"It's just like the old days, reusing the boss, changing its color and pretending it is completely new."In 2D game development, the creation of sprites is labor-intensive. One cost-effective method for increasing the variety of game characters is to reuse the same sprite, but using a different color palette. This is seen in some platformers, but it most often appears in Role Playing Games and Fighting Games. In fighting games, this is commonly used to differentiate players using the same character, but it is also employed to create "new" characters. In the 8- and 16-bit era RPGs, it was pervasive: because of console limitations, disk and screen space were serious concerns. Palette Swapping was used to create a large variety of different enemies, often using different colors for various power levels. (The most famous group of these are probably the Slimes, topped by the powerful Metal Slime, of Dragon Quest fame). A more elaborate variation found in 3D games is the Texture Swap, where the textures on the character's uniform are changed, but the actual model used remains the same. While the concept is a little different, these are often called Palette Swaps anyway as they're still easier for developers to make than a full-fledged alternate costume or character. The Head Swap is another tried-and-true technique for making more out of less. Massively Multiplayer Online Roleplaying Games MMORPGs are often set in a very large world that must be populated by monsters. Palette Swap to the rescue! By changing the size and textures used on the same model, the designers can make many types of monsters from only a few basic meshes. Sometimes even bosses are simply re-textured and are huge versions of weaker monsters. Some fans of fighting games use the term to refer to characters that use the same animations and move sets, even if the characters look very different. Such characters are also known as "clones". Individual characters may also have a choice of several different colors or costumes (or both). Caution: Tropes Are Not Bad. Palette swapping may be a shortcut, but it does allow designers to create enemies that keep pace with the player's progress while still hinting that the enemies will follow a familiar pattern. This is especially important when a given area is intended to be fast-paced or lead up to a climax, and the designers don't want the player stopping constantly to study "new" enemies. Palette Swaps are also used in Sprite Comics, where they're known as recolors. They are frequently looked down upon. For a similar time-saving technique, see Ambidextrous Sprite. See also Colour-Coded for Your Convenience. Often associated with Moveset Clone in fighting games. For the level/world equivalent, see Remixed Level and Hard Mode Filler.
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- The handheld Castlevania games since Castlevania: Harmony of Dissonance have been accused of palette swapping (some point out the Saturn Port of Castlevania: Symphony of the Night had Maria's spells being copied out of Gradius games, showing that this practice has been around much longer then most initially suspected). The palette swapping of the Metroidvania games shares a common source point: Castlevania: Rondo of Blood. Almost everything else is from Castlevania: Symphony of the Night instead. This is literally sprite reuse going from 1993 to about now. Harmony was worst about this though: many enemies had level 2 and even level 3 versions.
- In Golden Axe Warrior, most enemies appear in at least two of the three basic colors: green, blue and red.
- The Final Boss of Keith Courage In Alpha Zones is a gold-colored version of the Area 4 boss accompanied by an invincible purple walker drone.
- The Legend of Zelda:
- In the first game, most monsters come in Red and Blue, with one color (usually blue) being tougher than the other.
- In Zelda II: The Adventure of Link, orange is added for weaker variants of enemies, with red being stronger than orange and blue being stronger than red, though with armed enemies the weapons often change with the color (such as the orange variant of the Daira enemy in Death Mountain swinging its axe at Link and the red variant throwing axes at him).
- The Legend of Zelda: Majora's Mask was designed with this trope in mind: Almost all of the mooks and NPCs, as well as a few of the masks, were ported over from Ocarina of Time, same case with both Oracle games in relation to Link's Awakening and Spirit Tracks in relation to Phantom Hourglass. At least the map and the bosses are different. There's also the two elemental versions of Wizzrobe (ice and fire) in Majora's Mask and the two forms of Geozard in Spirit Tracks (with the red one being stronger, to the point it's a Mini-Boss).
- It's even common to palette swap Link for his different tunics. Same style and cut, different color. Like the fire-proof tunic (red), and the inexplicable water-breathing tunic (blue). It wasn't until The Legend of Zelda: Twilight Princess that the different tunics actually looked different beyond their colors.
- In The Legend of Zelda: Skyward Sword, the primary bestiary in the sixth dungeon, Fire Sanctuary, consists of dark-purple versions of enemies (Cursed Spume, Dark Keese, Dark Lizalfos), while the boss Ghirahim (first fought in Skyview Temple) takes a form that has some parts of his body turned black. Notably, the dungeon is still fire-themed. There's also the Cursed Bokoblin, but it only appears in the Ancient Cistern.
- In The Legend of Zelda: Breath of the Wild, the monsters come in red, blue, black, and silver (with the DLC adding gold) and get progressively stronger along that spectrum, with their eyes also getting progressively redder.
- Three of the bosses in Wonder Boy in Monster Land have their sprites reused later in the game, Death becomes the Poor God, who steals your gold coins, the Giant Kong is palette-swapped as the Snow Kong, who summons ice cube-throwing Mini-Kongs instead of throwing rocks, and the Red Knight has Blue and Silver variations.
- Several of the dwarves in The Hobbit looked the same except for their hoods. The book didn't give them any more traits than that either.
- In Blaster Master, the Stage 6 and 7 bosses are palette swaps of the Stage 2 and 4 bosses, respectively. The palette-swapped versions were very hard to beat.
- Earth Defense Force 2025: The game and the first DLC make extensive use of larger palette swapped enemies to indicate tougher and more elite enemies.
- Bugs Bunny Crazy Castle (a port of a Famicom Disk Sytem game starring Roger Rabbit-don't ask) has differently-colored enemies of the same type that behave slightly differently.
- Devil May Cry 3: Special Edition plays this perfectly straight. When playing as Vergil and you come to the boss battles against Vergil (the game is usually played as Dante, with the Vergil playability a feature of the Special Edition), the Vergil you fight is dressed in red instead of his usual blue. Apparently it's to give the impression that you're fighting Dante, but the only difference between the two versions is the colour; the boss' moveset remains the same.
- In the Rolling Thunder series, the attack patterns and hit points of the Maskers can be determined by the colors of their clothes and hoods.
- Steve's jacket in Shatterhand turns from green to red when he buys the double strength Power-Up.
Beat Em Up
- Mighty Morphin' Power Rangers for the SNES did this. While the unmorphed rangers are distinct from each other, when they morph, the suit they wear is basically Jason's (Red Ranger) suit colored five different colors. You can tell because of how the helmet looks, how buff the less physical rangers get, and the fact that Kimberly (Pink Ranger) doesn't have her skirt.
- Cyborg Justice: The player character can choose torso, weapon and legs which are interchangeable and used by virtually every other cyborg in every level at some point including bosses. The only unique enemy in the entire game is the end boss who is a giant brain. If you play with two players, then player 1 is primary gold and player 2 is primarily purple.
- The arcade version of Double Dragon, in addition to the two player characters (Billy and Jimmy Lee), has a set of three enemy mooks (Williams, Rowper and Abobo) that it uses for every stage, but with a different palette each time, along with the occasional black variants. The two bosses, who are themselves head swaps of other characters, reappear in the final two stages as well (in particular, the third boss is the first boss with green skin). The only enemies who don't have palette swapped variants are Linda (who wears the same purple outfit in all of her appearances) and Machine Gun Willy (the final boss).
- The character designs in Fear Is Vigilance are basically limited to three: male, female, and Marcy in disguise. Everything else is palette swapping.
- Final Fight mostly averts this by making variants of the same enemy head swaps as well, but there are a few notable exception: Roxy is just Poison with orange hair and everyone in the Andore clan are identical except for the colors of their clothing (lavender for the standard Andore, red for Junior, gold for Father, black for Uncle and blue for Grandpa). There are also red-clothed variants of Holly Wood who carries Molotov cocktails instead of his usual knives.
- Final Fight 2 for the SNES has a cheat code that allows both players to use the same character if selected, distinguishing the second player with a different palette.
- The GBA version of the original game, Final Fight One, also allowed two players to choose the same character after defeating a certain number of enemies.
- Golden Axe has a huge amount of palette-swapped characters, from the mooks to the bosses to the Bizzarians to the energy-replenishing elves.
- In Ninja Combat for the Neo Geo, the main characters, Joe and Hayabusa, are red and blue palette swaps of each other. This Lazy Artist technique is painfully obvious in the cutscenes, which have obviously the same renderings of these characters being horizontally flipped and palette-swapped between shots.
- The arcade version of Ninja Gaiden (aka Shadow Warriors) features six stages, the same four staple adversaries, a few novelties here and there, three distinct end of stage bosses, one final boss, and a different palette for each stage. There are also ninja mooks who are just palette swaps of the player characters (who are already themselves palette swaps of each other).
- River City Ransom recycles the same enemy gang of nine members by changing the colors of their t-shirts, as well as modifying their stats and attack patterns.
- In Robo Army, while the player characters' humanoid forms are Head Swaps, their Super Buggy forms are identical except in color. One enemy is a green version of the second player character.
- The Streets of Rage series used palette swaps for enemies very often
- In the "Dueling" mode featured in the sequels, the second player is assigned a different palette if he chooses the same character as the first player.
- In the first game, Onihime and Yasha (aka Mona and Lisa), the twin bosses in Round 5, were both palette swaps of Blaze but with a green outfit instead of red. In Round 8, they appear one more time with a dark purple outfit. When the twins returned in Streets of Rage 3, they were given a unique design.
- In the third game, the boss of Round 3 was a robot copy of Axel, only difference was his gloves were purple instead of red so that players who played in co-op wouldn't attack each other by mistake if one of them was playing as Axel.
- Also in the third game, Shiva and Roo (plus Ash in the Japanese version) change palettes when they become player characters.
- The Foot Clan ninjas in Teenage Mutant Ninja Turtles: The Arcade Game and Turtles in Time come in numerous colors in addition to the standard purple variant from the 1980s animated series. The Foot Soldiers are color coded to indicate their weapons of choice. For example, the white Foot Soldiers attack with katanas, while the orange ones wield boomerangs.
- Downplayed in Justice League Heroes: The Flash. Most mooks have counterparts only different by color, but this is just for variety, as there is still a large collection of different enemy types. Additionally, Zoom's costume is a color-swapped version of The Flash's costume, but this is the standard for Reverse-Flash characters.
- Akatsuki Blitzkampf:
- In the earlier versions, Adler and his clones the Elektrosoldats had almost exactly the same sprites, portraits, voices, etc. When Adler was made playable the sprites were still similar, but there were noticeable differences in their stand and walking animations, their moves started to change, and Adler's voice got much deeper.
- Perfecti used to be a blatant palette swap of Mycale, plus a Battle Aura. The Updated Re Release Ausf. Achse solves this and made them completely different from then on.
- BlazBlue takes the palette-swapping tendencies of fighting games and runs right off the rails with them, often designing alternate color schemes to be visual references to other franchises. Observe Tager as GaoGaiGar, Noel as Major Kitsurabami, Rachel as Hatsune Miku, and Hazama as a Smooth Criminal. There's more, but the full list would probably eat the page. There's also Ragna as Sakata Gintoki. Made even better as they share the same voice actor (as parodied here).
- Blood Storm sported secret characters that were, for the most part, mere palette swaps of the ordinarily available characters with slightly different moves.
- Capcom's Versus series do this, both mirror match style and new character style. Marvel vs. Capcom: Clash of Super Heroes features War Machine, who is a palette swap of Iron Man from Marvel Super Heroes. Also, both Marvel Super Heroes vs. Street Fighter and Marvel vs. Capcom use palette swaps in creating the secret characters. Sometimes an attempt would be made to make them logical characters — MSHvsSF featured a US Agent as a Captain America swap, for example. Others are more esoteric, like MvC's Orange Hulk and Red Venom, which some fans justify by suggesting they're meant to be stand-ins for the Thing and Carnage.
- In Marvel vs. Capcom 3, some of the palette swaps also double as Mythology Gags. See Whole Costume Reference.
- Some of the "powered up" boss characters in the SNK vs. Capcom series are utilize recolored sprites, such as Shin Akuma and Evil Ryu. The major exception is SNK vs. Capcom: Match of the Millennium, where Evil Ryu was actually given a distinct sprite from normal Ryu.
- Marvel vs. Capcom: Clash of the Superheroes: The Marvel secret characters are different palette swaps of the Hulk (gives him his Marvel Super Heroes movelist and properties), War Machine (has incredible defense and armor, now fires missiles instead of lasers) and Venom (becomes the fastest and weakest character in the game), while the Capcom side has Shadow Lady (a roboticized and brainwashed Chun-Li transformed into a cyborg ala Shadow), Lilith-Mode Morrigan (Morrigan with Lilith's color scheme and properties) and Roll (a Joke Character who has Mega Man's movelist).
- Clayfighter also did this for the 'fight the character you're playing as' scenes.
- The original Eternal Champions notably didn't have any. The sequel had palette swaps, Head Swaps and even leg (Riptide has Jetta's stance and Shadow's legs) swaps.
- When Bandai released Gundam: The Battle Master 2 in the US as Gundam Battle Assault, they replaced one of the mecha with the titular Gundam from Gundam Wing in order to cash in on the show's then successful run on Cartoon Network. Despite going through the trouble of making a separate sprite for it, however, they gave it the same moveset as the Zeta Gundam. Further annoying is the fact that its super move involves grabbing the opponent instead of shooting its BFG.
- In Injustice: Gods Among Us, the John Stewart Green Lantern appears as an alternate skin for Hal Jordan. He has the exact same moves and animations, just with a different appearance and voice.
- Injustice 2 expands on this as Premium Skins and gave more characters alternate skins with the same moveset but different everything else. It includes both different identities for the same superhero (Ex. Jay Garrick skin for The Flash) and characters with very similar themes (Ex. Mr. Freeze skin for Commander Cold).
- Downplayed in Magical Girl Lyrical Nanoha A's Portable : The Battle of Aces, where the three Materials are not just recolours of the Power Trio, but full-on Evil Twins with distinct personalities.
- In Melty Blood, a handful of fighters are Palette Swaps, but whether their counterparts are actually a Moveset Clone or not is a different story. For instance, regular Akiha and Akiha Vermillion are largely the same except with their attack and defense stats swapped, but Mech-Hisui plays almost nothing like Hisui. Justified in-story, since most of them are something like Doppelgangers.
- Mortal Kombat was one of the most notorious examples of this trope with its "Palette Swap Ninjas". There was an increasing number of ninja characters of three basic types — male (Scorpion, Sub-Zero [seen above], Reptile, Noob Saibot, Ermac, Rain, Chameleon), female (Kitana, Mileena, Jade, Khameleon), cyborg (Smoke, Cyrax, Sektor) — in the games, almost all of whom used the same basic set of sprites, with the color scheme altered to match the individual character. Illustrated here◊. With the advance of video game technology, in Mortal Kombat 4 and beyond the various ninjas have been redesigned to avoid this, however - particularly Reptile and Rain.
- Mortal Kombat Trilogy was seriously getting short on colours for male ninjas: Classic Sub-Zero (blue), Scorpion (yellow), Reptile (green), Rain (purple), Noob Saibot (black), Ermac (red), and Human Smoke (gray). In mirror matches, the twin was usually a slightly different shade of the same colour.
- Note that the default ninjas in all four 2D Mortal Kombat games for the arcade (counting the original version of 3 and the Ultimate edition separately) actually had different fighting stances from each other, so they were not full-fledged palette swaps. However, the hidden variants played this straight.
- In the first game, Reptile used Scorpion's fighting stance.
- In Mortal Kombat II, Smoke uses Reptile's stance, Noob Saibot uses Sub-Zero's (which would foreshadow his identity as the original Sub-Zero gone evil), and Jade uses Kitana's (setting up their relationship in 3 quite nicely).
