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* Despite Marth receiving a redesign in ''VideoGame/FireEmblemMysteryOfTheEmblem'', his battle sprite in Book 2 still depicts Marth's appearance from ''VideoGame/FireEmblemShadowDragonAndTheBladeOfLight'', pantless and all. While his portrait in Book 1 resembles his original appearance, his portrait in Book 2 closely resembles his redesign, so it is likely a case of graphical oversight.

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* Despite Marth receiving a redesign in ''VideoGame/FireEmblemMysteryOfTheEmblem'', his battle sprite in Book 2 still depicts Marth's appearance from ''VideoGame/FireEmblemShadowDragonAndTheBladeOfLight'', pantless pantsless and all. While his portrait in Book 1 resembles his original appearance, his portrait in Book 2 closely resembles his redesign, so it is likely a case of graphical oversight.
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** ''VideoGame/KirbysDreamLand3'': Ado is an unusual case. In her official artwork, she' depicted with a stout body, mittenlike hands, and BlackBeadEyes, which matches her sprite. However, the close-ups of her depicted in the game's credits show her with more realistically designed hands and eyes with visible sclerae. ''Kirby: Art & Style Collection'' features [[https://cdn.wikirby.com/8/8f/Ado_Adeleine_2.png a page]] discussing Ado's design, revealing that her more detailed appearance in the game's credits is indeed her intended appearance and that her sprite's appearance, which the official art used as reference material, is a simplified rendition made due to graphical limitations.

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** ''VideoGame/KirbysDreamLand3'': Ado is an unusual case. In her official artwork, she' she's depicted with a stout body, mittenlike hands, and BlackBeadEyes, which matches her sprite. However, the close-ups of her depicted in the game's credits show her with more realistically designed hands and eyes with visible sclerae. ''Kirby: Art & Style Collection'' features [[https://cdn.wikirby.com/8/8f/Ado_Adeleine_2.png a page]] discussing Ado's design, revealing that her more detailed appearance in the game's credits is indeed her intended appearance and that her sprite's appearance, which the official art used as reference material, is a simplified rendition made due to graphical limitations.

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* ''VideoGame/KirbysAdventure'':
** Official artwork depicts Kirby's appearance remaining unchanged whenever he obtains a Copy Ability, save for Ice and Freeze, which turn his skin pale blue. While his Ice and Freeze colorations carry over to his in-game sprites, other copy abilities recolor his skin peach and make him slightly fatter (best shown by the arm facing away from the camera no longer being visible) for accessibility purposes.
** [[spoiler:Nightmare's Power Orb form]] is black with yellow stars in official artwork, but the in-game sprites use a pink and blue gradient with white stars. Depictions in later games and the VideoGameRemake ''Nightmare in Dream Land'' would follow the in-game graphics' example.

