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Artwork and Game Graphics Segregation

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Artwork and Game Graphics Segregation occurs when characters in a video game don't look the same as they do in official artwork, either in the form of glaring physical differences, or something as simple as the color of their clothes.

In older video games, this was most often due to graphical limitations which didn't allow for the characters to appear in full color and at much lower resolution than on modern displays, thus requiring the sprite artists to get creative with what they had (if not due to needing the characters to stand out from the background.) It can also occur, though, due to communication breakdowns between artists and game developers, leading to characters being depicted with things and in ways that simply don't appear within the game itself (e.g.: Someone depicted with long hair in all artwork, when its chopped short in the sprite, or always carrying a rifle in their profile photo, when they are clearly established wielding dual pistols.)

Unlike Gameplay and Story Segregation, this has no bearing on the plot, and is purely a matter of cosmetic inconsistency. However, this doesn't stop dedicated fans from occasionally trying to fix the games and make them more accurate to the artwork.

Related to Covers Always Lie. Compare to Suddenly Blonde. See also You Don't Look Like You.

Graphics-Induced Super-Deformed could be considered a sub-trope.


Examples:

  • ANNO: Mutationem: One of the promotional covers depicts Ann's combat suit as being colored dark blue, while it is shown in-game as being black.
  • Breath of Fire III's character artwork and in-game sprites are rather different; the character artist, Tatsuya Yoshikawa, switched art styles partway through development, and the sprites were based on earlier work and never updated. Becomes especially jarring with the final scene, which switches to using the artwork; Nina in particular has a very different design from her sprite.
  • Castlevania: Symphony of the Night: Richter Belmont's sprites in-game depict him with short hair as a result of reusing sprites from his previous appearances in Castlevania: Rondo of Blood and Castlevania: Dracula X. However, his artwork (and even his in-game portrait) show him to have at least shoulder-length hair and be wearing a completely different outfit with a Badass Longcoat, reflecting the Time Skip that occurs after the prologue. The Updated Re-release for Sega Saturn redrew his sprites in the main scenario to better match his artwork.
  • Chrono Trigger: Several characters are depicted in artwork with things they simply never have in-game.
    • Frog is shown carrying a small round shield that never appears.
    • Ayla is shown with a club despite being a Bare-Fisted Monk in-game.
    • Robo has what appears to be an arm cannon in artwork, but has two hands in-game, and his primary weapon is his fists.
    • On a lesser note, Magus has a red cape and pale skin in artwork, when he's otherwise a normal tone and has a blue cape in-game.
    • On the game's cover art, Marle is seen using fire magic to enchant Crono's sword; in-game, Marle casts ice magic.
  • Disco Elysium: Several characters have dialogue portraits that do not match their in-game models, and vice versa. The main character is a prominent example: his model shows him with a shoulder-length mullet, but his dialogue portrait, coming from an older piece of concept art, depicts him with short hair.
    • In Kim Kitsuragi's character portrait, he wears his jacket zipped up. His in-game model, however, wears the jacket unzipped. His hairline is also straight in his portrait, but M-shaped/receding on his model.
    • Joyce Messier's portrait has her with voluminous dark gray hair, styled in what is described as a "tastefully short bob", and what looks like either a low bun or the beginning of a ponytail. Her model, also based on older concept art, shows her with flatter brown hair and a high ponytail. Interestingly, the scarf she wears is yellow-ish in her dialogue portrait, and light gray in the concept image her model best matches, but her actual model gives it more of an orange color.
    • Gary, the Cryptofascist has an extreme case of this. His dialogue portrait portrays him as a young-looking man, with light brown hair in a shoulder-length bob. His in-game model makes him look far older: while his hair still reaches his shoulders, it is now in the form of a severely-balding mullet, the color aged to a shade of white.
    • Egg Head's model depicts him with a blond, flat top pompadour. His portrait in the original version of the game shows a haircut that is much shorter and flatter, and The Final Cut gave him a new portrait where he looks bald.
