belmont (GB, from Castlevania Adventure)
  • Whip Skeleton (NES, from Castlevania III: Dracula's Curse)

SOPHIA III

  • SOPHIA III (NES, from Blaster Master)
  • SOPHIA III (SNES, custom made by Ryuza)
  • SOPHIA III (GB, from Blaster Master: Enemy Below)
  • SOPHIA J7 (NES, custom made by Ryuza)
  • SOPHIA J7 (SNES, custom made by Ryuza)
  • SOPHIA J7 (GB, custom made by Ryuza)
  • Tetromino (NES, custom made by uglyrodent, Ryuza, based on Tetris)</div>

Main Skins

The following 4 skins are the main skins used to determine the look of the game. You can change them independently of one another (except map and theme because they are both part of the map). On the main skins at the top of some boxes are pixels showing the order of the animation.

Map



The graphics on the map skin do not change between levels, although they can change colors or be hidden.
[*]Note also that this sheet contains both 8-bit and 16-bit elements because it is a template designed to show all available objects and tiles on the map sheet, some of which are only present in 8-bit or 16-bit SMB

Some notes on the map skin:
  • The castles can be set to not stack when displaying the large castle, so the large castle can be a separate image entirely if you'd like
  • The orange flag flies on the large castle in X-4 levels (note that this is currently not implemented)
  • The darker blue water has sixteen frames of animation
    • You can use fewer frames if you'd like, but they should cycle properly (for example, you could use four sets of 4-frame animations)
  • The pressed switch should be left blank if you're not using a switch (for example, the axe for SMB1 leaves nothing behind when it's grabbed)
  • The broken bricks underneath the normal bricks are for disintegrating blocks rather than shattering blocks (note that this feature is not yet in the game)
  • The crumbling bridge is optional and should be left blank when not being used
  • The items on the right are from Super Mario Bros. Special
    • Hudson Bee: Awards 8,000 points
    • Wing: Enables "water mode" for a limited time
    • Hammer: Character swings a hammer in front of them, killing enemies
      • The sprite for the swinging hammer is below the pipes
    • Clock: Adds 100 to the timer
    • Lucky Star: Kills all enemies on the screen

Theme





Themes are part of the map skin. Each theme represents a different area. A map skin can have any number of themes, and they can be set to any level. The bottom image shows an individual theme with some guides to help you to understand how it's laid out.

[*]The two pieces of the tree trunks are for the bottom piece and a middle piece. This is used for tall trees.

Enemy



Some notes on the enemy skin:
  • There are three different Cheep Cheeps
    • The tops ones move faster
    • The middle ones move slower
    • The bottom ones are the flying ones from 2-3 and 7-3 (and briefly in 8-4)
  • The puff of smoke under the Bullet Bills is optional
  • The fire trail under the Podoboos is optional
  • Bowser's fire breath can be either two or three frames of animation
    • The fire trail for Bowser's fire is optional
  • The sparks in the lower right of the sheet are used for when Koopa shells hit objects
    • The sparks are optional
  • The enemies along the bottom are from Super Mario Bros. Special
    • Sidestepper: Walks until it hits a wall or another enemy and then changes direction, and if damaged enough it speeds up and chases the character
    • Fighter Fly: Jumps around and changes its direction based on the character's location. The first frame is when it has landed, the second and third are when it is in the air
    • Fire: Moves around randomly
    • Barrel: Moves along the ground until it hits a wall or another enemy and then changes direction
    • Icicle: Falls from the ceiling when a character gets close

Interface



Some notes on the interface skin:
  • The letters on the left are used in the menus
    • These letters need to have 1 pixel of space surrounding them (an outline or a shadow can touch the purple edges, though)
  • The letters on the right are used in the HUD
  • The green boxes are for selecting a character to revive/power-up in Survival mode
  • The brown/orange boxes are for selecting a character to play as
  • The '?' box is for selecting a random character
  • The box above the '?' box is the outline for characters on the character select menu
  • The box to the right of the '?' box is the outline used for the portrait on the HUD

Character Skins

Bass



[*]The Pharaoh Shot animation sequence is as follows:
  • 1-2-3-4-5, 7-8-9, 10-11-10-11-10-11-...
    • Frame 6 is only used when shooting the uncharged shot
  • Treble and the Treble Boost are currently unused.
  • Bass uses different sprites depending on which weapon he is using, hence the different arm sprites on the sheet. If the Bass sprite on this sheet is missing an arm, you should remove the same arm from your custom sheet, unless the character uses the same sprite for all of his or her attacks. In this case, leave the arms empty as needed.
    • The arm sprites are used as follows (left-to-right, from the top):
      • Shooting (Bass Buster, Flame Blast, Water Shield)
      • Standing normally
      • Throwing while moving and jumping (Super Arm, Metal Blade, Pharaoh Shot)
      • Throwing while stationary (Super Arm, Metal Blade, Pharaoh Shot)
      • Shooting Hard Knuckle
      • Carrying a brick (Super Arm)
      • Used very briefly after Hard Knuckle has been shot
      • Throwing while climbing (Super Arm, Metal Blade, Pharaoh Shot) (currently unused)
      • Used while running
      • Used while running
      • Used while running
      • The last square is unused
    • Note that the angled busters are included in the sprites in the sheet, so there are no extra arm sprites for these