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* ''Franchise/{{Kirby}}'':
** ''VideoGame/KirbysDreamLand'':
*** Kirby's official art in the game's manual depicts him with small BlushStickers consisting of two hatched lines. However, his cheeks are blank in-game (as is also the case on the Japanese box art and cartridge label), even during the game's ending, which features a close enough view of Kirby to potentially make these markings visible.
*** Bronto Burt is depicted in official art with BlackBeadEyes, whereas its sprite sports wide eyes with visible sclerae, a trait that would carry over to later games' depictions both in-game and in artwork.
*** Dizzy's official art depicts it walking on its feet; in-game, meanwhile, it only ever appears flying through the air.
*** The game's US box art depicts Gordo as having a mouth, which is absent from its in-game sprite.
**
''VideoGame/KirbysAdventure'':
** *** Official artwork depicts Kirby's appearance remaining unchanged whenever he obtains a Copy Ability, save for Ice and Freeze, which turn his skin pale blue. While his Ice and Freeze colorations carry over to his in-game sprites, other copy abilities recolor his skin peach and make him slightly fatter (best shown by the arm facing away from the camera no longer being visible) for accessibility purposes.
** *** [[spoiler:Nightmare's Power Orb form]] is black with yellow stars in official artwork, but the in-game sprites use a pink and blue gradient with white stars. Depictions in later games and the VideoGameRemake ''Nightmare in Dream Land'' would follow the in-game graphics' example.example.
** ''VideoGame/KirbysDreamLand3'': Ado is an unusual case. In her official artwork, she' depicted with a stout body, mittenlike hands, and BlackBeadEyes, which matches her sprite. However, the close-ups of her depicted in the game's credits show her with more realistically designed hands and eyes with visible sclerae. ''Kirby: Art & Style Collection'' features [[https://cdn.wikirby.com/8/8f/Ado_Adeleine_2.png a page]] discussing Ado's design, revealing that her more detailed appearance in the game's credits is indeed her intended appearance and that her sprite's appearance, which the official art used as reference material, is a simplified rendition made due to graphical limitations.
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* ''Franchise/{{Metroid}}''
** ''VideoGame/{{Metroid 1}}'' portrays Ridley in-game as purple with green highlights, with a single green eye and reptilian jaws. The artwork portrays Ridley as uniformly blue, with multiple insectoid eyes and a weird tube-shaped proboscis.
** ''VideoGame/SuperMetroid'': Ridley's artwork shows him as vividly red. His in-game sprite is instead a duller brown with pinkish wing membranes.
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* ''VideoGame/CastlevaniaSymphonyOfTheNight'': Richter Belmont's sprites in-game depict him with short hair, similar to his previous appearance in Dracula X. However, his artwork (and even his in-game portrait) show him to have at least shoulder-length hair and be wearing a completely different outfit with a BadassLongcoat, reflecting the TimeSkip that occurs after the prologue. The UpdatedRerelease for UsefulNotes/SegaSaturn redrew his sprites in the main scenario to better reflect his artwork.

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* ''VideoGame/CastlevaniaSymphonyOfTheNight'': Richter Belmont's sprites in-game depict him with short hair, similar to his previous appearance in Dracula X. However, his artwork (and even his in-game portrait) show him to have at least shoulder-length hair and be wearing a completely different outfit with a BadassLongcoat, reflecting the TimeSkip that occurs after the prologue. The UpdatedRerelease for UsefulNotes/SegaSaturn redrew his sprites in the main scenario to better reflect match his artwork.
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* ''VideoGame/CastlevaniaSymphonyOfTheNight'': Richter Belmont's sprites in-game depict him with short hair, similar to his previous appearance in Dracula X. However, his artwork (and even his in-game portrait) show it to be at least shoulder-length.

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* ''VideoGame/CastlevaniaSymphonyOfTheNight'': Richter Belmont's sprites in-game depict him with short hair, similar to his previous appearance in Dracula X. However, his artwork (and even his in-game portrait) show it him to be have at least shoulder-length. shoulder-length hair and be wearing a completely different outfit with a BadassLongcoat, reflecting the TimeSkip that occurs after the prologue. The UpdatedRerelease for UsefulNotes/SegaSaturn redrew his sprites in the main scenario to better reflect his artwork.
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** Sometimes the Album art that you get has the main character wearing an outfit that doesn’t fit the requirements for the stage that they represent.

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** Sometimes the The Album art that you get has may have the main character wearing an outfit that doesn’t fit the requirements for the stage that they represent.represent, or wearing items you wouldn’t have been able to craft yet.
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* ''VideoGame/DressUpTimePrincess'':
** Sometimes the artwork used for the clothes differed from the actual wearable items, most noticeably hair colors. This has been fixed, as now only the 3D renders are used in-game, even in places that used to display the 2D artwork, like the store and wardrobe.
** Sometimes the Album art that you get has the main character wearing an outfit that doesn’t fit the requirements for the stage that they represent.

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* ''Franchise/TheLegendOfZelda'' series:

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* ''Franchise/TheLegendOfZelda'' series:''Franchise/TheLegendOfZelda'':



*** Despite the game's artwork firmly establishing the Master Sword's iconic appearance even today, in-game it appears to have an indistinct brown hilt that becomes white after the sword is tempered later on. This is especially egregious since the sword otherwise appears relatively accurate until Link actually obtains it.
*** Aghanim's robes are portrayed as green in-game but are depicted as red in all other media.
** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', promotional artwork depicts Link with a sash across his chest for his scabbard. However, his in-game model just has his scabbard [[SticksToTheBack inexplicably stick to his back, with no strap]]. The sash was added in ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora’s Mask]]'' and later back into ''Ocarina'' via the 3D remake.