    • When Cuno is first talked to, the protagonist's Conceptualization skill claims he is "almost exquisite in his ugliness" and compares him to a gremlin. If you only look at his dialogue portrait, this seems like an Informed Attribute — while his impish scowl isn't exactly inviting, his appearance is otherwise pretty average. His model, on the other hand...
  • The director of the Double Dragon franchise has actually complained about how the box artwork kept changing the look of protagonists Billy and Jimmy Lee, who tend to look very unlike their in-game counterparts.
  • Dragon Rage: Zig-Zagged; the artwork one can find on the game's box art resembles Cael in gameplay, but not the cutscenes.
  • Dress Up! Time Princess:
    • Sometimes the artwork used for the clothes differed from the actual wearable items, most noticeably hair colors. This has been fixed, as now only the 3D renders are used in-game, even in places that used to display the 2D artwork, like the store and wardrobe.
    • The Album art may have the main character wearing an outfit that doesn’t fit the requirements for the stage that they represent, or wearing items you wouldn’t have been able to craft yet.
  • EarthBound Series:
    • EarthBound Beginnings:
      • Ninten's clay model depicts him in a striped blue and yellow shirt. However, his in-game sprite only features a single black stripe, changed to peach in the international version.
      • Queen Mary's official art depicts her in a small gold tiara and an elaborate pink dress. Due to graphical limitations, her in-game sprite depicts her in a simplistic pink gown with a matching large pink crown.
      • Teddy's in-battle sprite depicts him with a small tattoo on his left bicep, which is absent from his clay model.
      • Official illustrations of the Flying Men showcase them wearing red overalls; their in-game sprites, meanwhile, wear pink overalls, despite the fact that their hair and beaks are still red. Their sprites in EarthBound, for comparison, correctly depict their overalls as red.
    • EarthBound:
      • When Nintendo of America was localizing Mother 2 into EarthBound, they made their own versions of Ness and Paula's clay model art. While the original artwork is faithful to their in-game appearances, the US artwork for the two differ in several ways: for one thing, they were both made taller than Jeff and Poo (possibly due to them both being aged-up to 13 as they were both in the 11-12 range in the Japanese version). Paula lost her bow, possibly in an attempt to make her look less feminine, Ness's hat is flipped the other way, the tuft of hair sticking out of his hat is now pointing left and made spikier (it was pointed downward and more rounded in the Japanese version), and he wears a slightly more serious expression on his face. Nintendo did not change their sprites in the game proper to match the new artwork.
      • Paula is depicted with a hand-bag in all of her artwork that is never seen in-game.
      • Pokey Minch's official artwork, based on his appearance at the start of the game, features him wearing baggy blue shorts held up by a single suspender. His appropriate in-game sprite, however, depicts him wearing overalls with both suspenders up. This would go on to influence his design in Mother 3, which features him wearing overalls like his sprite in EarthBound.
      • Picky Minch's clay model depicts him with a large "P" on his shirt. His in-game sprite, however, features an "M" to better fit within the constraints of the game's downward walking animation, which takes the forward-facing sprite and horizontally flips it back and forth. Meanwhile, his hand-drawn artwork features a completely different outfit, depicting him in black pants, a blank black shirt, pink shoes, and a pink bib (his clay model and sprite, for comparison, show him wearing a black tee shirt, blue shorts, and blue shoes).
      • Frankie Fly's clay model and in-game sprite are mirrored versions of one another, which affects the positioning of his knives and the buttons on his suit jacket. In addition, his clay model wears a solid red suit compared to his sprite's pinstripe suit and his sprite lacks the knife-shaped pendant that his clay model wears.
      • Mr. Carpainter's sprite is a mirrored version of his clay model. Consequently, while his clay model depicts him holding his paintbrush in his right hand and pointing to it with his left, his sprite holds his paintbrush in his left and points to it with his right. Additionally, his clay model wears a black tie that blends in with his shirt, while his sprite wears a yellow tie.