Bill


  • The items along the bottom are as follows:
    • Machine Gun: Allows Bill to continuously shoot while holding the attack button
    • Rapid Fire: Causes Bill's shots to travel faster (can be collected twice)
    • Spread Gun: Causes Bill's shots to spread out and cover more area
    • Laser: Allows Bill to shoot a laser in a straight line that hits four times
    • Flamethrower: Allows Bill to shoot swirling bullets that pierce enemy armor
    • Bomb: Allows Bill to damage all enemies on the screen (currently unused)


[*]The swimming sprites and the shield graphics are currently unused.

Mario and Luigi



[*]Mario's sheet is designed around Super Mario Bros. 3, but many of these sprites are currently unused.



[*]Note that Mario and Luigi share a sheet. This Luigi sheet is only shown as an example.

Mega Man



[*]The Pharaoh Shot animation sequence is as follows:
  • 1-2-3-4-5, 7-8-9, 10-11-10-11-10-11-...
    • Frame 6 is only used when shooting the uncharged shot
  • Mega Man uses different sprites depending on which weapon he is using, hence the different arm sprites on the sheet. If the Mega Man sprite on this sheet is missing an arm, you should remove the same arm from your custom sheet, unless the character uses the same sprite for all of his or her attacks. In this case, leave the arms empty as needed.
    • The arm sprites are used as follows (left-to-right, from the top):
      • Shooting (Mega Buster, Flame Blast, Water Shield)
      • Standing normally
      • Throwing while moving and jumping (Super Arm, Metal Blade, Pharaoh Shot)
      • Throwing while stationary (Super Arm, Metal Blade, Pharaoh Shot)
      • Shooting Hard Knuckle
      • Carrying a brick (Super Arm)
      • Used very briefly after Hard Knuckle has been shot
      • Throwing while climbing (Super Arm, Metal Blade, Pharaoh Shot) (currently unused)
      • Used while running
      • Used while running
      • Used while running
      • The last square is unused
  • There is a modified version of this sheet used by Proto Man, since Proto Man uses a different shooting pose.

Ryu



[*]The two standing sprites on the top right of the sheet are used for idle animations.

Samus

  • The top explosion on the left is for the bombs
  • The middle explosion on the left is used when missiles hit an object
  • The bottom explosion on the left is used when an enemy explodes
  • The particles on the bottom left are used when an enemy dies
  • The particles on the bottom right are used when Samus dies
  • The bursts below the wave beam and missile on the right are used for when the beam, ice beam, and wave beam hit an object
  • The pickups along the bottom are as follows:
    • Varia Suit: Makes Samus immune to firebars
    • Long Beam: Causes Samus' beam shots travel across the whole screen (currently part of the Mushroom upgrade)
    • Ice Beam: Causes Samus' beam shots to freeze enemies, which can be stood upon
    • Wave Beam: Causes Samus' beam shots to wave up and down as they travel across the screen and pass through walls and pipes, allowing her to attack enemies on the ground without crouching
    • Morph Ball: Allows Samus to transform into a ball and access small areas and plant bombs (Samus begins with this)
    • Bombs: Allows Samus to plant bombs while in the morph ball form (Samus begins with this)
    • Missile Pack: Allows Samus to shoot missiles (currently unimplemented, as Samus collects missiles from enemies)
    • Missile Expansion: Allows Samus to hold more missiles (currently not used)
    • High Jump Boots: Allows Samus to jump higher (currently not used)
    • Screw Attack: Allows Samus to damage enemies while spin jumping
    • Missile:Allows Samus to use missiles and refills missiles upon pickup after defeating enemies

Simon

  • The sliding sprite is currently unused.
  • The Rosary and Jar of Invincibility are currently unused, and the Meat is only used in Simon's character select animation.
  • The fire next to the Dagger is the death animation and all six frames may be used
    • The animation sequence is 1-2-3-4-5-6
  • The fire next to the Holy Water is the Holy Water explosion animation
    • The animation sequence is 1-2-3-4-5-1-2-3-4

SOPHIA III


  • Jason's sprites are currently unused, as Jason is not yet playable.
  • The lightning sprites and associated weapon icons are currently unused.

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