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*** Official artwork depicts Zelda wearing two different outfits: a casual getup consisting of a light blue dress with white sleeves and a royal uniform consisting of a white dress and cape with blue trimming, a pink stole, gold armbands, gold shoulder pads, and a gold headband. Her in-game sprite, meanwhile, opts for a combination of the two, matching her royal uniform but using the color scheme of her casual outfit. Additionally, her headband appears closer to a tiara on her sprite and her hair is hazel instead of blonde.
*** Aghanim's robes are portrayed as green in-game but are depicted as red in all other media.
*** Despite the game's artwork firmly establishing the Master Sword's iconic appearance even today, in-game it appears to have an indistinct brown hilt that becomes white after the sword is tempered later on. This is especially egregious since the sword otherwise appears relatively accurate until Link actually obtains it.
*** Aghanim's robes are portrayed as green in-game but are depicted as red in all other media.
it.
** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', promotional artwork depicts Link with a sash across his chest for his scabbard. However, his in-game model just has his scabbard [[SticksToTheBack inexplicably stick to his back, with no strap]]. The sash was added in ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora’s Majora's Mask]]'' and later back into ''Ocarina'' via the 3D remake.
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* The director of the ''VideoGame/DoubleDragon'' franchise has actually complained about how the box artwork kept changing the look of protagonists Billy and Jimmy Lee, who tend to look very unlike their in-game counterparts.

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* ''Franchise/FinalFantasy'': The NES and SNES games feature numerous deviations between the official art and how characters appear in-game:

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* ''Franchise/FinalFantasy'': The NES and SNES games feature numerous deviations between the official art and how characters appear in-game:in-game.



** For a broad look at comparisons, ''VideoGame/DissidiaFinalFantasy'' uses the concept art designs for every one of the pixelated entries, usually with a secondary costume skewing closer to the sprites.



** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', the promotional artwork depicts Link as having a shoulder strap for his scabbard. However, his in-game model just has his scabbard [[SticksToTheBack inexplicably stick to his back, with no strap]].

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** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', the promotional artwork depicts Link as having with a shoulder strap sash across his chest for his scabbard. However, his in-game model just has his scabbard [[SticksToTheBack inexplicably stick to his back, with no strap]]. The sash was added in ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora’s Mask]]'' and later back into ''Ocarina'' via the 3D remake.
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* ''VideoGame/BreathOfFireIII'''s character artwork and in-game sprites are rather different; the character artist, Tatsuya Yoshikawa, switched art styles partway through development, and the sprites were based on earlier work and never updated. Becomes especially jarring with the final scene, which switches to using the artwork; Nina in particular has a ''very'' different design from her sprite.
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** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', the promotional artwork depicts Link as having a shoulder strap for his scabbard. However, his in-game model just has his scabbard [[SticksToTheBack inexpicably stick to his back, with no strap]].

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** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', the promotional artwork depicts Link as having a shoulder strap for his scabbard. However, his in-game model just has his scabbard [[SticksToTheBack inexpicably inexplicably stick to his back, with no strap]].
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None


** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', the promotional artwork depicts Link as having a strap for his scabbard. However, his in-game model just has his scabbard [[SticksToTheBack inexpicably stick to his back, with no strap]].

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** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', the promotional artwork depicts Link as having a shoulder strap for his scabbard. However, his in-game model just has his scabbard [[SticksToTheBack inexpicably stick to his back, with no strap]].

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* ''VideoGame/TheLegendOfZeldaALinkToThePast'':
** Famously, the color of Link's hair in this game. He appears dirty blonde in official artwork, but pink in-game. There have been theories for why this is, ranging from graphical limitations to consistency with his pink bunny form later on, but all of this has been disproven.
** Despite the game's artwork firmly establishing the Master Sword's iconic appearance even today, in-game it appears to have an indistinct brown hilt that becomes white after the sword is tempered later on. This is especially egregious since the sword otherwise appears relatively accurate until Link actually obtains it.
** Aghanim's robes are portrayed as green in-game but are depicted as red in all other media.