- In Mortal Kombat 3, Robot Smoke uses Sektor's stance. Since none of the "human" ninjas were in the third game initially, Noob was instead a palette swap of Kano.
- In Ultimate, all three female ninjas used their own stances; Noob, Ermac and Masked Sub-Zero used Scorpion's; while Rain and Human Smoke used Reptile's.
- In Trilogy, Khameleon and Chameleon's stances would reflect who they were currently copying.
- My Little Pony: Fighting Is Magic Tribute Edition includes palette swaps of some of the characters to make them look like other characters (see also Whole Costume Reference). For instance: palette swaps of Twilight Sparkle make her look like Twilight Velvet and Lyra, palette swaps of Applejack make her look like Granny Smith, Big McIntosh and Cheerilee, a palette swap of Pinkie Pie makes her look like Cheese Sandwich and a palette swap of Rainbow Dash makes her look like Spitfire.
- Epic Megagames' fighting game One Must Fall makes extensive use of palette swaps. The game has 11 distinct (sprite) models of robots, but many more colour-schemes, all of which are achieved by changing parts of the game palette. In tournament mode, you can customize your robot's colour-scheme in three areas, and the game provides you with 16 colours to choose from.
- There is an external free tool that lets you create your own tournaments, and you can give the computer opponents anything you like for their colour-schemes by editing the palette of the picture to go with their character.
- Primal Rage does this for the stages where you're fighting the character you chose to play as. Does have a benefit there as it helps you stay sure of who's who. In addition, Blizzard and Chaos seem to be palette swaps of each other, as do Sauron and Diablo.
- A famous example of the skin-color aspect of this trope was the character Nakoruru from the Fighting Game Samurai Shodown. The swapped palette used on her portrait in the character select screen made her look like her own Evil Twin. Naturally, the idea quickly entered Fanon, and Samurai Shodown V actually turned "Evil Nakoruru" into her own character and the local anti-heroine, Rera.
- This was most likely also a result of SNK actually intending the "Slash/Bust" division to represent good and evil sides (or at least different personalities), never being able to pull it off, and ultimately simply deciding to just make a couple variant characters and call it a day. The other, BTW, is Rastesumaru, a much, much different version of Haohmaru. (He has purple skin, for one. He's completely psycho, for another.)
- There are 25 palettes for every playable character (with one hidden exception), some of which are Official Fan-Submitted Content and many, many of which are referential. More distinctly, it also has an alternate palette for its story mode boss and a shifting rainbow palette for one of its characters, Double.
- Initially just an April Fools' character, Fukua, a clone of their pre-existing character Filia was created as a jab at the popularity of palette swaps. Despite being a palette swap, she has a very different moveset, although it reuses Filia's assets, for example by making one of her projectiles shoot a ghostly clone of her, and giving her two command grabs that have the same animation as her normal grab but different startup times and damage. Also, nearly all of her palettes are referential to other games' palette swap characters.
- In the Soul series, the character Kilik is a Palette Swap — in the "shared motion data" sense — of Seong Mi-na, but the games make it seem as if Mi-na is the clone character: with the exception of Soulcalibur III, Kilik is always available from the start whereas Mi-na needs to be unlocked, and many of the moves they do (or did) share weren't added to Mi-na's move list until after Kilik's debut in Soulcalibur. (This is explained in-game by both characters using the same fighting style: Ling-Sheng Su since Mi-na's master, Kong Xiuqiang, is a runaway monk from the Li-Sheng Su temple where Kilik spent his childhood, with Mi-na later training under Edge Master, Kilik's master, for a time prior to events of Soulcalibur III.) Kilik's appearance in Stage 2 of Mi-na's Soulcalibur IV story has him call attention to this little conundrum.
Kilik: "That move! It's one of mine."
- Hwang is an odd case. In the original game, Soul Edge, he was a "motion swap" of Mitsurugi for Korean localization. In Soulcalibur, he became a swap of Xianghua, but shared some kicks with Seong Mi-na (as they both trained under Mi-na father, Seong Han-myeong). By Soulcalibur III, he was the representative of the Chinese Sword style.
- Actual palette-swapping entered the Soulcalibur series with Custom Characters, as well as the ability to alter the colors worn by the standard fighters. Meanwhile, Tekken 5 offered color choices along with custom items as unlockables.
- Namco fighting games in general usually feature at least one character who doesn't have their own moves, but instead randomly chooses movesets from all the other characters.
- The Tekken series of games has had THREE. Mokujin (Tekken 3) and Combot (Tekken 4), which randomly emulated all the characters fighting styles, one per round, and Unknown (Tekken Tag Tournament), who looked sort of like Jun Kazama (thus leading many to believe she was Jun, only subject to Demonic Possession note ), but could only emulate about 15 or so characters out of the 30+ available (and, in addition to the resemblance, always started with Jun's moveset, further bolstering the fan theory). However, pressing down on the right stick on the PS2 controller (R3, as it is) would let you change fighting styles on the fly instead of having to tag out and back in all the time. Notably, Tekken Tag Tournament 2 leaves Mokujin as the only mimic character on the roster; Combot is instead retooled as an All Your Powers Combined-type who can use an amalgamation of other characters moves in the vein of Dural (essentially, what Tekken 4 states Combot was meant to do instead of simple mimicry due to software bugs), while Unknown uses a variation of Jun's moveset combined with more supernatural influences like stage hazards created from the goop that covers her body (as this incarnation of Unknown actually is Jun gone One-Winged Angel).
- Mokujin itself has two palette swaps in the more traditional "colour variation" sense. Tetsujin is an iron version of the wooden puppet, appearing only in the Tag Tournament spin-offs. Kinjin is a gold version with a crown, a moustache, and a slightly different appearance who only appears in Tekken Revolution.
- Namco's games also did tend to have fighters who shared many moves. Examples include the Jack "clones" (ironically, of the ones with that label, only Kuma's been in all the games in some playable form), as well as characters with similar styles in game (Anna and Nina Williams, King and Armour King, Yoshimitsu and Kunimitsu). They've been working on making each character more unique, though.
- Tekken 3 introduced a new generation of fighters who had stances and fighting styles taken from previous characters that had supposedly killed off. So Hwoarang was meant to be a replacement for Baek, Bryan Fury for Bruce Irvin, Xiaoyu for Wang, and so on. When the predecessors returned in future installments, Namco altered the various characters accordingly to prevent redundancies. Tiger Jackson was also a Palette Swap of Eddy Gordo, even though they both debuted in the same game.
- Namco has stuck to this tradition. Christie Monteiro from Tekken 4 was introduced as a replacement for Eddy, while Asuka Kazama from Tekken 5 was meant to be a replacement for her MIA relative, Jun Kazama.
- In Tekken 2, most characters had two separate character models to give them an alternate costume but Kuma, being a bear, just had a different-coloured texture that gave him a white coat. In future titles Kuma's alternate costume was replaced with Moveset Clone Panda.
- When the Street Fighter series started featuring same character matches (beginning with Street Fighter II′: Champion Edition), the game changes the palette of one player to distinguish it from the other. Depending on the character, some alternate palettes will simply change the color of the character's clothing (i.e. Ryu's gi and bandanna), while others (such as Dhalsim's and Blanka's) will change the character's skin tone to improbable colors such as blue or grey. (Though in the case of Blanka, his natural green is impossible in real life).
- Super Street Fighter II: The New Challengers in particular features eight palettes for each character, matching the maximum number of players allowed in the game's Tournament Battle mode. However, the control panel only has seven buttons for each player (six attack buttons and Start), so the eighth palette can only be chosen by pressing any button and holding it down for a few seconds.
- Super Street Fighter II Turbo gave all of the returning fighters a new default palette (such as Ryu's black gi and yellow headband or Ken's silver gi). An unusual design choice, given that all the promotional art for Super Turbo and even the game's intro and ending sequences still depict the game's cast in their traditional colors. To seemingly compensate for this, each of the 16 main fighters now has a "classic" counterpart that sticks to their traditional palette while also retaining their move set from New Challengers (meaning that also lack the ability to use Super Combos). Some of the later console ports, such as Revival and HD Remix, went back to the traditional default palette.
- Ultra Street Fighter II adds Evil Ryu from the Alpha series and Violent Ken from SVC Chaos, who in this game are palette swaps of the standard Ryu and Ken.
- In the arcade version of Street Fighter Alpha 2, the character's palette changes depending on whether the player is using the Manual fighting style (three-level Super gauges) or Auto (one-level gauges, simpler inputs for Super Combos and Alpha Counters and auto-blocking). This was carried over to Alpha 3, when the fighting styles were expanded to A-ism (Alpha-style), X-ism (Super Turbo-style) and V-ism (Variable Combo-style).
- Some versions of Alpha 2 (specifically the U.S. arcade release and the Zero 2 Alpha released in Asia) allowed players to control alternate versions of certain characters such as Zangief, Dhalsim, Ryu, Ken, classic outfit Chun-Li, Sagat and M. Bison who used their movesets from Street Fighter II Dash and had alternate color schemes. Evil Ryu and Shin Akuma were also palette-swaps of their regular counterparts.
- In Street Fighter III 3rd Strike, there are a total 13 palettes for each character (except for Gill, who only has two). There are six standard palettes chosen by simply pressing any of the attack buttons, six alternate palettes chosen by holding Start and pressing any of the other buttons and a hidden 13th palette selected by pressing LP+MK+HP.
- Super Smash Bros.:
- All games use this for alternative costumes. If players choose the same characters for team battles, the brightness on the characters are changed.
- While most characters merely change color, a few get different costumes, some of them downright using "other" characters; Wario has his overalls from the main series, the Wii Fit Trainer, Robin, the Villager and Corrin all have variants for both genders, Bowser Jr. has the Koopalings, Olimar has Alph, Little Mac has his wireframe appearance from the original arcade game, Shulk has the swimwear he puts on when he has nothing equipped, Zero Suit Samus has shorts based on the 100% endings for Metroid: Zero Mission and Metroid: Fusion, and Guest Fighters Cloud and Bayonetta have their costumes from Advent Children and the first Bayonetta, respectively.
- To a lesser degree, in some of the games there were characters with move sets very similar to each other with small deviations such as their speed and power (Mario/Luigi, Pikachu/Pichu, ect.) though later games tended to give new moves and bigger deviations so that similar characters felt a little more unique.
- Super Smash Bros. Crusade has its characters' palette swaps resemble other characters, something which is not possible in Super Smash Flash 2's palette swaps (even with the same characters) due to the way SSBC does its palette swaps compared to SSF2. Examples: Mario -> Dr. Mario, Peach -> Shadow Queen, Bowser -> Dark Bowser, Mewtwo -> Charizard, Ryu -> Ken, Goku -> Piccolo.
- In Verdict: Guilty!, each playable character has a second character who is this.
- Several champions in Marvel: Contest of Champions are obvious palette swaps for each other, often an alternate version of the same character. For instance, X-Force Deadpool has the exact same power set as regular Deadpool with a different colored uniform, and WWII Captain America is this for regular Captain America. The Vision also has both a comics version of his costume and one based on the movie version in AvengersAge of Ultron. Palette swapped characters are also generally Moveset Clones of each other.
- Mobile Suit Gundam Extreme Vs. Full Boost had a variation on this with Pilot Swaps rather than Palette Swaps, mobile suits which were mostly Moveset Clones of existing MS with minor tweaks and entirely new voice clips. For example, Elle Vianno's Gundam Mk-II can't become the Super Gundam like Emma Sheen's, but instead she gets extra Assist Characters. Pilot swaps were also generally lower cost, giving them some strategic value; some examples, like Lacus Clyne's version of the Infinite Justice Gundam, were actually preferred over the standard version for this reason.
First Person Shooter
- BioShock only had a few distinct Splicer models, with palette swapping used (mostly on their clothes) to make them slightly less identical.
- In Conduit 2, the models of the soldiers are all the same, but the armor they wear is chosen randomly.
- Doom, on the other hand, use palette swaps mostly for changing the uniform color of different players in multiplayer mode (the green armor becomes indigo, brown and red for players 2, 3 and 4); however a variant of palette swap is used for one of the monsters: the Spectre is a Demon whose sprite's shape is replaced by a zone of transparent static. In Doom 2, a palette swap was used to create the Hell Knight from the Baron of Hell; however both sets of sprites are present in the game's data and the two are treated by the game as totally separate enemy types, other than being hard-coded against the usual rules for taking and responding to friendly fire.
- Doom RPG, however, had "classes" of enemies that changed palettes according to their type and subsequent difficulty.
- BUILD Engine games, such as Duke Nukem 3D and Shadow Warrior, make use of palette changes on sprites and surfaces for a number of uses.
- A number of surfaces which basically look the same, but have something a different colour (such as a row of tiles on a wall) use an internal palette change to provide more graphical variety without needing to include more textures.
- Coloured lighting uses a palette change over the whole palette of anything in the area in question.
- The ever-common alien Troopers and Captains in Duke Nukem 3D use the same sprites, but different internal palettes. The base sprites use blue for the uniform, but the Troopers use a palette that replaces it with green and the captains use one that replaces it with red.
- On a similar note, the different colours of the trousers on the player sprites in multiplayer games are the result of palette swaps.
- Putting the same palette used for blue light onto a sprite such as a weapon or switch in the level editor will (at least for Duke Nukem 3D) make that sprite only appear in deathmatch games.
- Different palettes on special sprites which control level functionality can have various effects, ranging from simply changing the colour of a light to making a teleporter that doesn't show the usual teleporter effects, to determining what kind of enemy teleports in.
- Palette swaps combined with translucency are also used to give the enemies shadows. Squash a copy of the sprite vertically, put it on the ground, put an all-black palette on it, then make it translucent. Some levels also use all-black translucent palette swaps of sprites to add nice shadows to certain areas.
- Then there are user-made levels which give oddly-coloured enemies via palette swaps just for the fun of it. Some sadistic authors put the all-black palette on the enemies and make them transparent. Great, now you're fighting almost-invisible aliens.
- The only visual difference between various types of cultists is the color of their robes: regular cultists wear brown robes, fanatics wear black robes, acolytes wear green robes, zealots wear blue robes and the priest wears red robes.
- Stone gargoyles look exactly like regular gargoyles, except that they have a different texture and are bigger in size.
- The original Halo trilogy does this with almost all of its Covenant enemies, with you being able to tell how powerful they are simply by the color of their armor/shields. The in-game explanation is that their armor is color-coded by rank. Halo 3 started to move away from this by giving each Brute rank a different set of armor (though each rank was also split into different colored sub-ranks), and games from Halo: Reach onward have extended this to basically every Covenant species (with Elite Mooks getting the fanciest suits, obviously).
- Halo 5: Guardians's Warzone has a lot of boss enemies, but most of them are just pallet-swapped versions of regular foes.
- The Marathon series used palette swapping extensively. An alien's uniform color denoted its rank, while a human's denoted his department.
- Half-Life 2 has a Texture Swap variant of this among the enemies in Nova Prospekt. As the Overwatch transhuman infantry there are serving guard duty in the prison, they've got a unique uniform; while the standard Overwatch soldiers have a navy blue camo pattern and blue optics, Nova Prospekt prison guards have yellow optics, a dark ultramarine-ish color with blue stripe and a Nova Prospekt insignia. This is also the case with Shotgun Soldiers, whom have orange optics and dark reddish-brown uniforms, but otherwise behave identically to standard Overwatch soldiers with shotguns (and in fact replaced those following the update that added them in). Averted with the Combine Elites; those have unique boots and helmet as well as a white color.
- Ebitan, one of the zombies in House of the Dead 2, comes in three different colours; green, brown and black. Kageo also has multiple skins.