      • Master Belch's clay model is blue with a dark green coat of slime on the back of his head. His in-game sprites, meanwhile, depict him as a solid teal-green.
      • The Mani Mani Statue's clay model depicts it with a metallic gold surface, which is accurately conveyed on its overworld sprites. However, its battle sprite depicts it with a neon pink and purple sheen; its proper gold coloration is instead possessed by Ness' Nightmare, which takes the Mani Mani Statue's form.
      • The Pogo Punk's pogo stick is depicted as a large blade in his clay model, while his sprite depicts it as a large spike.
      • The Worthless Protoplasm is depicted as grayish-pink in its official artwork, but its in-game sprite is bluish-purple.
      • The Ghost of Starman's in-game sprite depicts it with a pink aura, a glowing pink visor, and a pink emblem on its chest. Its clay model, meanwhile, lacks the glow and features a black visor and a red emblem.
      • The Teddy Bear is depicted with orange fur and a white muzzle in its official artwork, while its in-game sprite sports burgundy fur and a dark pink muzzle.
  • Fire Emblem:
    • Despite Marth receiving a redesign in Fire Emblem: Mystery of the Emblem, his battle sprite in Book 2 still depicts Marth's appearance from Fire Emblem: Shadow Dragon & the Blade of Light, pantsless and all. While his portrait in Book 1 resembles his original appearance, his portrait in Book 2 closely resembles his redesign, so it is likely a case of graphical oversight.
    • Fire Emblem: The Blazing Blade: Lyn's battle sprite as a Lord depicts her with long sleeves, even though she has short sleeves in her official art. Her battle sprite as Blade Lord correctly depicts her with short sleeves.
  • Final Fantasy: The NES and SNES games feature numerous deviations between the official art and how characters appear in-game.
    • Final Fantasy V: Faris looks very different in-game compared to her concept art. In the official art, she has white hair, tied up in a ponytail, and dons a black Badass Longcoat over a flowing white blouse with black thigh-high boots. In-game, meanwhile, she has pink hair, which she keeps down, and wears a blue coat over a light blue dress, brown boots, a green scarf, and a green headband on her forehead.
    • Final Fantasy VI: Terra's official artwork has her with blonde hair, but her sprite has green hair.
    • For a broad look at comparisons, Dissidia Final Fantasy uses the concept art designs for every one of the pixelated entries, usually with a secondary costume skewing closer to the sprites.
  • Promotional artwork and tie-in media of Hotline Miami depict Jacket's signature varsity jacket as brown with beige sleeves, but in-game it appears to be yellow with white sleeves.
  • Kirby:
    • Kirby's Dream Land:
      • Kirby's official art in the game's manual and on the US box art depicts him with small Blush Stickers consisting of two hatched lines. However, his cheeks are blank in-game (as is also the case on the Japanese box art and cartridge label), even during the game's ending, which features a close enough view of Kirby to potentially make these markings visible.
      • Bronto Burt is depicted in official art with Black Bead Eyes, whereas its sprite sports wide eyes with visible sclerae, a trait that would carry over to later games' depictions both in-game and in artwork.
      • Dizzy's official art depicts it walking on its feet; in-game, meanwhile, it only ever appears flying through the air.
      • The game's US box art depicts Gordo with a mouth, which is absent from its in-game sprite.
    • Kirby's Adventure:
      • Official artwork depicts Kirby's appearance remaining unchanged whenever he obtains a Copy Ability, save for Ice and Freeze, which turn his skin pale blue. While his Ice and Freeze colorations carry over to his in-game sprites, other copy abilities recolor his skin peach and make him slightly fatter (best shown by the arm facing away from the camera no longer being visible) for accessibility purposes.
      • Meta Knight's official artwork depicts him with white gloves and a red cape. His sprite, meanwhile, features a purple cape and pinkish-lavender gloves due to palette limitations.