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* ''Franchise/TheLegendOfZelda'' series:
**
''VideoGame/TheLegendOfZeldaALinkToThePast'':
** *** Famously, the color of Link's hair in this game. He appears dirty blonde in official artwork, but pink in-game. There have been theories for why this is, ranging from graphical limitations to consistency with his pink bunny form later on, but all of this has been disproven.
** *** Despite the game's artwork firmly establishing the Master Sword's iconic appearance even today, in-game it appears to have an indistinct brown hilt that becomes white after the sword is tempered later on. This is especially egregious since the sword otherwise appears relatively accurate until Link actually obtains it.
** *** Aghanim's robes are portrayed as green in-game but are depicted as red in all other media.media.
** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', the promotional artwork depicts Link as having a strap for his scabbard. However, his in-game model just has his scabbard [[SticksToTheBack inexpicably stick to his back, with no strap]].
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None

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* ''VideoGame/KirbysAdventure'':
** Official artwork depicts Kirby's appearance remaining unchanged whenever he obtains a Copy Ability, save for Ice and Freeze, which turn his skin pale blue. While his Ice and Freeze colorations carry over to his in-game sprites, other copy abilities recolor his skin peach and make him slightly fatter (best shown by the arm facing away from the camera no longer being visible) for accessibility purposes.
** [[spoiler:Nightmare's Power Orb form]] is black with yellow stars in official artwork, but the in-game sprites use a pink and blue gradient with white stars. Depictions in later games and the VideoGameRemake ''Nightmare in Dream Land'' would follow the in-game graphics' example.
Is there an issue? Send a MessageReason:
None


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

to:

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

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* ''VideoGame/DiscoElysium'': In Kim Kitsuragi's character portrait, he wears his jacket zipped up. His in-game model however wears the jacket un-zipped.unzipped.



* ''Franchise/FinalFantasy'': The NES and SNES games feature numerous deviations between the official art and how characters appear in game:

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* ''Franchise/FinalFantasy'': The NES and SNES games feature numerous deviations between the official art and how characters appear in game:in-game:



* ''VideoGame/LeagueOfLegends'' is a game whose art direction and graphical quality [[ArtEvolution have evolved]] non-stop through more than a decade, with a cast of over 150 unique playable champions to sell the series. This unfortunately results in the game's assets and promotional material showcasing a huge dissonance in quality and tone, especially the older a character is. Take Malphite for example, a giant rock elemental who in lore is sleek, sharp and built like a mountain. His game model meanwhile, which was created in 2009, is a bumpy, low-fidelity Warcraft-type creature with much goofier proportions and features.

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* ''VideoGame/LeagueOfLegends'' is a game whose art direction and graphical quality [[ArtEvolution have evolved]] non-stop through more than a decade, with a cast of over 150 unique playable champions to sell the series. This unfortunately results in the game's assets and promotional material showcasing a huge dissonance in quality and tone, especially the older a character is. Take Malphite for example, a giant rock elemental who in lore is sleek, sharp sharp, and built like a mountain. His game model meanwhile, which was created in 2009, is a bumpy, low-fidelity Warcraft-type creature with much goofier proportions and features.



** Aghanim's robes are portrayed as green in-game, but are depicted as red in all other media.

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** Aghanim's robes are portrayed as green in-game, in-game but are depicted as red in all other media.



*** Spinarak is canonically pale green with yellow legs and dark turquoise accents, but it's initial sprites were dark blue and purple. This would be corrected in ''Crystal''.
*** Sneasel's official art depicts it with a dark blue body and red feathers, but it's ''Gold/Silver'' sprites appear brown bodied with pale cyan feathers. This would likewise get corrected in ''Crystal''.
*** Bellosom is an interesting case. The artwork gives it dark blue skin like the rest of it's evolutionary family, with red flowers on it's head and a green/yellow grass skirt. It's ''Gold/Silver'' sprites instead show it with lime green skin and pink flowers and skirt (due to palette limitations of the time the flowers and skirt had to share the same color). While it's flowers and later it's skirt would be changed to match the artwork, it has kept the green skin ever since with the ''artwork'' changing to reflect it.