- Left 4 Dead 2 has the laser sights and special ammo using the same inworld model, but with different textures. As well, to increase variety, the common infected use similar models, but have different skin/clothes colors.
- PAYDAY: The Heist:
- The game has the Clown mask model recycled for other masks and use different textures, namely the Golden and Secret masks.
- Dallas' Vyse mask is also the Clown mask retextured while Hoxton's Vyse mask is a different textured version of his Beeef mask. Chain's Vyse mask is the same model as the Moderator and Overkill/Dev mask and those two masks are palette swaps of each other. The Alienware masks are a single model with different textures as well.
- Perfect Dark for the N64 had Joanna (the main character) and her head-swap Velvet (controlled by Player 2 during Co-Op Mode). Since they were both Carrington Institute agents, they both wore the same uniform.
- Team Fortress 2 is the epitome of palette swaps - not only are the classes identical save their team colour, at least three levels contain what are basically palette swapped bases, with changed materials and propaganda posters. Not only that, but the September 30, 2010 update allows players to paint their hats.
- Player-created maps are sometimes guilty of this as well. There are several variations of 2fort with the exactly same layout, but one is at nighttime, etc.
- Every Capture the Flag map is just two bases that are exactly the same except they're mirrored and palette-swapped, with a few paths in between that connect them.
- There was actually a contest to "dress up" a Valve-designed map that only had basic geometry. The winners of which were later used for the Mann Manor Halloween update.
- Several other maps also had Halloween versions.
- Referenced in the Developer's Commentary. They noted that, for balance's sake and outside of Attack/Defend maps, they had to make both the RED and BLU bases identical, as otherwise it would offer a tactical advantage to one team over another. To help players not get lost however, they had a strict set of materials, colors and styles they could use for each side; Red was wooden, red (obviously), and used sheet metal and hay. Blu, on the other hand, used concrete and industrial pressed metal, as well as having an overall blue tone. Red was also suppose to be more rustic while blu was more industrial design-wise.
- Turok 2: Seeds of Evil has a few of these; the Cave Worm is a giant version of the Swamp Worm, the Fireborn is a firey version of the Endtrail, the Blind One Sentinels are a palette swap of the Flesh Eater Sentinels, and the Trooper is a palette swap of the Mantid Soldier.
Atlas: White with black contrasts.
- Visually, this is the only difference between gun brands. Each manufacturer has a palette with a few variations.
Dahl: Military camo (shades of green, bluish-grey, or brown with dark brown).
Hyperion: Bright red or crimson, sometimes with grey details.
Jakobs: Reddish-orange or brown, like wood.
Maliwan: Blue of varying hues.
S&S: Yellow, sometimes faded orange with pale yellow contrasts.
Tediore: Light grey of slightly varying hues.
Torgue: Grey to jet, like raw iron and steel.
Vladof: Bright orange with steel-grey or white highlights.
- In a more general sense that goes beyond the first game, there are bright lines or accessories with colors that denote the element the weapon fires. Fire elemental guns have them in red, electric ones get them in vibrant blue, corrosives are green, explosives were yellow (before Torgue took the element for itself from Borderlands 2 and on), slag is purple, and ice is light blue.
- The Sheredyn of Endless Space were original a clone of the United Empire, albeit with gold/red/black ships rather than gunmetal gray, and were exclusive to the Emperor Edition of the game. Following the release of the Disharmony Expansion Pack, all owners of the base game were upgraded to the Emperor Edition, and the Sheredyn received a unique Affinity and bonuses separate (but similar) to the United Empire, though their ships remain as palette swap; justified, as they were formerly the Elite Army of the Emperor.
- Endless Legend continues the tradition with the Mezari, exclusive to owners of the Founder Pack for an entirely different spinoff game. They have a unique leader in the diplomacy screen and alternate texture layouts for their units, but are otherwise identical to the Vaulters; not quite justified this time, as the Vaulters have lived on Auriga for centuries while the Mezari are the survivors of a recent starship crash.
- Roguelike games such as NetHack use standard ASCII characters in place of actual graphics, so using different colors is the only way to have a large number of distinguishable objects or creatures. Roguelikes can usually only support 16 colours due to graphics rendering limitations in early hardware, giving a potential maximum of 2040 unique enemy symbols.
- Dwarf Fortress is one of the few roguelikes to use Windows-1252, sometimes known as "ANSI" instead, which has 255 characters to standard ASCII's 128. It keeps the 16-colour limit for tradition's sake, despite not technically being a roguelike under the hood.
- Roguelikes with tileset graphics can play this trope straight. As an example, Doom, the Roguelike will face the player with "nightmare" demons, imps, cacodemons, arachnotrons and even arch-viles on higher difficulties and in deeper levels. The difference is not only their color being changed from whatever the original was to dark blue - these enemies are also faster and tougher, they deal a lot more damage, and worst of all, they make no sounds in a game where detection of out-of-sight-enemies by their signature sound is very helpful at least. To top this off, all four categories of former humans also get their elite (i.e. tougher, more damaging and quiet) versions, but since these elite versions differ only by a dark blue outline, they do not really fall under this trope.
- The Game Boy Color, Game Boy Advance, and the Super Game Boy (for the SNES) allowed users to palette-swap original Game Boy games entirely (at least the ones that weren't designed to take advantage of the color features of the devices).
- Some old games palette swap everything after each level to give the player a sense of progress. Desert Falcon for the Atari 2600 looped between about eight colors as enemies moved slightly faster, so even field below changed from yellow to green to pink. Even the NES version of Tetris does this as the game's level increases.
- In Burly Men At Sea, the three Beard brothers are distinguished only by the different colours of their huge beards and co-ordinated boots.
Hack And Slash
- The Diablo series is infamous for this, frequently featuring the same enemy 3-5 times by recoloring and renaming it.
- City of Heroes makes frequent use of Palette Swapping in uniformed enemy groups such as Arachnos, where different ranks (and sometimes entirely different classes!) of enemies share the same uniform with a modified color scheme. I.E. Psychic Fortunatas wear red versions of the normal Night and Blood Widow uniforms. Arbiters (who are the highest ranking members of Arachnos, said to be above even the four Archvillains in terms of authority) wear shiny versions of the Wolf Spider uniform.
Also interestingly enough, a player using the Mission Architect can actually palette swap preexisting enemies! Even AVs! And, of course, due to the game's customization system, the vast majority of models use one of three basic animation sets anyway.
- Dynasty Warriors Online. Given that all mooks on different sides are simply palette swaps of each other, but the custom outfits can also be. You can individually "dye" each item so that they change color, There are three different dyes that give you a unique color for each one. the Weapons also change color when you add an innate element to it. They will take on a basic color for the element, but other colors on more complex looking weapons will change to fit the theme of the main color (like gold might change to silver). You have ice (blue and silver), fire (red and gold), wind (green and silver), Lightning (yellow and bronze), vorpal (purple and bronze).
- Faction ship models in EVE Online are their base ships with different color schemes. This is true of their pirate counterparts as well.
- zOMG! is a prime offender.
- Most fluffs are recolors and/or upscales of one another with minor details changed.
- Kat's Kokeshi Doll and the Kokeshi Collectibles are palette swaps of normal Kokeshi Dolls.
- Gift Boxes from the 2008 Christmas event were Christmas-themed recolors of Flying Giftboxes.
- Lightning Bugs, Shockroaches, and Deathroaches share the same base model.
- Landstriders are green and black versions of the Walker.
- Outlaw Wolves are green Outlaw Pups.
- Phantasy Star Online plays this straight for their non-unique weapons. All basic weapons only differentiate in color and name to denote how powerful they are (from weakest to strongest, the colors are green, blue, purple, red, and yellow.)
- Phantasy Star Universe takes this a step further. In addition to non-unique weapons differentiating in color, both non-unique and rare weapons have a bland-looking "Kubara" version that usually has worse stats, but offers larger grind bonuses.
- RuneScape Classic used this trope: the game environment was 3d but the enemies were 2D sprites, so enemies such as "thief" "man" and "farmer" were often simply palette swaps of one another. Also, the customizable player character models could be considered this as well.
- SD Gundam Capsule Fighter has the "-U" rank units, "User-Created" special units from the Korea server who color certain units (all but one being a C-Rank) and are granted different skills and stats, usually having the skills make up for the weaker stats.
- The first World of Warcraft expansion, The Burning Crusade, introduced armor sets that used the same models as Vanilla WoW's Tier 2 raid armor sets. For example, here's Vestments of Transcendence, the priest set, and here's an assortment of cloth armor pieces from TBC dungeons.
- There are thousands of different types of "mobs" (monsters) a player can encounter, but only a couple hundred different animated models. Most of the variety comes from putting differently-colored skins on the same model. For example, the grizzly bears in Elwynn Forest or Dun Morogh use the same models as the polar bears in Icecrown and the disease-raveged bears in the Western Plaguelands, and the same animations. They just use different-colored skins and, in some cases, enlarge or shrink the base model.
- Mounts are this way. For instance there are several drake mounts obtainable in Wrath of the Lich King, however the all use the same drake model with different colors or patterns - from the free bronze drake you get from "Culling of Stratholme" heroic to the black drake you get from finishing Sartharian with three drakes up.
- Blinx: The Time Sweeper does this with at least two pairs of bosses. In one, the first monster is yellow; later, you face an identical red counterpart.
- Averted by the main characters in the arcade versions of Contra and Super C, which used different sprites for Bill and Lance (Bill wore a white tank top, while Lance was shirtless). Due to hardware limitations of the NES, their versions of both games used the same sprite for Bill and Lance, changing only the color of their pants, making Bill the "blue guy" and Lance the "red guy". Oddly enough, Contra III: The Alien Wars for the SNES followed this convention as well. In Super C and Contra III, the red colored enemy soldiers are usually the ones who actually shoot their guns. Also, the four main characters in Contra 4 (Bill and Lance, and their "counterparts", Mad Dog and Scorpion) are all palette swaps of the same sprite, with no real playing differences between them. This was due to a 4-Players Mode that was Dummied Out from the final version of the game. The extra characters (Probotector, Sheena, Lucia, Jimbo/Sully) all happen to have four selectable color palettes each as well.
- Played for laughs in Distorted Travesty, with the Sentinel and the Palette Swap Sentinel, the latter of which is slightly tougher. Jerry and Jeremy declare their opinions about how cheap and uncreative this is.
- Donkey Kong Country
- Lampshaded by Cranky Kong in the Game Boy Advance version of Donkey Kong Country, after a boss battle with "Really Gnawty", a recolored version of the first boss, "Very Gnawty", which is itself a big version of a normal enemy called "Gnawty". The quote at the top of the page appears after defeating Master Necky Sr., a palette swap of Master Necky Jr.
- In the SNES version of Donkey Kong Country 3: Dixie Kong's Double Trouble!, there was a hidden code to give Kiddy and Dixie Kong different colored clothing. It didn't affect the game, but the alternate colors looked cooler than the regular colors.
- Donkey Kong Country 3 also had Koindozers, which were similar to Klobbers from the second game, but were a palette swap of Koin (a Kremling that used a DK Coin as a shield). The rest of Donkey Kong Country follows suit with different coloured Kremlings and other mooks, this gives away whether or not some are Demonic Spiders (the grey Klobbers that rob you of lives) or Invincible Minor Minions (Red Zingers and Nigh Invulnerable Green Zingers). Red Zingers could only be killed with Squitter's webs (unreliable because Squitter is only in a few levels), while Green Zingers could be killed with barrels as well.
- This is used heavily in the Turbo-Grafx 16 game Dragon's Curse, where eventually you will run into three colors—red, green, and blue—of every enemy in the game.
- Kid Icarus both does and doesn't rely on this trope. The first game had multiple sprites for several monsters that otherwise varied only numerically. Given the wildly different descriptions in the game manual, it can be quite a disappointment to realize that you've just run into yet another version of Monoeye. Some of these enemies also come in palette swaps, with three sprites for Kobil, each in two colors, for a total of six.
- The two teams in Killer Queen consist of the same sprites with gold or blue color schemes. Four of the characters on each team also look identical to each other except for the patterns on their shirts.
- In Kirby & the Amazing Mirror, you get three palette-swapped helpers and the ability to change your color. You can change colors in Kirby: Squeak Squad as well. Many of Kirby's hats for his copy abilities are palette swaps of each other, including bandannas, backwards baseball caps, and crowns.
- Kirby Super Star uses different palettes for the Helpers and their enemy counterparts (with the exception of Wheelie). Of note is that the Helpers' colors are in fact their standard palettes as Mooks in other Kirby games. Milky Way Wishes adds a third palette to most (all?) enemies, and the Helper to Hero mode in Kirby Super Star Ultra adds a fourth to their playable versions. Several of the bosses reappear under different palettes, as well, though they aren't acknowledged as different bosses.
- Mega Man's Variable Weapon System allows him to adopt enemies' powers along with a new color scheme.
- Several of the Metroid games have enemies who are palette swaps of each other, though Super Metroid mixes it up by making some common enemies larger instead.
- In the original Metroid on the NES, the Varia Suit is just an orange recolor of the Power Suit, without the shoulder pads introduced in the (monochrome) Metroid II: Return of Samus.
- The Metroid Prime Trilogy uses this fairly often. For example, the Phaz-Ing in Metroid Prime 3: Corruption are reskins of the Inglets in Metroid Prime 2: Echoes, the Mechlopses in Echoes are reskins of the Triclopses in Metroid Prime, Echoes uses reskins to create "Dark" versions of many enemies, and so on. In a somewhat odd aversion, the Bombus from Prime were reused as Luminoth drones in Echoes with no changes to appearance and only the most minor alterations to activity. Even the weapons get this; the Ice Beam and Plasma Beam in Prime show up in Echoes slightly reskinned as the Dark Beam and Light Beam, respectively. The scan for the Metroids in Echoes even mentions that they're vulnerable to the "freezing effects" of the Dark Beam.
- Mickey Mousecapade has a seasonal-themed level where you walk through the woods in all four seasons, with only color changes to represent the seasons. Purple leaves for the trees in spring, green leaves for summer, brown leaves for fall, and white leaves along with white "grass" and "ice" replacing the path for winter.
- In Mystic Defender, Round 6 recycles the background tiles from Round 3, recolored green this time.
- Purple reuses enemy sprites with different colours and gives them different behaviour.
- The very first Rayman game had the very first boss and second/third (depending on player's choice) one being palette swaps of each other - originally. However later editions of the game infamously removed the palette change partially or completely, leading many players to believe they were fighting the same character again - which absolutely did not make any sense in context.
- Sonic the Hedgehog
- The character running sprite from the Sonic the Hedgehog 2 Special Stage is the same no matter if you're playing as Sonic, Tails, or Knuckles when locked-on to Sonic and Knuckles. Only the head (and Tails' titular appendages) are changed - the body is palette swapped.
- Sonic 3 & Knuckles has the Egg-robo, a palette swap of Dr. Robotnik for Knuckles's story. The head and the hands are changed, but the body and animations remain the same. However, due to an oversight from the developers, Dr. Robotnik's sprite in the 2nd act of Flying Battery Zone remains unchanged due to it being a unique sprite instead of being the usual sprite used in every Robotnik fight.
- The Shadow Androids from the Multiplayer Mode of Shadow the Hedgehog are palette swaps of one another. There's a gold-striped Shadow that's a palette swap of the regular Shadow, and the "Metal Shadow" models are also palette swaps.
- Mephiles from Sonic the Hedgehog (2006) is a demonic creature that has taken the likeness of Shadow. The only difference between them is that - unlike Shadow - Mephiles lacks a mouth and while Shadow has red stripes and cufflinks, Mephiles has green-ish grey ones.