      • Nightmare's Power Orb form is black with yellow stars in official artwork, but the in-game sprites use a pink and blue gradient with white stars. Depictions in later games and the Video Game Remake Nightmare in Dream Land would follow the in-game graphics' example.
    • Kirby's Dream Land 3: Ado is an unusual case. In her official artwork, she's depicted with a stout body, mittenlike hands, and Black Bead Eyes, which matches her sprite. However, the close-ups of her depicted in the game's credits show her with more realistically designed hands and eyes with visible sclerae. Kirby: Art & Style Collection features a page discussing Ado's design, revealing that her more detailed appearance in the game's credits is indeed her intended appearance and that her sprite's appearance, which the official art used as reference material, is a simplified rendition made due to graphical limitations.
  • League of Legends is a game whose art direction and graphical quality have evolved non-stop through more than a decade, with a cast of over 150 unique playable champions to sell the series. This unfortunately results in the game's assets and promotional material showcasing a huge dissonance in quality and tone, especially the older a character is. Take Malphite for example, a giant rock elemental who in lore is sleek, sharp, and built like a mountain. His game model meanwhile, which was created in 2009, is a bumpy, low-fidelity Warcraft-type creature with much goofier proportions and features.
  • The Legend of Zelda:
    • The Legend of Zelda: Although this iteration of Link is firmly established as a brunette nowadays, period materials would occasionally depict him as a blonde. Most official art depicts this as a very light shade of brown, so it's likely that most printed materials either got confused, couldn't match the tone with a limited ink palette, or both.
    • The Legend of Zelda: A Link to the Past:
      • Famously, the color of Link's hair in this game. He appears dirty blond in official artwork, but pink in-game. There have been theories for why this is, ranging from graphical limitations to consistency with his pink bunny form later on, but all of this has been disproven.
      • Official artwork depicts Zelda wearing two different outfits: a casual getup consisting of a light blue dress with white sleeves and a royal uniform consisting of a white dress and cape with blue trimming, a pink stole, gold armbands, gold shoulder pads, and a gold headband. Her in-game sprite, meanwhile, opts for a combination of the two, matching her royal uniform but using the color scheme of her casual outfit. Additionally, her headband appears closer to a tiara on her sprite and her hair is hazel instead of blonde.
      • Agahnim's robes are portrayed as green with pink trim in-game but are depicted as red with gold trim in all other media.
      • Despite the game's artwork firmly establishing the Master Sword's iconic appearance even today, in-game it appears to have an indistinct brown hilt that becomes white after the sword is tempered later on. This is especially egregious since the sword otherwise appears relatively accurate until Link actually obtains it.
    • The Legend of Zelda CD-i Games: Both Link: The Faces of Evil and Zelda: The Wand of Gamelon depict their respective heroes on the cover with artwork matching the contemporary A Link to the Past. The in-game graphics, however, play a bit more loose with their designs, and Zelda never wears the the long dress from the cover art in either game.
    • The Legend of Zelda: Ocarina of Time: Promotional artwork depicts Link with a sash across his chest for his scabbard. However, his in-game model just has his scabbard inexplicably stick to his back, with no strap. The sash was added in Majora's Mask and later back into Ocarina via the 3D remake.
  • In Lunar: The Silver Star and its remake, Ramus clearly has brown hair in cutscenes and portraits but his sprite has dark blue hair. Alex in his Dragonmaster armor always wears a helmet in portraits, cutscenes, and artwork, but his sprites have no helmet, except in Lunar Legend.
  • Mega Man: Sometimes in the NES games, the alternate color schemes for Mega Man's weapons would look different in-game than in official art.
    • The color scheme for Metal Blade in Mega Man 2 is supposed to be brown and yellow, but appears brown and tan. Similarly, Top Spin in Mega Man 3 is supposed to be gray and yellow, but appears gray and tan in-game. These are both due to palette limitations, as the NES had no real yellow in its palette.