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*** Spinarak is canonically pale green with yellow legs and dark turquoise accents, but it's its initial sprites were dark blue and purple. This would be corrected in ''Crystal''.
*** Sneasel's official art depicts it with a dark blue body and red feathers, but it's its ''Gold/Silver'' sprites appear brown bodied brown-bodied with pale cyan feathers. This would likewise get corrected in ''Crystal''.
*** Bellosom is an interesting case. The artwork gives it dark blue skin like the rest of it's its evolutionary family, with red flowers on it's its head and a green/yellow grass skirt. It's Its ''Gold/Silver'' sprites instead show it with lime green skin and pink flowers and skirt (due to palette limitations of the time the flowers and skirt had to share the same color). While it's its flowers and later it's its skirt would be changed to match the artwork, it has kept the green skin ever since with the ''artwork'' changing to reflect it.



*** Banette is shown in official art to have pink eyes, a yellow tuft on its tail and a golden zipper mouth, while the in-game sprite makes them all orange. The sprite also lacks the distinct triangle shape of the upper half of its eyes and the horns on its head also look smaller.

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*** Banette is shown in official art to have pink eyes, a yellow tuft on its tail tail, and a golden zipper mouth, while the in-game sprite makes them all orange. The sprite also lacks the distinct triangle shape of the upper half of its eyes and the horns on its head also look smaller.



* ''VideoGame/SporeCreatures'': Numerous creatures on the cover do appear in-game, but use different color schemes and slightly different parts. This is most obvious with the Meepers; on the cover the creature is green with light green spots on its wings, but in-game the creature is bright red with solid yellow spots along its back and wings.

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* ''VideoGame/SporeCreatures'': Numerous creatures on the cover do appear in-game, but use different color schemes and slightly different parts. This is most obvious with the Meepers; on the cover cover, the creature is green with light green spots on its wings, but in-game the creature is bright red with solid yellow spots along its back and wings.



*** Princess Peach is depicted with blonde hair and a pink dress in official art, but is a redhead with a white dress in-game. This would go on to affect her depictions in ''WesternAnimation/TheSuperMarioBrosSuperShow'' and ''WesternAnimation/TheAdventuresOfSuperMarioBros3'' thanks to the production staff having only a limited amount of reference material to go off of. [[VideoGame/SuperMario3DWorld Twenty-eight years later]], Peach's white with red trim dress would be acknowledged by making it her Fire Form.

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*** Princess Peach is depicted with blonde hair and a pink dress in official art, art but is a redhead with a white dress in-game. This would go on to affect her depictions in ''WesternAnimation/TheSuperMarioBrosSuperShow'' and ''WesternAnimation/TheAdventuresOfSuperMarioBros3'' thanks to the production staff having only a limited amount of reference material to go off of. [[VideoGame/SuperMario3DWorld Twenty-eight years later]], Peach's white with red trim dress would be acknowledged by making it her Fire Form.



*** Official artwork frequently depicts Bowser wearing a large blue cape, which is absent from his in-game sprites. This especially stands out as the game released in 1988, by which point Nintendo had gotten enough of a hang on the NES's graphical capabilities to make the idea feasible.
** ''VideoGame/SuperMarioWorld'': Bowser's official artwork depicts him with his standard orange skin color, but due to a developer oversight, his skin is the same shade of green as his shell. Graphic designer Shigefumi Hino openly regretted this mistake, stating that he especially felt bad about it due to Bowser being a central character to the game. Consequently, the ''Super Mario World'' mode in ''VideoGame/SuperMarioMaker'' and ''VideoGame/SuperMarioMaker2'' features new Bowser sprites based on his modern design.

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*** Official artwork frequently depicts Bowser wearing a large blue cape, which is absent from his in-game sprites. This especially stands out as the game was released in 1988, by which point Nintendo had gotten enough of a hang on the NES's graphical capabilities to make the idea feasible.
** ''VideoGame/SuperMarioWorld'': Bowser's official artwork depicts him with his standard orange skin color, but due to a developer oversight, his skin is the same shade of green as his shell. Graphic designer Shigefumi Hino openly regretted this mistake, stating that he especially felt bad about it due to Bowser being a central character to in the game. Consequently, the ''Super Mario World'' mode in ''VideoGame/SuperMarioMaker'' and ''VideoGame/SuperMarioMaker2'' features new Bowser sprites based on his modern design.



