Graphic: Waluigi
Sprite-swap of: Hammer bro.
Reasoning: Within one second of appearing on screen, he throws a hammer. Plus, he is introduced near the top of the screen, so it is unlikely the player will be above him and get hit unfairly.

Graphic: Wario
Sprite-swap of: Rex
Reasoning: He is an event trigger. Nothing more.

Graphic: Skypop/Sky Pop
Sprite-swap of: Unused Airship Piece
Reasoning: The Koopa Klown Kar cannot be sprite-swapped.

Graphic: Vertical Bullet Bills
Sprite-swap of: Fish, Nipper Plant?
Reasoning: Although I was surprised to find out that the up-facing Bullet Bills were Nipper Plant sprite-swaps, it's only in the intro and the copied intro where the player is protected by a Skypop/Sky Pop.


Graphic: Dolphin Buddy
Sprite-swap of: Podobo, Fish
Reasoning: Although the Podobo sprite-swap makes the super annoying sound effect, its pattern does mimic its SMW counterpart somewhat.


Graphic: Shoveling Chuck
Sprite-swap of: Hammer Bro.
Reasoning: It's similar to how it functions in SMW.


Graphic: Miniature Roulette
Sprite-swap of: Midway Point
Reasoning: The midway point of SMW was a miniature goal tape, and the midway point of NSMB was represented as a miniature flagpole.

Graphic: Burglar John
Sprite-swap of: Fish
Reasoning: Its death event shows a dragon coin. Also, it's a fish.

Graphic: Swooper
Sprite-swap of: Para-Goomba
Reasoning: As soon as it appears on screen, you can see that it isn't roosted and therefore isn't a normal Swooper. Plus, it doesn't take long for it to reveal its true pattern to the player.


Graphic: Down-Syndrome Jelectro
Sprite-swap of: SMB1 Koopa Shell
Reasoning: Pretty sure this is unused.

Graphic: Jelectro
Sprite-swap of: SMB1 Paratroopa
Reasoning: The fact that it moves in the first place should be a clear warning sign that this isn't an ordinary Jelectro. Even then, it's not uncommon to put the original Jelectros on moving layers.

Graphic: Urchin
Sprite-swap of: Spark, SMW Spiny
Reasoning: They mimic their original SMW AI.

Graphic: Blue fish
Sprite-swap of: fish
Reasoning: They're both fish.

Graphic: Monty Mole
Sprite-swap of: SMW Ninji, Green SMB3 Spiny Balls
Reasoning: Although having the same graphic swap two very different AIs is super annoying and should be changed, it's always clear which one is a sprite swap of which AI as soon as it appears on screen. Plus, both sprite-swaps have been used before, and there's no "original" Monty Mole graphic, so it's not as confusing.

Graphic: Grey sphere
Sprite-swap of: SMB1 Firebar
Reasoning: It's friendly, and only serves as a link for the rotating platforms and their center background image.

Graphic: Custom Vine
Sprite-swap of: SMB2 Ladder, SMB1 Vine
Reasoning: It's a vine, and all vines should be climbable. Remember, the unclimbable SMB2 vines weren't until after the fake SMW Bob-omb.


Graphic: River, water
Sprite-swap of: SMB1 Firebar, Snifit's Bullet, SMB1 Blue Goomba
Reasoning: It's just water, and they're all friendly. I do think that the SMB1 Blue Goomba's graphic could be replaced with a regular background image to prevent spawn issues, but it works for what it is.



Graphic: Yellow Spiky Ball (I don't remember its actual name)
Sprite-swap of: SMW Spiny
Reasoning: It mimics its original SMW AI.

Graphic: Wood Platforms
Sprite-swap of: Yellow Line Rider
Reasoning: Although it's unused, it's still pretty intuitive by having the red recolor be the sprite that shows when it isn't moving.

Graphic: Doughnut Cubes
Sprite-swap of: Doughnut Blocks
Reasoning: They have the same color as their original respective graphic and behave the same way.


Graphic: Burglar John 2
Sprite-swap of: SMB1 Blue Goomba
Reasoning: It's an event trigger. Nothing more.

Graphic: Burglar Subordinates
Sprite-swap of: Fish, squid
Reasoning: They're all fish! Also, the one that's a squid sprite-swap quickly reveals its alternate pattern before you can get close to it.




Graphic: Boss Burglar John
Sprite-swap of: Mother Brain, Squid
Reasoning: The Mother Brain sprite-swap is only to keep Boss Burglar John stationary during the dialogue, and the squid sprite-swap is for the boss's attack pattern. Custom bosses are known for having Mother Brain attached to another NPC, so it's not uncommon for a boss to have the same AI as a different graphic.


Graphic: Shell-less Koopa
Sprite-swap of: SMB3 Brown Goomba
Reasoning: Like in SMW before it, Shell-less Koopas can be stomped on to be killed.

Graphic: Super Koopas
Sprite-swap of: Shy Guys, Para-Goomba
Reasoning: The Shy Guy sprite-swaps are closer to their original SMW AI, and it's quickly apparent when the Para-Goomba sprite-swap appears instead.



Graphic: Snapping Chuck
Sprite-swap of: SMB2 Ninji
Reasoning: Nipper Plant was taken, and this was the closest to its original AI SMBX had left.

Graphic: Chargin' Chuck
Sprite-swap of: Green SMB3 Spiny Balls
Reasoning: It mimics it's original SMW AI.

Graphic: Fake SMW Bob-omb
Sprite-swap of:
SMB2 Bob-omb
Reasoning: NONE. There's no apparent difference between the two sprites besides the fuse and recolored wind-up thing, and there's no apparent difference in their AI until it explodes. Plus, the original SMW Bob-omb
is part of SMBX, and this only adds to the confusion. When a normal play-through is taken into account, the time it takes for the SMB2 Bob-omb to explode is too long for this kind of trickery to be implemented and NOT warned about. Sure, it has playerblocktop=1, but that could easily be done to a normal SMW Bob-omb. Do you understand where I'm coming from now?