- Spyro The Dragon provides a 3D example. About midway through the game, Spyro encounters wizard enemies that shoot lightning bolts and wear green robes. Later on in the game, he encounters the same exact enemy model, except these wizards have blue robes and the additional ability to animate suits of armor. Also shows up in Spyro: A Hero's Tail with Ember and Flame who use the same basic model of Spyro but slightly changed and when you unlock them as costumes no new voice clips for Ember the girl.
- Super Mario Bros.:
- In Super Mario Bros., Red Koopa Troopas are smart enough to turn around when they come to a ledge, while Green ones walk right off, even into a Bottomless Pit. Water and lava used the same sprite with different colors. It wasn't until the All-Stars port that gave water and lava their unique sprites. This article reveals that the clouds and bushes are actually the same graphic sprite. Fire Mario is a palette swap, and star power switches through palettes rapidly. Mario's brother Luigi also began life as no more than a palette swap, but he later evolved into the taller, thinner look that he is known for when the Japanese game Doki Doki Panic was ported to the west as Super Mario Bros. 2. This differentiation between Mario and Luigi has stuck ever since, as did the alteration of their shirt and overall colours (switching in SMB2 from red/green overalls and blue shirts to the more natural blue overalls and red/green shirts). This was parodied in Paper Mario: The Thousand-Year Door: Mario could change his shirt and hat color to green by wearing the L Emblem badge. Despite this being the only change, the president of the Luigi Fan Club (and no one elsenote ) can be fooled when Mario uses this badge. In fact, this is how you solve one of the troubles.
- In Super Mario Bros.: The Lost Levels, the Poison Mushroom is black with brown stains, almost an inverse to the normal mushroom (brown with red stains). it gained a more distinct appearance in later versions of the game to make the game slightly less frustrating.
- In Super Mario Bros. 2, there are actually two colors of Shy Guy, although the two colors are closer. The difference is exactly the same: Shy Guys in pink turn around when they hit edges; Shy Guys in red walk right off. The three kinds of Birdo have more strikingly different colors, and they indicate what they spit: eggs only, fireballs only, or both. Snifits come in even more colors with a wider variety of behavior, from walking off of cliffs to turning back to spontaneously changing directions to jumping and firing more rapidly. Also, the flicker of damaged enemies or things about to explode changes based on what character you're using. This is because all sprites on an NES screennote can only make use of one of four sets of three colours (chosen from a palette of 53). In most games, the player character gets one of these sets, and in SMB2, each player character uses a unique colour set. But since you don't want enemies changing colour based on which character you're playing, that only leaves 3 sets left for every single other sprite, which includes vegetables and anything else that has to move around the screen.note You can't change the colour scheme assigned to the enemy without changing all other enemies and whatnots using that colour choice, but you can switch that particular enemy's sprite to one of the other colour sets, and the player character's colour set is about the only one that's at all predictable.note
- Paper Mario has different colors of Shy Guys seemingly just for variety; however, most color changes in enemies do indicate an increase in difficulty. Red and Blue Goomba, the minibosses for the Prologue, have slightly different HP, for example.
- Super Mario Bros. 3 has brown Paragoombas that hop along the ground, and tan Paragoombas that actually fly around, dropping Mugger Micro-Goombas. Gold Cheep-Cheeps and green Parabeetles were among the Dummied Out enemies.
- Super Mario World expands on this by having four colors of Koopa. The original two colors retain their behaviors, while Blue and Yellow are a little different. Take note that a Koopa wears shoes that correspond to their shell color, which can change if a Koopa enters a different colored shell. Additionally, while Yoshi has a shell in his mouth that is a different color than green, he gains a certain power. We also see different colored Yoshis right off the bat. Yoshis other than green ones add the corresponding shell color's power as long as they have shells in their mouths, so you could actually have two at once. There's also a Koopa climbing into a Yellow Shell that would become a color-flashing and resilient Koopa that relentlessly chases you down, and a Koopa stomped out of a Blue Shell would become a shell-kicker. The caped, flying Koopas are from red, green, and blue shells.
- In Theta vs Pi 7 this is pretty much the whole idea of the Delta Guards. One attacks you then as soon as it's defeated a new one comes out in a different colur.
- amiibo support in Yoshi's Woolly World allows you to play as a Yoshi texture-swapped to look like that character. Characters such as Mario, Ness and Sonic are supported. The Pokémon amiibo, though, just give you a Yoshi with an amiibo logo. (Blame The Pokémon Company for that one, they are really restrictive on the usage of the IP outside of Smash Bros.)
- Some lower level monsters in Elemental Story are just recolors with slightly different designs.
- Forza Motorsport uses a bit of this with its cars; some manufacturers have what is essentially two cars that are exactly the same sold under different brands. The standard Acura NSX and Honda NSX are prime examples, being identical except for the badges, default colors, and which side the steering wheel is mounted on. Purpose built racing cars by the same manufacturer hit this as well, as many of them are based on the same car, with the same internals, but with the livery and maybe the default tuning setup (such as suspension height) changed; once the player adds his own livery, the difference between them is almost nonexistent. Some cars also have performance versions, which are generally the same thing but with slightly different bodywork and some more power (such as the standard Lamborghini Murciélago and the Murciélago LP 640).
- Gran Turismo 5:
- Famous for having around 40 versions of the Nissan GT-R / Skyline, though many are separate generations (and thus, have different bodywork and internals).
- Played straight at the Vauxhall and Opel car list. They have the same car list, the difference being the brand. The reason is that Gran Turismo 5 ownard, all region-exclusive cars are in every region game.
- If the player preorders the Zelda/Animal Crossing DLC for Mario Kart 8 they get access to all the Yoshi and Shy Guy color variations.
Real Time Strategy
- Pikmin does this with the Bulborb subespecies. There's red, white, black (Bulbear), orange and white.
- Sacrifice has five sides with 9 unique units each. A few of these 'unique' units are palette swaps. The manual explains all of them: Some are the same creatures that defected to the other side, and were granted different powers by their new god. Or were killed by Charnel and raised as The Undead.
- Star Wars: Empire at War: Forces of Corruption example: Grand Admiral Thrawn's flagship, the Admonitor, is a blue version of the Accuser, Captain Piett's ship from the original Empire at War, but with a different special (all Star Destroyers have a tractor beam special).
- Warcraft franchise does this a lot.
- World of Warcraft is notorious for reusing character models and animations. Although it's understandable why a polar bear would share the same model as a grizzly bear, it's slightly jarring when you encounter a boss like Murmur who is clearly a copy of Ragnaros with only minor changes. Even in the RTS games, some units share the same model as another one. Like how a tinted Acolyte model was used for a "Fallen Priest" and "Heretic" in the Orc campaign for Reign of Chaos. But some are more subtle like how Harpies use a modified Gargoyle model.
- If you lacked 3D rendering skills, this was what you were reduced to doing for custom maps with custom creeps in Warcraft 3's World Editor. The game itself gave you some flexiblity in changing their sizes and tinting them different colors, but apart from that you had to work with what was shipped.
- A common example of palette swaps in Real-Time Strategy games is the team color of units.
- In Command & Conquer: Tiberian Sun and Red Alert 2, the 3D models of each units used a palette with some "remap" colors, which were assigned to the team colors. The rest of the palette didn't change. In fact, the entire franchise does that, and the first two games had unit sprites in common: The first two games made no attempt at a distinction between the basic infantry and some of the buildings. This even carried over games, as the Soviets had the same tanks and infantry as GDI, except they were red as opposed to yellow. The Allies and Nod had some tiny variations, since they changed the sizes of some of the tanks to differentiate them, but otherwise the Allies was a palette swap of Nod.
- This eventually carried over to Command & Conquer: Generals and the later 3D games, which had proper 3D models for everything as well as every faction having a completely unique military, by virtue of keeping the "house color" visible as stripes, blocks or other parts on the units and structures to some degree to tell the various players apart even if they play the same faction, but most of the skin of any given object would remain the same. Using changed skins for units with the otherwise same model is popular with Game Mods, however.
- In the StarCraft I campaign, special units were often assigned a different team color so the player could tell them apart from their normal counterparts. Only Kerrigan in her Zerg form had a completely unique character model.
- Incidentally, the way this was done (put the "hero" unit on another team and set that team/unit to "rescuable" status, meaning that you gain control of it when you get close enough to it, then put it right next to your starting units) also led to the unit's appearance being accompanied by a short audio jingle, as if to say, "I'm important, so don't go getting me killed, kthx".
- StarCraft II averts this with differently modeled sprites for heroes and mercenary units. In the Protoss mini-campaign in Wings of Liberty, enemy protoss were given a rare full model palette swap of Dark Grey/Black and Green. In Heart of the Swarm, the developers got a little lazy as certain NPC units in wildly varying contexts were given similar, if not nearly identical, sprite models. Legacy of the Void merges palette swap and model change in several cases, particularly the army building component.
- Total War has many of its factions having the same units, but with different aesthetics and availabilities. In the Rome games, the Romans have a wide range of infantry units, but have a few average cavalry. Nomadic factions have many types cavalry units but only a few melee and missile units. The Greek factions possess formidable spear men, but have very little cavalry.
- In Rome: Total War, the Lombardi and Burgundi factions are otherwise identical Palette Swaps of each over in every way possible. The same holds true for Sarmatian and Roxolani units, being colourcoded yellow and blue, respectively.
- Dance Dance Revolution character dancer's outfits are palette swaps of each other. In Hottest Party 1, and each new character introduced in Hottest Party 2-3, gets 1 outfit in four colors: http://www.konami.jp/bemani/ddr/jp/gs/hp/basic/chara.html#
- Most characters in pop'n music have palette swaps that can be selected by pressing a yellow button on the character select screen. Sometimes the character's palette-swapped form takes on a different name (i.e. Vic Viper's swap is called Lord British), and sometimes you'll get a different character altogether.
Role Playing Game
- Atelier Sophie: The Alchemist of the Mysterious Book:
- Minor NPCs in the town — a few models with different coloured clothes.
- Used a lot for monsters. The different colours do not represent different strengths though: for example the weakest Puni is blue, the weakest Ghost is white (with a blue hat), and the weakest Beast is brown and black.
- Brave Story: New Traveler not only plays this straight, but takes it a step further by having palette swaps within the same species of monster. Taken to a ridiculous extreme when one particular event has you fight two sets of triplets; three Cat Girl sisters and three Lizard Folk brothers. Each of the siblings look exactly the same, with the colors of their hair/skin being the only difference.
- Chrono Trigger was brutally honest about its use of palette swapped enemies. The imps that you fight early in the game are named "Blue Imp" and "Green Imp" respectively, and the bestiary in the DS version differentiate between the two versions of the "Hench" monster by designating them (Blue) and (Purple). Other palette swapped enemies are given unique names, however.
- Chrono Cross, unlike Chrono Trigger, had a wide variety of diverse enemies with little palette swaps, mostly the human soldier grunts were recolors and dwarf enemies having different names.
- Cthulhu Saves the World switches palettes on several early goons to be used again later. The trope is called out sarcastically in one monster's description, "Definitely not just a palette swap.".
- Most wizard enemies in Dink Smallwood mods are darker recolors of Martridge, the wizard from the original game. Occasionally one of the other characters or monsters gets color-swapped, such as the ice-blue pillbugs in Dink Smallwood's Christmas.
- Dragon Quest: The Healslime family are palette swaps of the Man o' War jellyfish, despite having no abilities in common.
- The Uderfrykte Matron in The Elder Scrolls IV: Oblivion is just an extra-strong troll with a blurry shader applied to it.
- In the Etrian Odyssey series, palette swaps of regular enemies are common, and each succesive version that appears is more difficult to defeat than the previous one(s). The fourth game has a notable example with the Lion: While all of them are asleep by the first turn, the attack power of each new version is higher; and by the time you meet the Red Lion in the Bonus Dungeon, expect to deal with an attack so strong (Biting Flurry) that will likely instantly kill many or all of your party members if their defense isn't high enough.
- The Fallout series uses palette swaps for certain subtypes of non-human creatures, as well as giving some the Underground Monkey treatment with different models and abilities.
- The Final Fantasy games feature a lot of these, including Underground Monkeys. Perhaps the most noticeable example is Final Fantasy X's Monster Arena, where all the bonus monsters are simply previous enemies and bosses colored differently (save for Neslug).
- Final Fantasy VIII is just about the only game that does not use palette swaps in copious quantities, and even that game has Ultima/Omega Weapon and Elnoyle/Elvoret as swaps. This is justified in that Elvoret was an Elnoyle residing the tower and Omega was Ultima reincarnated by Ultimecia.
- FFVIII was the only game not to actually need this because the monsters leveled up with you. The other games had to make palette swaps from necessity.
- Final Fantasy IX had just about as little of it as possible too. The only palette monsters are the friendly monsters, the black waltzes and the crystal versions of the four chaos bosses. Mind you, while the -enemies- were almost all unique, the NPCs could be another story (though they too were often more varied than expected).
- Alongside the aforementioned example, Final Fantasy X had an extremely odd example. The (unusually strange and unsettling) enemy Mimic uses a somewhat unique 'floating debris' model, but the real kicker is that instead of reusing previous enemy palettes/textures, they reuse their animation, giving the floating pile of rubble a 'body' used by a random fiend (or machina).
- Final Fantasy X-2 at least tries some mild deviation, by making its palette swapped baddies progressively bigger. Although the game still suffered this trope for a few enemies, including the Final Boss; the final boss is basically a copy of the main character from Final Fantasy X in different clothes and uses the exact same battle animations, right down to his critical HP and KO animations! This fact is what kickstarts the entire plot.
- Final Fantasy XII still uses Palette Swaps, but rely on them a lot less than the past games did. For example, dragons and wolves will still come in different colors, but will also have other features added to make them different from their weaker counterparts, such as spikes on the skull, sport flaming eyes, being larger than the previous monsters, etc. However, the animations are still recycled for all monsters that are in the same family tree. There are mentions of migration and evolution of creatures occasionally in the lore, though, which explains a good few examples... but not why the wolves' basic attack is an uppercut performed with their snoutsnote .
- Final Fantasy XI has similar explanations for why monsters of the same family had such bizarre separations across environments. On the other hand, FFXI barely even uses palette swaps; including many 'Bosses' (rare monsters referred to as NM, although mostly not storyline related) using the same sprites as the regular mobs that surround them (although occasionally with an inflated size). This was particularly bad where, for quite awhile after they were introduced, five of the most powerful monsters in the game (at the time of their release) used the same models as far more mundane creatures. They've since been reskinned, but still use the same base models.
- In Final Fantasy XII: Revenant Wings, all the regular summons (bar the ones like Levianthan, Ifrit, and so on), are palette swaps of each other, so that like the above example the player can tell them apart.
- Dissidia: Final Fantasy works this into the plot by having most of the enemies be Manikins, which are player character models with a coloured crystal texture all over and Glowing Eyes. Most of Cloud's animations are also recycled from Zack's in Crisis Core, which was developed just a little earlier - although this is Justified due to Cloud's powers being copied from Zack.
- The vast majority of enemies in Golden Sun have three recolors throughout the game. The few that don't generally have a Dummied Out third color. Even about half of the bosses are derived from this.
- In Jade Cocoon 2, some Divine Beasts come in multiple elemental varieties. For example, Mau Divine Beasts come in Fire, Wind and Earth varieties, each with their own stats and attacks, but not Water because it is the opposite to the Mau family's main element, Fire.