    • Outside of Mega Man himself, some of the robot masters would also appear off-color. Cut Man, though officially orange, appears maroon in the original NES game. Flash Man, though featuring a lot of yellow in his design, is white and blue in Mega Man 2 itself.
  • Memoirs of Magic: The Heroes of Light all bear only passing resemblance to their official art, usually manifesting as having bigger eyes and more exaggerated proportions to make up for the limited sprite size. Lucien's shield is not solid gold in the final game, Zandro's body is white instead of the off-gold, Phazar's body doesn't have the purple legs, and William's face is aqua instead of light green.
  • Metroid
    • Metroid portrays Ridley in-game as purple with green highlights, with a single green eye and reptilian jaws. The artwork portrays Ridley as uniformly blue, with multiple insectoid eyes and a weird tube-shaped proboscis.
    • Super Metroid: Ridley's artwork shows him as vividly red. His in-game sprite is instead a duller brown with pinkish wing membranes.
  • Pokémon:
    • Pokémon Red and Blue: Almost every Pokémon in the game looks radically different from the official art — Gastly, for instance, is simply a cloud of gas with a face rather than a black orb surrounded by gas. Reportedly, the artwork was made after the spritework was completed, and Ken Sugimori made many deviations from what was present in-game. Pokémon Yellow would redo all the Pokémon sprites to better match Sugimori's artwork, tying in with its status as a Recursive Adaptation of Pokémon: The Original Series.
    • Pokémon Gold and Silver:
      • The Bulbasaur family feature bluish-teal skin in official art, but bright yellow-green in-game. Additionally, Bulbasaur's bulb is the same color as its skin in-game, a trait carried over from its Super Game Boy sprites in Pokémon Red and Blue.
      • Croconaw and Feraligatr are depicted with bright blue skin in official artwork, but their in-game sprites depict them as a greenish teal. Crystal would recolor their skin to the proper shade of blue.
      • Raikou has purple cloudlike tufts of fur on its back in official art, but its in-game sprites color them orange. Additionally, Raikou's sprite features a large black mass on its neck and lacks the hornlike tufts on its forehead. Raikou's sprite in Crystal, meanwhile, is nearly 1:1 with the artwork.
      • Spinarak is canonically pale green with yellow legs and dark turquoise accents, but its initial sprites were dark blue and purple. This would be corrected in Crystal.
      • Sneasel's official art depicts it with a dark blue body and red feathers, but its Gold/Silver sprites appear brown-bodied with pale cyan feathers. This would likewise get corrected in Crystal.
      • Bellosom is an interesting case. The artwork gives it dark blue skin like the rest of its evolutionary family, with red flowers on its head and a green/yellow grass skirt. Its Gold/Silver sprites instead show it with lime green skin and pink flowers and skirt (due to palette limitations of the time the flowers and skirt had to share the same color). While its flowers and later its skirt would be changed to match the artwork, it has kept the green skin ever since with the artwork changing to reflect it.
    • Pokémon Ruby and Sapphire:
      • Banette is shown in official art to have pink eyes, a yellow tuft on its tail, and a golden zipper mouth, while the in-game sprite makes them all orange. The sprite also lacks the distinct triangle shape of the upper half of its eyes and the horns on its head also look smaller.
      • Dusclops has five-fingered hands in its official artwork, but the in-game sprites have four-fingered hands instead.
      • Bagon and his final evolution Salamence are respectively blue and teal in official art, but the in-game sprites make both of them purple instead.
  • Sideswiped: The red car on the cover is clearly intended to be a red Typhoon based on the shape and grille, but due to the limitations of the DS these cars only appear as low-resolution models. The green truck in the background is also obviously a Cannon, with similar resemblance and in-game restrictions for the same reasons.
  • Spore Creatures: Numerous creatures on the cover do appear in-game, but use different color schemes and slightly different parts. This is most obvious with the Meepers; on the cover, the creature is green with light green spots on its wings, but in-game the creature is bright red with solid yellow spots along its back and wings.
  • Super Mario Bros.: Due to the series debuting in 1981, at a time when video game graphics were a lot more restrictive, there are multiple aspects of characters' official designs that were omitted or altered in their in-game sprites and models:
    • Donkey Kong:
      • Mario's official artwork depicts him with black hair and a black mustache; in-game, however, they're both blue due to palette limitations.
      • Pauline (then known as Lady) is depicted in the game's artwork with blonde hair, which she wears down, and a red dress and stilettos. Her sprite, meanwhile, depicts her with hazel pigtails, a pink dress with a white trim and a purple waistband, and purple stilettos. Later appearances from Donkey Kong '94 onward would amalgamate the two designs, featuring the look of her cabinet artwork but the brunette hair from her sprite (though her sprite in the Game Boy game would still be blonde due to the handheld's graphical limitations).
    • Mario Bros.: In the Atari 2600 port, the official artwork depicts Mario in a white cap & overalls with a red shirt and Luigi in a beige cap & overalls with a brown shirt. In-game, Mario wears blue with a brown shirt, while Luigi wears green with a brown shirt.
    • Super Mario Bros.:
      • In official artwork, Mario wears a red cap & overalls with a blue shirt, yet wears a brown shirt in-game. Meanwhile, Luigi has no official artwork, and consequently wears white with a green shirt to match his artwork from the Atari 2600 port of Mario Bros.. Game & Watch: Super Mario Bros. would riff on this by featuring a number of sleep mode screens where Mario and Luigi are colored identically to their in-game sprites.
      • Princess Peach is depicted with blonde hair and a pink dress in official art but is a redhead with a white dress in-game. This would go on to affect her depictions in The Super Mario Bros. Super Show! and The Adventures of Super Mario Bros. 3 thanks to the production staff having only a limited amount of reference material to go off of. Twenty-eight years later, Peach's white with red trim dress would be acknowledged by making it her Fire Form.
      • Bowser is depicted in much of the game's Japanese artwork with blue skin and a yellow mohawk, but is green-skinned and bald in-game. Later artwork would update Bowser's skin color to match his sprite, while his initial blue-skinned look would be carried over to his brother, who appears as an enemy in Super Mario Bros.: The Lost Levels.
    • Super Mario Bros.: The Lost Levels:
      • Luigi is depicted in official artwork with a green cap & overalls and a blue shirt. In-game, however, he retains his white and green palette from Super Mario Bros..
      • The official artwork for the Poison Mushroom depicts it with a Slasher Smile; its in-game sprite, meanwhile, depicts it as a simple Palette Swap of a Super Mushroom.
    • Super Mario Bros. 2:
      • While official artwork shows Toad with red spots on his mushroom cap, his in-game sprite depicts them as blue due to palette limitations.
      • Princess Peach is blonde in official art, but brunette in-game due to palette limitations; this also carries over to her appearance in Super Mario Bros. 3, which reuses her sprite from this game.
      • Birdo is depicted with a large red bow on her head in official artwork, but she goes without headgear in-game.
    • Super Mario Bros. 3:
      • Mario and Luigi are shown wearing blue overalls in official art, but on their in-game sprites, their overalls are black. In Battle Mode, meanwhile, Mario's overalls are the proper shade of blue, but Luigi's are teal. Due to palette limitations, the colors of their overalls also carry over to their hair and mustaches, which are brown in artwork and black in-game (blue and teal in battle mode).
      • Official artwork frequently depicts Bowser wearing a large blue cape, which is absent from his in-game sprites. This especially stands out as the game was released in 1988, by which point Nintendo had gotten enough of a hang on the NES's graphical capabilities to make the idea feasible.
    • Super Mario World:
      • Bowser's official artwork depicts him with his standard orange skin color, but due to a developer oversight, his skin is the same shade of green as his shell. Graphic designer Shigefumi Hino openly regretted this mistake, stating that he especially felt bad about it due to Bowser being a central character in the game. Consequently, the Video Game Remake Super Mario Advance 2: Super Mario World would update his skin color to be yellow, while the Super Mario World mode in Super Mario Maker and Super Mario Maker 2 features new Bowser sprites based on his modern design.