- The standard editions of the Kingdom Hearts games mostly avoid this (surprising for a Square Enix game), only using palette swaps to denote the elemental affinity of the mage-type Heartless; however, the Final Mix editions of both games use palette swaps in interesting ways. First of all, nearly all of the standard Mooks in the Final Mix games have had their colors changed from the original game's colors—for example, the first game's purple and pink Wyverns became blue and gold in the original Final Mix, and the second game's blue Hook Bats became red in Final Mix+. Some enemies, such as the black Shadows, remained the same in all editions, and though there was a rumor that the palette-swapped standard enemies had their stats tweaked, they really are the same enemies. The Final Mix editions of the game also included extra monsters; of these, many of them are palette swaps of standard enemies with slight changes in the mesh, high stats, and a host of annoying special abilities.
- This isn't the case in 358/2 Days. Most of the bosses are larger palette swaps of average heartless you fight normally, with a few other minor aesthetic alterations. Also, some of the Keyblades are palette swaps of each other, and when you equip the Zero Gear, the Kingdom Key+ is just the Kingdom Key with higher stats. Though this could be justified considering this is a DS game and they focused on putting the good stuff in other areas. Which they did pretty well.
- Also from Days: Xion is a palette swap of Roxas minus the dual-wielding.
- The dream eaters in Kingdom Hearts 3D are perhaps the most notable examples of this in the series, with the friendly Spirits having bright colors, the Nightmares having dark colors, and the rare Nightmares using a blueish-white as their primary body color instead of whatever the normal versions used. The only differences they possess aside from color are the shapes of their eyes; the Nightmares all possess circular red eyes, whereas the Spirits have four different shapes per variety that change based on their disposition.
- Kingdom of Paradise's field enemies consist merely of differently-colored versions of a few models (archer, swordsman, golem). The color of the uniform lets the player know which clan they're from.
- All drell characters in Mass Effect 2 look exactly identical save for skin colour. Multiplayer characters in Mass Effect 3 are palette swaps of various Mooks and player's armor suits. This is also true for the case of the Earth DLC's N7 kits as only players who are very familiar with various armor sets are likely to recognize that: The Fury is Kasumi with a metal mask; The Destroyer's skin is based on the Terminus armor; The Demolisher has reskinned Cerberus Ajax armor; The Paladin has Inferno armor; The Shadow has a skin similar to a Phantom; and The Slayer is Kai Leng with an Alliance fighter pilot's helmet.
- The pre-"Extended Cut" ending to Mass Effect 3 was a rather infamous example of this. While there were some minor differences between each of the Multiple Endings, the difference between the vast majority of the footage was a matter of the color of the particle effects.
- Mega Man Battle Network uses this a lot - while there are numerous viruses over the six games, each has three to six different palette swaps, e.g. Mettaur, Mettaur 2, Mettaur 3, and MettaurOmega, just to name one set. Third-level and Omega viruses often have slightly changed attacks, but for the most part, the only difference is increased HP, speed, and damage output.
- The Omega versions of the bosses in the fourth game also receive a palette swap, perhaps to help indicate that they're on a completely different level from the previous versions strength wise.
- The same is true of Mega Man Star Force. Met viruses, for example go yellow -> red -> blue, with their health, damage, and the speed at which their attacks move increasing; the later ones are also more likely to retreat into their helmets. Star Force 2 also has different colours of Mu wave soldier, denoting elemental alignment rather than power.
- Monster Hunter uses Palette Swaps to differentiate standard wyverns from their Subspecies upgrades. For example, a low level Rathalos is Red, a medium powered one is Azure (dark blue), and a high level one is Silver. While many of the Subspecies that debuted in the first generation are simply harder versions of their original versions, over the course of the years the series has added Subspecies that are more unique and easily distinguishable: Their elemental attacks may be different, their attacks may be the same but done in different patterns or ways, and they may be found in very different habitats from those of the main species. There are also Variants (regular monsters that are going under abnormal conditions) and Deviants (monsters that have mutated into more aggresive versions), which are present as palette swaps as well.
- MOTHER 1 did this, but had the decency to occasionally add subtle changes to their swapped sprites (a dog-collar on the wolf sprite to make a 'stray dog', rust marks on the robot sprite to make the 'scrapper'...)
- EarthBound parodied this by giving the palette swaps goofy names.
- The Persona games make use of this. All enemies in 3 and 4, even bosses, save for the plot related ones, are palette swaps of their base-type.
- The various Phantasy Star games have used this. The first Phantasy Star had one notable (for an ancient 8-bit game) detail: the skeleton-type enemies had a different shield design for all three of their swaps.
- The series generally avoids doing this too much with their own Mons. That being said, a few species like Plusle and Minun are purposely designed to look very similar to each other. Later species may have differences between individuals of the same species. These can vary from being purely cosmetic (such as male and female Hippopotas or East Sea and West Sea Shellos) to working differently in battle (Meowstic's moveset varies between the male and the female and Gourgiest's various sizes differ in base stats).
- Backlash ensued when in Gen V, the Kami trio turned out to mostly be this. (There are some minor differences, such as the number of horns and the shape of their tails). It's alleviated a bit in Black and White 2, however, as the Kami trio are all given alternate "beast" forms that are very different from each other (being a bird, a dragon and a tiger, respectively).
- However, the most popular examples of palette swaps in the series are shiny Pokemon, an extremely rare variant from the Pokemon's normal colors. The colors themselves range from being only slightly lighter or slightly darker then the original, to very dramatic examples, but due to the fact that they're incredibly rare (roughly a 1 in 8192 chance without modifications, 1 in 4096 in X and Y and onward...), they're highly prized by collectors. Even so, they're functionally no different then regularly colored Pokemon. Can also function as Metal Slimes if the shiny is one that gives tons of EXP when caught or killed, such as Audino or Chansey.
- The Shining Series:
- The various enemies in Shining in the Darkness.
- Shining the Holy Ark was really bad with this, to the point where simliar looking enemies would reappear in the dungeon after the next. It was probably because they were all heavily animated (for the time) so the game couldn't physically have as many enemies.
- Shining Wisdom is split into two areas, east and west. Most of the enemies in the east (the latter part of the game) are just the same enemies with a different colour scheme and new attacks.
- The earlier Shin Megami Tensei games loved to do this. The most notorious example? The three seraphs' sprite when they are in your party is the same as the archangel's: the second demon of the "divine" clan.
- Shin Megami Tensei IV does this with the four DLC demons that you don't fight. Asterius is based on the Minotaur, Oread is based on Napaea, Plasma is based on Chemtrail, and Aeshma is based on Asmodeus. These are actually pretty clever examples - each of these pairs are connected in some way. For example, Plasma and Chemtrail are both demons based off of deadly conspiracy theories that put humans at fault while Asterius is an alternate name for the Minotaur.
- Skies of Arcadia mostly averted this, save for a few types of enemies that reappear. However, it's played straight with the Looper enemies - as Arcadia has six colored moons, a different colored Looper is founds depending on what region you're innote . There is also a far-reaching area in the world where you can find all six varieties of Looper, in addition to a giant orange Looper that you must fight with your ship. Finally, a Bonus Boss, Elcian, is a black Looper that is found in the Dark Rift.
- Sweet Home has several enemies with more powerful recolours in later portions of the game. (Wisp and Bane, Hound and Wolf, etc.) One interesting variation is Ghoul, in which the more powerful version is not only slightly redrawn (Missing an arm) but is also flipped upside down. (Indicating that it's dropping down/hanging from the ceiling.)
- Sword of Vermilion was a heavy offender from the 16-bit era. All the common enemies came in six different colors (in order of ascending power: green, blue, red, black, silver, gold). Also, only the Final Boss was truly unique, all other bosses were palette swaps of four different models (dragon, giant, fire demon and necromancer).
- Tales of Legendia is a big offender. The same twelve enemies appear constantly throughout the game, sometimes twice in the same dungeon, with only their palettes swapped out. This gets ridiculous within the first ten hours of the game, but in a seventy hour game, it begins to feel incredibly monotonous.
- The World Ends with You does this with the Noise. There are sometimes cosmetic differences between the various versions of each Noise species, and the boss versions of a few of the more powerful versions often have tattoos all over their bodies in addition to more threatening characteristics (bigger horns/tusks), but overall most Noise are palette swaps of about fifteen or sixteen different species. Unlike all of the other bosses, who except for the two bat bosses and boss versions of normal Noise all have unique sprites, the Bonus Boss Panthera Cantus is a palette swap as well, of two of the bosses, one on each screen.
- The 7th Saga has the Bounty Hunter Pison, who, after begin defeated the first time, shows up unexpectedly later in the quest and proudly announces that he is now Red-Pison. Turns out to be Exactly What It Says on the Tin, and you immediately fight a stronger version of the original enemy, now palette-swapped to red. He even does this again even later on, becoming Metal-Pison and getting a gunmetal gray recolor.
- In Dot Hack GU:
- Atoli and Shino are palette swaps. Of course, this is easier to understand when you remember that this takes place in an MMORPG; that, and the fact that they look the same is a major plot point. Also, all the NPCs running around "The World" consist of palette swaps.
- A number of characters from .hack//SIGN and the first PS2 game series are palette swaps of each other, including Bear and Orca, Mimiru and BlackRose, and Tsukasa and Elk. This is Played for Laughs in the .hack//Gift OVA, where one of the Blademasters (Bear and Orca's class) is killed in-game, and because dead characters are grayed out, nobody can tell which one of them it is.
- Xenoblade Chronicles X: Nearly all the different indigen species have a counterpart that looks and acts very similar to them. For example, Liceors are swaps of Saltats, Caros are swaps of Grexes, Viragoes are swaps of Vigents, and Jaculs are swaps of Auravis. Usually, the two species live on different continents (Liceors are only found in Sylvalum, for example, while Saltats are everywhere else), but there is some occasional cross-over.
Shoot Em Up
- The different enemy factions in BLOODCRUSHER II are just reskins of the same basic enemies.
- One of the final bosses in Darius Gaiden is a palette swap of the first boss, making for a nasty trick for any unprepared player.
- Galaxian was the first game to have palette-swapped enemies where sprites were multi-colored. In fact, this is the oldest game to have multi-colored sprites.
- Hardcore fans of the Gradius series were disappointed to discover that in Gradius V, the Player 2 ship was not Lord British (the red, single-nosed 2P ship of Life Force), but just a red-colored Vic Viper.
- The Guardian Legend does this with bosses Fleepa, Optomon, Bombarder, and Clawbot, each of which recurs in different colors, and the last of which reuses the top half of the Bombarder sprite.
- Raizing's "Bat" series of shmups does this differently. Pressing certain buttons or button combos not only changes the palette of player ships, but also gives them different abilities, such as enhanced speed, bomb, shot and option firepower, and in some cases, a smaller hitbox.
- Super Spy Hunter has you fight upgraded palette swaps of the second and fourth bosses prior to the final boss.
- Yars' Revenge does this quite oddly. The Qotile constantly palette swaps as part of its normal function, going through a rainbow of the colors that the 2600 could produce. When it turns red, it becomes a Swirl and tries to kill you. After the player has scored 70,000 points, the shield around the Qotile turns blue, and the Qotile will turn into Swirls when it turns blue and yellow as well. Of course, the original red Swirl is faster and usually trickier to avoid/kill. The shield goes through two other palette swaps as well - at 150,000 points, it turns grey, the Qotile's transforming frequency turns back to normal, but the Swirl can now turn in flight to home in on the Yar; and at 230,000 points, the shield turns pink, and the Qotile now has triple-frequency and homing ability.
- In Descent and Descent II, some enemy robots would have textures that looked like textures found within the games' walls or floors. Although some were for camouflage, some 'bots had their textures changed to denote different behavior (such as dropping bombs, instead of firing laser or missiles or what-have-you).
- Red Medium Hulks are three times tougher than Brown Medium Hulks, and use homing missiles, in barrages, nonetheless. Class 2 Platforms have a green Demonic Spider variation that shoots rapid-fire concussion missiles. Play In Descent II, the goddamned Red Hornets later have a more demonic green variant, the Spawns.
- Harvest Moon Grand Bazaar. While the other games will use palette swaps for minor characters and other insignificant things (items, animals, etc.), a lot of the major townspeople in Grand Bazaar share sprites with at least one other villager. The two main character choices (a male and a female) are just swaps of each other. Claire shares the same sprite with Nellie, and Isaac with Wilbur; Cindy with Lauren (justified, because they're twins), along with every other young girl (including your daughter); Kevin with all other young boys (including your son); Ethel with Joan; and Raul with Diego and Enrique (they're all brothers). They at least get somewhat different Character Portraits, but because of this they wear really similar clothing in their artwork.
- In the Super NES ports of Wing Commander and Wing Commander: The Secret Missions, the Jalthi was a color-swapped version of the Salthi model, due to storage limitations of the cartridge. However, the Jalthi retains its hard-hitting armament of six guns, making it easier to dismiss the heavy fighter as one of the disposable mook fighters with only two lasers until it's too late.
- Wings of Dawn: Lampshaded in-universe with a direct reference to the trope namer with the Sweeper and Astray, two Fura'ngle fighters that look identical save for their colorations.
- In Backyard Skateboarding, Old School Andy is a palette swap of Andy MacDonald.
- In Punch-Out!!, each of the boxers (except King Hippo) has a swapped counterpart with a different face:
- The arcade version has Glass Joe and Kid Quick, Piston Hurricane and Pizza Pasta, and Bald Bull and Mr. Sandman.
- The Arcade Super Punch Out actually had the first two of five fighters, Bear Hugger and Dragon Chan, have their own distinct palettes. Vodka Drunkenski and Super Macho Man share similar bodies. Great Tiger is, for all intents and purposes, Piston Hurricane with a turban and slightly longer mustache.
- The NES version has Glass Joe and Don Flamenco, Von Kaiser and Great Tiger, Bald Bull and Mr. Sandman (returning from the arcade game), Vodka Drunkenski / Soda Popinski and Super Macho Man (returning from the arcade sequel Super Punch-Out), and Piston Honda and Mike Tyson / Mr. Dream.
- Super Punch Out for SNES has Gabby Jay and Bob Charlie, Bear Hugger and Mad Clown, Piston Hurricane and Aran Ryan, Bald Bull and Mr. Sandman (again), Dragon Chan and Heike Kagero, Masked Muscle and Super Macho Man, and the two Bruiser Brothers (sharing their own model). The only original palettes are Narcis Prince and Hoy Quarlow.
- Averted in the Wii game, in which for the first time, all of the characters have distinct character models, although they still have similar appearances, indirectly referencing this trope.
- In Mutant League Football, there are five player races: 'Human'/Superhuman, Troll, Alien, Skeleton, and Robot. Robots are actually palette-swapped Skeleton sprites with the ribcages, arms, and legs "filled out"; the only team with robots, the all-robot Turbo Techies, is thus essentially a palette swap of the all-skeleton teams, the Deathskin Razors and the Sixty Whiners.
- Mutant League Hockey:
- There are just three races in this one (Skeleton, Troll, and Robot), with robots now having completely unique sprites. The Deathskin Razors and Turbo Techies are again guilty of this, but not relative to each other — they have swaps in the form of the Dead Things and Chilly Liars (Razors) and the Bruiser Bots (Techies)
- Of the coaches, only Bricka of the Mutant Monsters and Doc Whizz of the Bruiser Bots have unique portraits and quotes (though Doc Whizz shares his player evaluations with the Robot coaches). The rest are palette swaps of one of the following "molds" — the Robot, the Troll, the Barbarian, the Wimp, or the Hellspawn.
- Dragon Wars has a lot of this with its dragons. Kinnara and Garuda, Kastor and Borg, and probably others, are palette swaps of each other.
Turn Based Strategy
- Age of Wonders, very few fabric units (Larva-Maggot, Gold-Black Dragon) and most modded units.
- Almost all of the non-plot-related enemies and characters in Disgaea have higher class ranks that are palette swaps of their base class, each with slightly better stats than the last.