      • All four types of Yoshi have orange arms in-game, while their official artwork and all future appearances would depict them with arms the same color as the rest of their skin. Super Mario Advance 2 and the Super Mario Maker games would recolor the arms accordingly.
      • Baby Yoshis are depicted with small, stubby arms in official art, while their in-game sprites feature them armless.
      • Galoombas are depicted as having green shoes in official artwork, while in-game they have yellow shoes, possibly a leftover from development when they were still regular Goombas. Future games, including the Super Mario World game style in the Super Mario Maker games, would color their shoes green.
    • Super Mario 64: Bowser's in-game model features much more exaggerated proportions than his official artwork, featuring a bigger and wider head and stubbier limbs. This version of his design would become standard in most other 3D N64 appearances.
    • In the original Luigi's Mansion, the only official artwork of Mario (mostly recycled from Mario Golf) uses his Nintendo 64 design, when his in-game model uses his GameCube re-design.
    • Wario:
      • Wario Land: Super Mario Land 3:
      • Minotaur's artwork depicts a skull tattoo on his bicep, which is absent from his in-game sprite. For comparison, the other bosses with this marking, Spike Koopa and Penguin, do feature it on their sprites.
      • Genie's official art depicts him as fair-skinned and wearing a red hat, a red vest with no trim, red pants, and bracelets the same color as his skin. In-game, meanwhile, he has dark skin (using the same shade of gray as his vest), his vest has a white trim, and he wears a white hat, black pants, and white bracelets.
      • Virtual Boy Wario Land: Various pieces of official art depict Wario wearing his plumber's cap from Super Mario Land 2: 6 Golden Coins; in-game, meanwhile, he is only ever seen in his pith helmet from Wario Land: Super Mario Land 3.
      • Wario Land II:
      • In the Game Boy Color version, Wario's transformations all tint him a specific color (such as Bouncy Wario being blue, Hot Wario being red, and Dizzy Wario being purple); the official art for these forms, meanwhile, depict him using the exact same color scheme as his normal form.
      • Hen's official art depicts her with a large pair of Non-Mammal Mammaries; in-game, however, her chest is no larger than the average chicken.
      • Wario Land 3:
      • Wario is depicted in official artwork with his usual yellow hat and shirt and purple overalls. In-game, however, he wears black overalls over white clothes due to palette limitations. The sole exception is his close-up on the results screen, which features him in his typical color scheme.
      • The official art for Vampire Wario shows him with yellow sclerae and black pupils; his sprite, meanwhile, depicts him with black sclerae and yellow pupils.
  • Tales of Phantasia: In the original SNES version the party's sprites differ greatly from their official artworks. Specifically, Cress has a blue cape instead of red, Chester has his Eyes Always Shut and wears a cape, Mint has an ushanka and blue robes instead of a nurse-like dress, Arche wears a dress instead of poofy pink pants, and Claus looks like a university graduate instead of his vaguely-shamanistic look. This is a result of the game being nearly finished when Kosuke Fujishima was hired to do character design. As a result, the party was left stuck with their "beta" costumes, which reused several unrelated sprites in order to fit the game into the SNES cartridge and couldn't be changed easily. Meanwhile, the Big Bad had more memory space dedicated to him, and so Fujishima's design was implemented for him alone. When the PS remake came along, one of its selling points was that the characters' sprites now matched the official art.
  • Tempest: The simple vector graphics looked almost nothing like the pictures on the side of the console.
  • The dragon on the cover of Uncle Albert's Magical Album is orange with a blue torso and belly. In the actual game, it's fully orange.
  • Wonder Momo: Wonder Momo's boots are red in official artwork, but blue in her in-game sprite. All of her later appearances stick with red boots.

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