- Disgaea 3 introduces a service that allows one to change a unit's color to that of any of their other creatable ranks for a fee, and 4 expands on it by introducing unique colors that aren't used by any of a class' ranks, and extends the palette swapping privileges to unique characters.
- Also in 3, various Palette swaps of Mao are important to the plot as "Inner Mao"s
- A similar effect is seen in most other Nippon Ichi titles, including La Pucelle and Makai Kingdom. Phantom Brave did it with the titles attached to characters instead of classes.
- In Disgaea 4 Des X is a palette swap of Desco. This being Disgaea, is pointed out and lampshaded.
- Etna turns Blue for a chapter in Disgaea Dimension 2. This is a plot point, as Etna herself points out, she looks like she's "Player 2". All of her alternate unit palettes are also swapped.
- Most of the named plot characters in D2 - such as Laharl, Etna, Sicily and Flonne - have unique sprites. Lanzarote, on the other hand, is an Archer recolour. Given that Lanzarote is plot-relevant for one chapter and is then basically only notable because you probably won't have a caster of aggressive buffs before then, this was probably done just to save time.
- Nono from Final Fantasy Tactics Advance wears a green version of his job class, the Gadgeteer's clothes.
- All generic units, enemy and ally, in the Final Fantasy Tactics series are color swaps of each other so players can identify units from each other. Example, a Nu Mou Black Mage is generally clothed in blue while an enemy one has red clothing.
- This makes things moderately confusing when you have to fight Blue Mages dressed in red and Red Mages dressed in blue.
- In tactics A2 this becomes funny. The red king is dressed in blue, the blue king is dressed in red, the the black king is dressed in red, the green king is dressed in purple. not only that, they aren't master of their namesake magic, they use others more. So apparently magic types can get palette swapped as well.
- All generic units, enemy and ally, in the Final Fantasy Tactics series are color swaps of each other so players can identify units from each other. Example, a Nu Mou Black Mage is generally clothed in blue while an enemy one has red clothing.
- The Fire Emblem series plays this in several different ways:
- There is usually just one or two (if both genders are possible) character model per class; everyone in a particular class is a palette swap of that model. Generic units are coloured by affiliation, while playable, boss and other important characters have their own unique colour scheme. Some characters have their own individual class (e.g. Lord) and thus look unique. Radiant Dawn alleviates this to some extent by giving every player and important character a unique skin to their model which reflects their actual appearance, but the model's animations do not change at all. That is why the fans clamor for the official character art—these portraits tend to add a touch of personalization that the in-game models often do not portray.
- Several exceptions exist to this tendency, particularly in the GBA era. The Sacred Stones introduced three apprentice classes; there is only one character each that as such looks rather unique... until he/she promotes into a proper class. Blazing Sword's Hawkeye - comparatively not that important a character - has his own completely unique Berserker sprite which differs significantly from the normal in its movement, whereas all other Berserkers use the generic sprite. Weird.
- Boss portraits are perhaps the more obvious example of this trope in the series, as after the NES era it wasn't really an acceptable break from reality based on technical constraints, unlike everyone's battle sprites being identical. The older the game, the more likely you'll run into a lookalike boss with a random palette. Jugdral is most notorious for this since it was done with semi-important villains, though Akaneia was even worse. After Sword of Seals, which memorably had six palette swaps of the same boss character all as the bosses of the same chapter, the practice waned through the following handheld games before finally ending for good in the Tellius games.
- Fire Emblem Awakening: All of your allies' outfits for their classes tend to either be blue or have blue lining. There are a few exceptions, however:
- In the true tradition of the red/green cavalier duo, Sully and Stahl, have red and green cavalier outfits, respectively, and the red and green lining is used for their paladin and great knight uniforms.
- Kellam, an armor knight, has orange lining on his uniform. Like Sully and Stahl, he keeps that color for his great knight outfit; ditto goes for Sully's future daughter Kjelle, only with light purple instead.
- Lissa has a yellow dress for her cleric and war cleric classes, and she gets a green and yellow sage robe - it's actually identical to her sister Emmeryn's outfit. Lissa's future son Owain also gets a dark yellow colored myrmidon/swordmaster outfit.
- Both Miriel (first generation) and Brady (Maribelle's son) get unique-looking sage's robes (Miriel's is black with a thin gold collar, while Brady's is dark purple with the same Roman Numeral collar as Lissa's), and Brady also gets a black and purple war monk outfit.
- Cordelia and her daughter Severa have red lining for their Pegasus knight and mercenary/hero outfits. Flavia's hero uniform also has red linings.
- Nowi, Nah, and Tiki are green, red, and bright yellow-colored dragons, respectively.note
- Both Anna and Gangrel have red and yellow/black colored Trickster outfits, respectively.
- Finally, Say'ri has a light purple swordmaster outfit.
- There's also an odd variant for the second-generation playable characters: palette swapping their hair colors depending who their parents are.
- There is usually just one or two (if both genders are possible) character model per class; everyone in a particular class is a palette swap of that model. Generic units are coloured by affiliation, while playable, boss and other important characters have their own unique colour scheme. Some characters have their own individual class (e.g. Lord) and thus look unique. Radiant Dawn alleviates this to some extent by giving every player and important character a unique skin to their model which reflects their actual appearance, but the model's animations do not change at all. That is why the fans clamor for the official character art—these portraits tend to add a touch of personalization that the in-game models often do not portray.
- In Fossil Fighters: Champions:
- All of the Super Evolvers are palette swaps, except for Kaishin and Buldor. They also include similar attack sets.
- Strangely enough, Teffla and Papygon are palette swaps of each other, despite evolving from completely different vivosaurs.
- Heroes of Might and Magic suffers from a bad case of palette swapping when units upgrade. Granted, some bells and whistles are usually added, but it's painfully obvious the models were built from the same sprite.
- Surprisingly for a game of its complexity, Jagged Alliance 2 has this. All enemies, mercs and militia are basically the same 3 models (Big Male, Regular Male, and Female) with a different palette for each. Mercs have the most diversity, as each has a different clothing color combination, and of course there are all sorts of combinations for hair color and skin color for everyone in the game.
- Luminous Arc and its sequel are horrible about this. There are probably less than ten different monster sprites that are recolored to make all the generic enemies you face.
- The economic edutainment game M.U.L.E. does this with the players' characters if any of them are the same species, but since they only share the screen during auctions, it's not really a problem.
- The Koubu mecha in the first Sakura Wars game are identical aside from color and weapons. The second game added another set of sprites for the two characters with European designed mecha. Once the games entered 3D with the third game, each character's mecha became more individualized with unique emblems, animations, and weapon models.
- Shining Force III does a pretty good job of averting this, until around half way when you notice the earliest monsters reappearing but with a different colour. The humble bat, one of the earliest enemies, reappears in Chapter 4 as the Vampire Bat which is bright red.
- In Telepath RPG, shadowlings get different color palettes to show how old they are. In the original, every shadowling is red except for Festus, who is blue, and Nala, who is green. (Tastidian and Nelis are different colors too, but they get unique models instead of just a palette swap.) In later games, blue shadowlings are always psy healers, probably as a Call-Back to Festus.
- In Telepath Tactics, every class has a colored uniform of some kind that changes color depending on what side they're on. (In the campaign, Emma's army is blue, her enemies are red, and neutrals are a variety of colors, usually green.) In a departure from previous games, shadowling color is no longer tied to age — they don't have a uniform, so they have to change the color of their eyes and hands instead.
Wide Open Sandbox
- [PROTOTYPE] has both lighter-colored USMC and darker-colored Blackwatch palettes of military vehicles, the ones you can actually hijack. Blackwatch ground vehicles are tougher to kill while their aircraft carry more ammunition(and are also slightly tougher), than their Marine counterparts. They can also be easily identified with their respective logos too.
Also the civilian populace, where any given civilian model has a few color themes affecting attire and skin.
- In Saints Row: The Third, you can unlock new skins for your gang members (like hookers, cops, mascots, National Guard soldiers, and even rival gang members) by completing story missions and minigames. If you actually apply these skins to your gang, it quickly becomes obvious that they are simply palette swapped versions of the originals, right down to the ones modeled on rival gangsters continuing to make disparaging remarks about the Saints during battle.
- The majority of the Space Pirate fighters in X3: Reunion and later games are standard faction fighters (mostly Argon and Teladi), but with sweet Nose Art. They retain the turrets and most of the stats of the base ship, though they often can carry a more varied loadout, at the cost of being inferior to the standard ship. X3: Terran Conflict introduced several Ace Custom pirate ships with unique models, and proper Pirate capital ships.
- Pedestrian models in Mafia II utilise a variation of Mortal Kombat's palette swap scheme, where a single model is used for a pedestrian type, with certain parts of the character's texture recoloured on the fly. It works somewhat, though players may still notice clones of the same model being clumped together on-screen at points.
- A similar mechanic was also used in Grand Theft Auto: Vice City Stories, in a way to mitigate the infamous ped clumping issue that has plagued sixth-generation installments of the franchise due to artistic and hardware constraints.
Non-video game examples:
- Every year people get ads in their newspapers showing collectibles for the big local pro or college sports team. Ceramic villages with the team logo on it, Santa wearing the jersey, etc. What you don't really see until you go online to their website is almost every city got the same ad for the same village and often the only thing different in the picture is the team logo and colors.
- USC and UCLA have a particularly intense rivalry to where any merchandise deal one university gets is soon followed by the same deal with the other. They turn to the same manufacturer most of the time, and as a result, the products are exactly the same, only with different packaging and images printed on them.
Anime & Manga
- [C] - The Money and Soul of Possibility has several facets of one◊ basic◊ design.◊
- Common throughout the Digimon franchise; though it has well over one thousand mons, it is slightly padded with palette swaps:
- Perhaps the most understandable examples are the Evil Counterpart palette swaps, darker versions of certain heroic Digimon. The most prominent example, both in the anime and otherwise, is Digimon Adventure 02's BlackWarGreymon, whose contrast with the actual WarGreymon was played up for all it was worth.
- Sometimes, the difference in color is used to denote a variant of a different level, attribute type, or associated with different elements/powers. For example, Otamamon's has water powers and is of the Virus attribute, while Otamamon Red is associated with fire and is of the Data attribute. Both are of the Child level. On the other hand, sometimes there are less reasonable instances: there's Monochromon, an Adult, and Vermillimon, a red Monochromon of the Perfect level. There are many more examples.
- Digimon World is horrible about doing this to differentiate random enemy Digimon from recruitable ones. You can recruit Betamon and Drimogemon (frog and drill-nosed mole, basically). You fight ModokiBetamon and NiseDrimogemon. (Modoki means 'seems like' or 'looks like;' Nise means 'false.') The only difference at all between them is that ModokiBetamon is a slightly different shade of green and NiseDrimogemon has a mustache instead of whiskers.
- If they're bad, Soulmon is worse. The only difference between him and Bakemon would be a pointy sorcerer's hat.
- Not as bad as Gottsumon, a Child-level golem Digimon who has two palette swaps, Icemon and Insekimon. At least Icemon (Adult-level) is clearly white as opposed to Gottsumon's grey so you can easily tell them apart, but Insekimon is distinguished from Gottsumon and Icemon solely by being a slightly lighter shade of grey with a green tinge, and what really takes the cake is that he is a Perfect. You heard correctly, a Perfect is a palette swap of a Child. This was lampshaded neatly in Digimon Savers - when Gottsumon evolves to Insekimon, Yoshino comments that all that seems to have changed is his colour.
- Gururumon has to be Bandai poking fun at themselves over this practice. The difference between Garurumon and Gururumon is that Gururumon's blue stripes are slightly more purplish in hue; I dare you to tell them apart if you don't have their pictures/trading cards side by side. Many are the fans who thought that "Gururumon" was just a typo.
- There's also ClearAgumon, which is basically a transparent ToyAgumon! Incidentally, they also have an Evil Counterpart palette swap.
- Vegimon has two palette swaps: Zassoumon and RedVegimon. RedVegimon, at least, has the decency to differ in design somewhat insofar as having large clubs at the end of its tentacles instead, but otherwise it just looks like a Vegimon that is blue.
- Digimon Xros Wars: The Young Hunters Leaping Through Time marks the debut of such a palette swap as a main character in the anime - Ryouma Mogami's partner is Psychemon, a rather garish palette swap of a particularly famous former main character, Gabumon.
- The third kind is random recolourings which serve no purpose at all, are given little to no context, are not differentiated from the main Digimon at all, and seem to be there for the hell of it. Digimon World 3 is a massive offender in this regard. The entire Amaterasu Server (before you free it) is a Dark World-themed palette swap of the Asuka Server, and most of the Digimon in it are palette swaps of the ones from Asuka.
- The Tendou sisters in Il Sole penetra le illusioni are triplets, which sort of justifies them often being literally copy-pasted and colour-tweaked. Also, Etia and Ariel's outfits are identical except for colour and the pattern on their circle-things.
- The "Rose Bride dress" of Revolutionary Girl Utena: The original dress is red and worn by Anthy during the duels. In the first ending sequence and in episode 38, Utena wears a light pink version of the dress, and in the third story arc, Kozue and Shiori gain dresses that match their hair colors (indigo and purple, respectively).
- Sgt. Frog: It's used a lot in the anime for background Keronians, which generally share a few sets of generic designs (eyes with small irises, star emblems, hats similar to Keroro's or Kururu's, headphones included.
- Later episodes also use it for random background aliens.
- During Yu-Gi-Oh!'s DOMA Arc, Jonouchi / Joey adds the Blue Flame Swordsman to his arsenal. This is, unsurprisingly, Exactly What It Says on the Tin—a blue Palette Swap of his already existing card, Flame Swordsman, with the exact same stat (ATK: 1800, DEF: 1600, Level: 5). On the plus side it does have a useful ability that the original card does not possess—when it's sent to the Graveyard it allows Joey to summon a regular Flame Swordsman to take its place.
- Kisara is basically Serenity with white hair and pale skin.
- The Hobgoblin is effectively a palette swap of the Green Goblin.
- In Ultimate Comics: Avengers, Gregory Stark is introduced as Tony's twin brother. He has blonde hair and wears white suits.
- Calvin and Hobbes: The Series has Thunderstorm, who is described as his brother Brainstorm with a black lab coat and jet-black hair.
- In Expelled Harry wears a gold robe with red trim during his marriage to Hermione, while Hermione's father has a red robe with gold trim.
- My Little Unicorn:
- A particularly lazy example; as seen on the author's YouTube video on the characters, as the cast consist of just recolours of Twilight Sparkle, Rainbow Dash, Fluttershy and Scootaloo. Made even more obvious by the fact that, with the exception of Lightning Dawn, the author never actually bothered to recolour their eyes. Heck, Rhymey isn't even a recolour; just Fluttershy with a horn, clothing, yellow tail, mane and different hairstyle.
- as shallow as the original. He has tried to cover this up by... slightly darkening Starla's coat, which he feels "ruins the design". Starla Shine is, according to videos, just a Rarity clone, but not
- SuperSaiyanKirby Adventures has Anti-SuperSaiyanKirby, who's literally the main character with some changed colors.
- That's just the tip of the iceberg. There's also Mattboo Sux, Sidney, Casy, "Evil Pac-man 64 clone", etc.
- That may be explained by the fact that the original character designs were made in MS paint.
- Many, many, many OCs have been created this way. Their creators merely swap out the colors of their favorite canon characters and replace them with new color schemes. The fact that there are literally thousands of base/lineart makers on sites like DeviantArt only aids the widespread trend. Fandoms of My Little Pony, The Lion King, Sonic the Hedgehog, Pokémon and many other Sailor Earth shows and movies are particularly prone to this.
- The Shadows from Ojamajo Doremi: Rise Of The Shadows all look exactly like their Light Halves, except for color; most of them just have darker colors than their Light Halves. Black Queen and Evil Rin take this a step further; the former replaces all the white on the Queen's garb with black while the latter is black, gray, and silver.
- In Veiled Threat Harry's Animagus form is a black phoenix with red wingtips and Ginny's is a red phoenix with black wingtips.
- Some homemade pinball machines are made by taking an existing pinball machine, then changing its artwork, rules, and audio while leaving everything else unchanged. For instance, The Matrix was made by altering a Johnny Mnemonic machine in this way, and a Genie's theme was repurposed into that of The Ramones. This is the preferred method for aspiring creators who don't have enough technical knowledge or money to build one from scratch and no intention to sell.
Films — Animated
- Wreck-It Ralph used this for several of the background Sugar Rush racers. Both meta and in-game. Of course, when you have a racing game featuring Loads and Loads of Characters, and especially one from 1997, this is to be expected.
- Rapunzel's wedding dress in Tangled Ever After is actually her homecoming celebration dress colored white instead of pink.
- In Barbie in a Christmas Carol, the time and space vortexes the Ghosts of Christmas use are identical effects, just yellow for past, green for present, and red for future. Also, the twins wears identical Pimped Out Dresses, save for different colors, such as having feather headdresses, one pink and the other blue.
Films — Live-Action
- The movie Grandma's Boy (2006), which is about video game designers, references this tendency when one tester recommends differentiating between two types of enemies by changing the colors of one of them.
- Brad and Janet's guest rooms in The Rocky Horror Picture Show. Lampshaded by an audience callback ("same room, different lighting, cheap movie!")
- The Starfleet uniforms seen in Star Trek: First Contact are an inversion of the uniforms worn on Star Trek: Deep Space Nine and Star Trek: Voyager, being predominantly black with grey shoulders and colored shirts, unlike DS9/Voyager's uniforms which had gray shirts and colored shoulders. The DS9 crew would shortly switch to these uniforms for the rest of the series, whereas Voyager's crew, stuck in the Delta Quadrant, stuck with their uniforms till the end, though subsequent episodes involving the Federation at home featured these uniforms.
- X-Men: Days of Future Past:
- Magneto always had some red and/or purple colour on his outfit, but in 2023 his uniform is completely black and grey, signifying that he's now part of the X-Men.
- Costume designer Louise Mingenbach described Past Xavier's switch from his brown-and-pink casual wear to his more formal blues and greys that is typically associated with the character in the other movies.
"At the beginning of the film, Charles is medicating, and very possibly on hallucinogens, so we had that come through in his shirt. As he pulls himself together, he wears a nice blue oxford like all good, put-together men—a progression from that psychedelic Cat Stevens-wear."
- Charlie and the Chocolate Factory - The machine guns (which are black) in the Exploding Candy scene in the elevator show up in the very next sequence in white as the cameras in the Television Chocolate room.
- This is the difference in the Community episode Physical Education between Abed and his Identical Stranger, Joey. Or, in other words, Brown Joey and White Abed.
- In Denji Sentai Megaranger, the suits, which often have some sort of variety per season, are rather homogenous this time around save color. Perhaps a moment of Fridge Brilliance, since this season was about video games, particularly ones made in the mid-90s.
- The same thing happens quite frequently in Dinosaurs. Every single puppet not used for a protagonist was used as countless different characters, made male or female simply by changing the clothes.
- The newer series of Kamen Rider have tended to reuse the same rubber suits for their Monster of the Week, with the differences ranging from a complete repaint to a differently coloured scarf. Sometimes this is given a lampshade, as in Kamen Rider Agito where monsters embody members of certain animal genera (and thus Agito fights three recolored jaguar monsters in the first two episodes). Considering that the cost of creating one of these expensive monster costumes from scratch greatly outweighs the cost of a simple repaint, it's more due to budget constraints rather than a lack of creativity. Some Kamen Riders also fall prey to the budget-saving repaint: most of the movie-only Riders, Evil Twin Ryuga from Kamen Rider Ryuki, the Super Prototype Hopper Riders and Evil Twin Dark Kabuto from Kamen Rider Kabuto and Zeronos' Deadly Upgrade Zero Form from Kamen Rider Den-O.
- Gold Drive from Kamen Rider Drive is a justified example: the suit was a very literal Evil Knockoff of the title hero created by the Big Bad stealing Belt-san's tech (a recurring theme with him).
- Kamen Rider Ex-Aid also justifies this with Kamen Riders Genm and the title character: Genm uses Ex-Aid's Super Prototype. Also invoked, as the show has a video game theme.
- In the Psych episode "We'd like to thank the academy", Shawn shoots two civilian cardboard cutouts in a training exercise. His justifications:
"The first woman with the groceries was exiting a library that doesn't allow snacks. I know this because we've tried on several occasions. And the second woman was simply a replica of the first woman, but they painted her face brown, which is both offensive and suspicious."
- In Tokusou Sentai Dekaranger and Power Rangers S.P.D., Make My Monster Grow mostly took the year off, in favor of each alien criminal of the week having his or her own Humongous Mecha. While the monster suits each looked original, the mecha started to repeat themselves, with minor details, and yes, colors, changed. (A few times, there wasn't even a repaint!)) Two once-used monster suits per week was just not gonna happen.
- The Dark Rangers in Mighty Morphin' Power Rangers were simply repainted Putty costumes. They were unimpressive at best.
- Star Trek: The Next Generation introduced Starfleet Academy cadet uniforms that were largely a partial palette swap of the standard Starfleet uniform, moving the department color from the upper body and sleeves to the shoulder yoke and leaving the rest of the uniform black, while adding large pockets on the pant legs. When it came time for Star Trek: Deep Space Nine to send Nog off to the Academy, the cadet uniform's primary color was swapped from black to gray, in order to contrast against DS9's black jumpsuits. Following the introduction of the First Contact uniforms on DS9, new cadet uniforms were introduced; the outer uniform was a gray version on the movie version, with quilted shoulders and divisional stripes on the sleeve cuffs, but with the department colors on the shoulders and the gray undershirts of the original DS9 uniform.
- Walking with Dinosaurs was guilty of this. Similar looking animals (like Utahraptor and Dromaeosaurus, as well as Dryosaurus, Leaellynasaura, and the small ornithopods in "Death of a Dynasty") were just these. Certain animals (like large theropods and ornithopods) only got new heads. You can tell, because many creatures have the exact same folds and blood vessels on their skin. Then, there is Plesiopleurodon, which is just Stock Footage of Liopleurodon from the previous episode, only tinted lighter. Quetzalcoatlus is the worst offender, as in its case it's obvious that the animators didn't have much time; it's just the Ornithocheirus from "Giant of the Skies" with a few minor tweaks. They didn't even edit out the teeth!
- Pin*Bot was repurposed nine years later into Jack*Bot. It uses the same characters as Pin*Bot and The Machine: Bride of Pin*Bot, as well as the same layout, but reskins it into a casino theme and changes the rules substantially, as well as updated electronic parts. It also swaps out Pin*Bot's alphanumeric display with a dot-matrix display, allowing it to show pictures and animations instead of just numbers and simple phrases.
- The Shrek pinball machine has a layout, parts, and rules identical to Family Guy, the only differences being artwork and sounds. That being said, it was not a careless adaptation: Shrek has hundreds of new lines of dialogue written specifically for the pinball machine, the new art fits the theme perfectly, and the Family Guy rules are retrofitted to be as faithful to the movies as possible. The idea is that Family Guy did not meet sales expectations, and operators requested a more family-friendly theme, so Shrek was conceived to be quickly put together to meet operators' demands.
- Some home-made pinball machines consist of taking an existing machine and replacing the artwork and changing the rules, but the machine is physically unchanged. See Fan Works for examples.
- WWE started doing this big time with their belts since 2016. With the exception of Raw's Womens title (which was originally intended to make the Women's division more on par with the men), these new designs were brought out during the revival of the brand extension and made to be Colour-Coded for Your Convenience (Raw's belts being red-based and SmackDown being blue-based).
- Three of their new belts are palette swaps of the WWE World Title which has black leather and a black background behind the front plate. The Raw Women's title is on white leather with a red background, the Universal title is on red leather with a red background (the WWE logo on the front plate also features a unique black underline) and the SmackDown Women's title is on white leather with a blue background.
- SmackDown's Tag Team titles are also a palette swap of Raw's Tag Team Titles, replacing the black leather and bronze plates with blue leather and silver plates.
- A number of Muppets are actually the same puppet with different clothes, hair, and other accessories. The Creature Shop calls them "Anything Muppets." Sesame Street fans reading this will probably not be surprised to learn that the characters Prairie Dawn and Betty Lou, for example, are the same puppet, plus Zoe and Rosita.
- A number of competitive racing series have contestants racing in nigh-identical vehicles in order to level the playing field, so that teams without millions to throw at aerodynamics research can stay competitive, though most allow minor modifications. NASCAR is the most prominent example, with each racing having dozens of completely identical vehicles painted in different colors with some token customized front fascias (See, this 1000+ horsepower RWD monster is totally an ecoboost Ford Fusion!). BK Racing's two cars (Toyota #83 and #93) are literal palette swaps; one is red, one is blue.
- Miniatures wargames will often have this. The players will actually play the same army by the same rules, but represent in universe alignments by paint scheme. For example, one player may represent the WWII 10th Mountain Division and another may represent a US Ranger Battalion by using the same miniatures and rule set, but simply paint the 10th in snow and the Rangers in drab greens. This is especially prevalent in Warhammer and Warhammer 40,000 where many in universe armies might follow the same rule set. In the case of Warhammer and Warhammer 40,000 a number of factions started out life as simple palette swaps, but have developed over the years to get their own models and/or rules. The Space Marine chapters are a good example - originally Blood Angels, Dark Angels, Ultramarines and Space Wolves were just red, dark green, blue and grey versions of the same thing, but now they have their own distinct stylings and rules. Other factions, such as Eldar Craftworlds and Ork Clans, are still just different colour schemes, though each can be characterised somewhat by choice of units taken as well as the livery.
- The fourth edition of Dungeons & Dragons and its player base have been noted for actively embracing the concept of "reskinning" powers, monsters, and potentially even entire character classes to allow for more variety in play — that is, basically taking one mechanic, stat block or the like and simply reusing it as-is (with perhaps some minor tweaks along the way) to represent something potentially described entirely differently from the original.
- Many themed Merkur sets (such as the Army, Safari, and Farm sets) are the same parts painted a different colour.
- G.I. Joe has several 'covered head to toe' enemy characters. Each meant to be a different mook an identical uniform. Swaps come as ideas do. The 'Python Patrol' was, storywise, a way to make characters invisible to sensor equipment. The heroes had, for example, 'Tiger Force', which swapped the usual uniform colors with yellow, brown and red. Nameless Joe Greenshirts (think 'redshirts') got this, though their heads were clearly seen. Some were logical (light skin and a tanned one could mean a sibling was in the sun) but others were different races, same facial features.
- Hot Wheels at least acknowledges its recolors for different model years are the same cars, but one can pinpoint which model year a certain car comes from by the paint job.
- The Jack Russell terriers Bennett and Yank, who are pet dogs of Molly McIntire and Emily Bennett of the American Girls Collection respectively, are palette swaps of each other, bearing the same coat pattern with the colors inverted.
- Nearly every LEGO minifigure ever, if for fairly understandable reasons. It's only within the past few years that they've started implementing unique body, limb and head designs for non-human characters.
- In BIONICLE, the act of palette swapping represented a very disliked trend throughout the line's early run, commonly known as "clone sets". The most infamous case is that of the Bohrok and Bohrok-Kal lines: 12 sets that, beyond their weapons (and usually their collectibles), are exactly the same model, just in different colors. The same could be said for most of the Matoran sets, which only differed in their colors and/or mask designs. Yet narrowly avoided by most of the original Rahi two-packs which had two almost identical models, but each had at least one tiny detail that differentiated it from its partner (the exception being the Nui-Jaga scorpions). Outside of the toys, story material also had its share of these, but not many were truly canon. The green Vortixx from the comic Shadow Play was colored that way so that the readers could tell him apart from the black Roodaka. On the other hand, Tuma's green colored Rock Steed from Rise and Fall of the Skrall is canon. As a result, most background extras in the animated films were just recolors of the same handful of models. Even the Vahki soldiers used the same model, despite that their toys at least came with unique weapons. And in the third movie, the Muaka tiger was a mere palette swap of the ash bear from the first, with a slightly retooled head — it looked nothing like the actual Muaka toy, so they explained that it was really a mutant.
- At the beginning, Hero Factory somewhat dipped back into the practice for its Heroes (the villains still averted this). This was somewhat justified, however, as they were built in a factory as variations of the same basic design rather than individual and unique life-forms. The first wave Heroes were recognizeable solely by their different helmets, weapons torso armour designs (the three rookies had the same one, however). The 2.0 and 3.0 waves, thanks to the new building style, added subtle differences that made each Hero unique: limbs length, shoulder width, armour size and orientation, colour schemes. By the Breakout arc, though Heroes are still all built off the largely same basic frame, Hero designs are even more varied in height, designs, colour schemes, armour and other elements.
- Not only do the line of My Little Pony: Friendship Is Magic figurines resemble more toward pre-G4 versions, but various background characters (sometimes not even existing in the series) are palette swaps of the main characters, if their packaging graphic is anything to go by. For instance, look up Dewdrop Dazzlenote , Feathermaynote , Flitterheartnote , Lulu Lucknote , Plumsweetnote , Snowcatchernote , Diamond Rosenote , and Twinkleshinenote , if you're already familiar with the main G4 cast. Some other examples show attempt to differentiate however, such as "Cupcake" being a wingless version of Fluttershy, or "Sunny Daze" being a non-unicorn Sweetie Belle, or even "Minty" as an Applejack mold sans the hat.
- The "blind bag" minifigures even went so far as to have Fluttershy - one of the Mane Six! - as a Pallete Swap of Rainbow Dash. (Which is somewhat amusing after the events of the third season episode "Magic Duel"...) She finally got her own unique mold in a set released in mid-2013note . Several other characters who've appeared on the show, though, are still recolors at the blindbag scale, such as Cheerileenote , Trixie Lulamoonnote , Lyra Heartstringsnote , Bon Bon(Sweetie Drops)note , Daisy(Flower Wishes)note , Blossomforth and Helianote , Strawberry Sunrisenote , and Peachy Pienote .
- The Wave 11 blind bags have the stallion Neon Lights as a redeco of DJ PON-3. This wave's palette swaps also include Sunset Shimmernote , Suri Polomare (Buttonbelle) note , Flash Sentrynote , Big Wignote , Candy Applesnote , Purple Wavenote , Wensleynote , Cloud Chasernote , Royal Pinnote , etc., with Fluttershy and Cheese Sandwich being the only unique molds.
- Nerf blasters are often released in recolored versions as store exclusives, notably the Sonic Series from Toys R Us, the Clear Series from Target, and the legendary Red Strike series from Walmart, which was only for sale for one Black Friday and is now one of the most sought after and expensive repaints ever in Nerf history.
- The franchise, being what it is frequently redecos (puts different colors and painted designs on an old mold) and/or retools (puts new parts on old models) the same model several times to get better return on their toys. This can vary from a new paint scheme on a character to making a completely different character. Starscream, in particular, shares most of his body with his fellow Seekers, Thundercracker, Skywarp, Sunstorm, and Acid Storm. Move some things around (retool) and you get the 'coneheads,' Thrust, Dirge, and Ramjet. Even Optimus Prime gets reused as a different guy from time to time. Original Ultra Magnus? Totally a Prime repaint with a different trailer◊. Magnus' robot mode is actually the toy's Super Mode - the toy's normal robot mode is never shown to avoid confusion. And then, of course, there are all the 'evil' repaints, such as Scourge (repaint of Generation 2 Laser Prime toy) and the various incarnations of Nemesis Prime (Scourge color scheme added to other Optimuses... Optimi?) There's even a Nemesis Breaker, an Evil Twin of Leobreaker from Transformers Cybertron.
- Transformers Cybertron interestingly avoids this, for the most part (okay, not in the toyline), with Thundercracker having a standard Seeker body... but Starscream himself is a completely different design, with only the head looking particularly Starscreamy. (It's actually based on Screamer's pre-Earth design from the War Within comics.) The exception is Galvatron. After upgrading to Galvatron, visually, Megatron is Palette Swapped to G1 Megatron's colors. Major Homage, bordering on non-sexual fanservice.
- Transformers Prime:
- Lampshaded and justified when Skyquake and Dreadwing are explained as twins with two halves of the same spark, explaining why they look essentially the same, just with different colors. Fowler even lampshades, multiple times, how he essentially gave the same alt-mode to two different robots (he was piloting the same jet when facing each of the brothers).
- Played straight with the Jet Vehicon mooks and the more elite Seekers, who are basically silver and grey versions of the regular Jet Vehicons (in-universe, their colouring is in homage to their commander Starscream).
- Justified in Transformers Animated, there they were explained as having the same "body type" in-fiction. Oddly, though, only a handful of toys actually got recolored, namely Starscream as his clones and a couple of Bot Con exclusives. More recolors came out in Japan or were cancelled before release. This has been done so often in both the official toyline and the shows, that it's considered a fairly acceptable method of inventing an Original Character (that one plans to create art of).
- The Transformers fandom actually differentiates between recolors (which are the same figure with different colours, often to represent a brand-new character) like Starscream, Thundercracker and Skywarp and retools (the figure is slightly modified, such as new wings, arms and so on) such as the Coneheads (Starscream molds with new heads and wings), or Bumblebee and Cliffjumper in many toylines (different heads).
- Hasbro also has a habit of doing this with their superhero properties, especially with the Marvel Legends line. For instance, the Marvel Legends Captain America figures they released for Avengers: Age of Ultron and Captain America: Civil War were just repaints of the Marvel Legends Captain America figure that was released for Captain America: The Winter Soldier.
- Toy Biz once released an Elektra figure that was just a repaint of an old Psylocke figure. They even gave her Psylocke's trademark psi-blade, even though Elektra doesn't have any superpowers in the comics.
- Toy Biz did the same thing with their X-Men: Mutant Armor and Spider-Man: Techno Wars lines. If you're wondering why Spider-Man and the X-Men would need to wear suits of Powered Armor despite already having superpowers, it's because the toys were actually unreleased Iron Man figures from his cancelled TV show. So for instance, with only a new head sculpt and paint job, the Magnetic Iron Man figure became a "Battle Armor Wolverine" figure, Radiation Iron Man became "Radioactive Spider Armor Spider-Man," Living Laser (who was itself a retooled version of an unreleased U.S. Agent figure) became "Astral Plane Professor X," and so on.
- Dino-Riders features this in both the cartoon and toy line. In the cartoon, most of the Mooks are Palette Swaps of the main "Generals", and go unnamed. For the toys, numerous mini-figures of the humanoid characters were created, with the same molds being used frequently (there are seven "Ant-Men" based off of the base Antor figure, for example; others simple use the same name but a different color scheme). Many dinosaurs share molds- the Torosaurus/Triceratops, numerous small Ceratopsians (the three toys all have different heads), and both sides have a Deinonychus, with only their stripes being different colors. Only the armor is different on most of them.
- The Trash Pack, Shopkins, and The Grossery Gang, all blind bag toys by Moose Toys, gives each character more than one color scheme, treating them like an extra figure to collect. The Trash Pack has three minimum color palettes, while the other two have a minimum of two. Some special packages gives existing figures exclusive colors that can only be found in those packages.
- GoGo's Crazy Bones figures came in different colors, usually about two to five in the reboot series depending on the set. The sets in the classic series, however, did not have any restrictions on what colors characters could come in, allowing them to be available in literally any color. In addition to all this, certain characters from the reboot series use the same mold as another character, for example Miro-K uses the same mold as Ayu from the Megatrip set, but the use of recycled molds is taken Up to Eleven in the Evolution set, which consists of Gogos that use all of the molds from the previous set, Series 1 (this is justified as the Evolution characters are supposed to be evolutions of the Series 1 characters, hence the name "Evolution").
- In Aventure Dennis the protagonist fights Shadow Dennis a palette swapped version of himself.
- The world of Adventurers! apparently suffers from a severe case of this. The characters get to fight monsters like dark blue spectres and navy blue spectres, each requiring different tactics to defeat.
It was also lampshaded in a discussion between the Big Bad and his minion, where the Big Bad complains he has no time because he has to create new monsters to send after the protagonists, and the minion points out he usually just takes an existing monster and puts 'Ice' in front of it's name.
- In Bob and George, many of the characters were recolors. Indeed, this might be the first recolor ever. And this the first intentional one. Lampshaded on a regular basis, such as when half the cast and most authors ended up stuck in "devious recolour traps".
- In Dragon City, Natasha was a brown version of Erin, but she was later discovered to be an alternate universe version of Erin, so it doesn't really count.
- In El Goonish Shive, when Elliot needs to become female (to burn off magic energy), the easiest way not to look just like his Opposite-Sex Clone Ellen is to change hair and eye color.
- The Underlings of Sburb in Homestuck are all the same basic few monster species given countless different colours themed after grist types, and all bearing some combination of the attributes of the players' prototypings. Given that it's an ersatz RPG in webcomic form, it's probably a homage to the palette-swapping practice in general.
- As noted early on in Manly Guys Doing Manly Things, pallet swapping Commander Badass ends up making him resemble the artist's father. She promptly turned him into recurring character Canadian Guy. The in-universe explanation is that Canadian Guy is an unsanctioned regional bootleg of the Commander.
- In The Non-Adventures of Wonderella the mirror-universe versions of Wonderella and Wonderita wear costumes with the colors reversed.
- The characters in Red vs. Blue look identical except for their unique colors. This is due more to the nature of the work (Machinima using the Halo Color-Coded Multiplayer mode) than a stylistic choice.
- In later seasons, when the current game in the series allowed for customized pieces of armor, this cleared up a bit.
- Being one of the web's most potent Fountain of Expies characters, there are a massive number of recolored Sonic the Hedgehog lookalikes on sites like DeviantArt. The least modified are simply Sonic with a new color scheme or some clothes on.
- Go Animate has Daillou (sometimes others) as a palette swap for Caillou
- On user-created-adoptable site Squiby it's common for users to take a single format for a creature and use creative colorfills to make multiple versions. Some popular lines that use this formula include Mites, Tencats, Shika and Coons.
- In the sixth, final episode of Don't Hug Me I'm Scared, we get a blue Red Guy, a green Yellow Guy, and a red Duck; which also happen to be their favourite colours, as described in episode one.
- Invoked in Ben 10: Alien Force with Albedo, the Insufferable Genius and former apprentice of Azmuth made an improved version of the omnitrix and began to masquerade as Ben to trash his reputation. At the end of the episode, Azmuth appears and breaks his version, getting him stuck in a Shape Shifter Mode Lock of Ben, except with white hair, a red jacket, and red eyes.
- In the Donkey Kong Country CGI cartoon, the character model for Eddie the Mean Old Yeti is the same as Donkey Kong's, but with white fur and a cap instead of a necktie.
- Huey, Dewey, and Louie tend to dress identically but for color in DuckTales and various Donald Duck shorts. They vary it up a bit more in Quack Pack, though their preferred colors stay.
- Family Guy:
- Lois' sister, Carol, is basically another Lois with different hair and clothes. They sport the same exact face and body shape.
- Stewie's evil clone from "The Hand That Rocks the Wheelchair" has the colors of Stewie's yellow shirt and red overalls switched.
- In the Futurama episode "The Farnsworth Parabox" the crew of Planet Express goes to a Parallel Universe where they meet palette-swapped versions of themselves (Fry has black hair and a green jacket, Bender is gold-plated instead of gray, etc.), otherwise nearly identical in personality.
- In Gargoyles, Owen and Vogel. They say nobody's ever said they look alike. Turns out it's because Puck based his Owen identity on Vogel, the trickster enjoying the irony of playing The Comically Serious. Further, one of the consequences of rapid growing a Gargoyle clone is a change in coloration, which was probably done to avoid the usual narrative consequences thereof.
- One somewhat bizarre non-Video Game example are Wile E. Coyote and Ralph Wolf. They were basically identical, except Ralph had a red nose and Wile E had a black one, and they lived in different areas.
- Mixels has various background filler Mixels that share the same character models, with the only difference being swapped colors to represent the elements of the tribe they're from.
- In The Mr. Men Show, Mr. Bounce looks like a yellow Mr. Tickle with a pink hat instead of a blue one.
- A lot of background ponies on My Little Pony: Friendship Is Magic are palette-swapped multiple times to make new background ponies. Sometimes even major characters themselves are palette-swapped to make background ponies.
- Daring Do◊ has the same features as Rainbow Dash, just with a monochrome mane and a different coat. Her explorer clothes help differentiate her.
- The white nurse pony from "Applebuck Season" has a palette swap background pony from the same scene.
- The two spa owners from "Green Isn't Your Color" have the same character design but with inverted color schemes.
- Photo Finish is a recolor of Twilight Sparkle, only with a shorter mane to make her look a little more like Anna Wintour. There are a few frames that lampshade this with her cutie mark, which is the same as Twilight's but with a camera added.
- "Over a Barrel" has an Applejack palette swap◊ with Cherry Berry's colors and cutie mark.
- The green dragon that appeared in the episode "Owl's Well That Ends Well" is a palette swap of the red dragon in "Dragonshy". This dragon's character design was used once again multiple times in the episode "Dragon Quest", colored green, white or black. In addition, the dragons flying in the actual migration all use one of to character models, identical save that one has a slender snout and a long spike on their head and the other has a heavy jaw, an underbite and two short horns, colored in a rainbow of hues.
- The buffalo (besides Chief Thunderhooves and Little Strongheart, who have important enough roles to get their own models) all use the same Flash model as each other, recolored to have either brown, russet or tan fur to make scenes with their tribe less visually monotonous.
- The band that performed on stage in the episode "Luna Eclipsed" are actually palette swaps of the band from "The Best Night Ever" but are wearing scarecrow costumes. Fiddly Faddle, the Octavia palette swap, also appears in "Apple Family Reunion".
- The multicolored parasprite swarm all share the same character design.
- The various versions of Applejack and Rarity that Twilight makes during the titular "Magic Duel" look like pallete swaps of fillies and various other members of the apple family. This is because they really are pallete swaps, as Twilight is not strong enough to actually cast those spells, so the Apple Family and Sweetie Belle disguised themselves with paint and hair dyes instead. Likewise, Fluttershy is painted in Rainbow Dash's colors for the duplication illusion.
- Sabrina Alberghetti's OC, Wild Fire, has two palette swaps, unofficially named "Wild Flower" and "Rainbow Drop".
- Blossomforth and Helia, both of whom debuted in "Hurricane Fluttershy". In the latter pony's first speaking episode, "Rainbow Falls", her voice actress was mistakenly credited for the former.
- Moondancer, a friend first mentioned in the first episode of the series but who did not appear properly until the season 5 episode "Amending Fences", is partly a recolor of Twilight, emphasizing her role as a foil. When they're young, they're complete palette swaps aside from their Cutie Marks (and both are antisocial bookworms). At the time of the episode, Moondancer has acquired Big Ol' Eyebrows, Nerd Glasses, a sweater, and a messier "I don't care what I look like" version of the hairstyle, though it's still a modification of the same one with a hair bobble. (And she's become even more antisocial whereas Twilight has learnt to appreciate friendship.) We also see that before Twilight's rejection traumatised her and she decided to isolate herself, she had the eyebrows and glasses but was still otherwise a palette swap. (This doesn't so much seem to have symbolic significance as to be a needed halfway point between the two other looks.)
- Shimmer and Shine: Dottie, the polka-dotted elephant from "My Secret Genies", is practically the elephant from "Abraca-Genie" with polka dots and a different color pattern.
- Fairly common in South Park for background classmates at the boys' school, or for adults in other crowd scenes. Although the animators have put together more distinct character models for extras in later seasons, palette swaps can still occur when they don't feel up to making even more new ones.
- Many extras on Spongebob Squarepants are Palette Swaps of each other. For example, the "My Leg!" and "Deaugh!" fishes.
- Star Wars Rebels: Minister Maketh Tua is a palette-swapped generic citizen. Which led to confusion after her death in "The Siege of Lothal", because on at least two occasions afterward ("The Future of the Force", "Legacy") extras with that character model have been seen. Especially notable in "Legacy", where the extra in question gets a distinctive reaction shot.
- The villain in the Teen Titans: Trouble in Tokyo movie summoned several Palette Swapped copies of previously created villains for the final battle.
- Totally Spies! has a Shout-Out example with the girls' predecessors, Pam, Alice, and Crimson. The women look almost exactly like Hitomi, Ai, and Rui from Cat's Eye, just with different hair and eye colors.
- For the Transformers franchise in general, refer to the Toys section above. Below are some In-Universe examples of characters performing Palette Swaps on themselves, though:
- In the original series, Optimus Prime received one as a side effect of being coated with Dr. Morgan's impervious alloy in "The Return of Optimus Prime, Part 2". He's back to his original colors by the end of the episode, but it's never mentioned if it's because the alloy coating was removed, or if his colors were repainted over the alloy, and neither the American nor Japanese continuations make mention of the alloy.
- In Transformers Animated, Bumblebee, Wasp, and Longarm Prime/Shockwave demonstrate palette-swapping abilities via "electronic paint job".
- Lampshaded in the third season of Transformers Prime. When the Autobots went underground, Bumblebee reversed his colors, from being a yellow car with black stripes to a black car with yellow stripes. Arcee (who is blue with a few pink accents) notes that if she were to do that, she'd end up mostly pink.
- Any product that is mass produced can also be made with different colors. Cars are a big example of this.
- Nintendo is very fond of making their consoles and accessories in different colors. The Nintendo 64 had controllers of various colors, ranging from red, blue, green, purple, etc. The console itself would also be produced in colors beyond black late in its life. When the Gamecube was launched, it came in either black or purple, along with its controllers. Later on, there would be a silver/platinum version and for a short time, there was orange, but that color was used only for the controller. The Wii initially released only in white, but it was also produced in black years later and there were controllers in black as well, along with pink, blue, and a limited edition of gold. The Wii-U (so far) only comes in either black or white.
- Nintendo's handhelds are an even bigger example of palette swapping, having huge amounts of colors consumers could pick from and some of them were limited edition colors (such as gold) and a few of those were never released outside of their regions. There's a ton of colors that were used throughout each handheld iteration and they can be found here for the Game Boy line and for the DS line.
- Badge engineering. A car company takes one of their cars, swaps out the badges, then maybe changes the bodywork slightly before selling in one of their subsidiaries. General Motors is/was infamous for this, famously selling seven versions of effective the same car in the 1980s, all in the same market. The modern Volkswagen group likewise does the same, typically giving its affordable divisions previous-generation VW vehicles to modify. Chrysler, from 1970 until 1994, sold rebadged Mitsubishi compact cars because Chrysler's own compacts were so awful that nobody bought them. They stopped when they finally came up with a decent compact of their own in the Neon. Lampshaded with their mid-80s ads for the fifth-generation Dodge/Plymouth Colt.
- "Colt. It's all the Japanese you need to know."