* ''VideoGame/TalesOfPhantasia'': In the original SNES version the party's sprites differ greatly from their official artworks. Specifically, Cress has a blue cape instead of red, Chester has his EyesAlwaysShut and wears a cape, Mint has an ushanka and blue robes instead of nurse-like dress, Arche wears a dress instead of poofy pink pants, and Claus looks like an university graduate instead of his vaguely-shamanistic look. This is a result of the game being nearly finished when Creator/KosukeFujishima was hired to do character design. As a result, the party was left stuck with their "beta" costumes, which reused several unrelated sprites in order to fit the game into the SNES cartrige, and couldn't be changed easily. Meanwhile, the BigBad had more memory space dedicated to him, and so Fujishima' design was implemented for him alone. When the PS remake came along, one of its selling points was that characters' sprites now matched the offical art.

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* ''VideoGame/TalesOfPhantasia'': In the original SNES version the party's sprites differ greatly from their official artworks. Specifically, Cress has a blue cape instead of red, Chester has his EyesAlwaysShut and wears a cape, Mint has an ushanka and blue robes instead of a nurse-like dress, Arche wears a dress instead of poofy pink pants, and Claus looks like an a university graduate instead of his vaguely-shamanistic look. This is a result of the game being nearly finished when Creator/KosukeFujishima was hired to do character design. As a result, the party was left stuck with their "beta" costumes, which reused several unrelated sprites in order to fit the game into the SNES cartrige, cartridge and couldn't be changed easily. Meanwhile, the BigBad had more memory space dedicated to him, and so Fujishima' Fujishima's design was implemented for him alone. When the PS remake came along, one of its selling points was that the characters' sprites now matched the offical official art.
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** ''VideoGame/FinalFantasyV'': Faris looks very different in-game compared to her concept art. In the official art, she has white hair and dons a black BadassLongcoat over a flowing white blouse with matching thigh-high boots. In-game, meanwhile, she has pink hair and wears a blue coat over a light blue dress, brown boots, and a green scarf.

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** ''VideoGame/FinalFantasyV'': Faris looks very different in-game compared to her concept art. In the official art, she has white hair hair, tied up in a ponytail, and dons a black BadassLongcoat over a flowing white blouse with matching black thigh-high boots. In-game, meanwhile, she has pink hair hair, which she keeps down, and wears a blue coat over a light blue dress, brown boots, a green scarf, and a green scarf.headband on her forehead.
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* ''VideoGame/DiscoElysium'': In Kim Kitsuragi's character portrait, he wears his jacket zipped up. His in-game model however wears the jacket un-zipped.

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* ''VideoGame/FinalFantasyVI'': Terra's official artwork has her with blonde hair, but her sprite has green hair. However, this is fairly typical of the pixel-based ''Final Fantasy'' games, as they tend to have their in-game art deviate a lot from their Creator/YoshitakaAmano made concept art. In particular Faris from ''VideoGame/FinalFantasyV'' has a very different in-game sprite compared to her concept art.

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* ''Franchise/FinalFantasy'': The NES and SNES games feature numerous deviations between the official art and how characters appear in game:
** ''VideoGame/FinalFantasyV'': Faris looks very different in-game compared to her concept art. In the official art, she has white hair and dons a black BadassLongcoat over a flowing white blouse with matching thigh-high boots. In-game, meanwhile, she has pink hair and wears a blue coat over a light blue dress, brown boots, and a green scarf.
**
''VideoGame/FinalFantasyVI'': Terra's official artwork has her with blonde hair, but her sprite has green hair. However, this is fairly typical of the pixel-based ''Final Fantasy'' games, as they tend to have their in-game art deviate a lot from their Creator/YoshitakaAmano made concept art. In particular Faris from ''VideoGame/FinalFantasyV'' has a very different in-game sprite compared to her concept art.hair.



** ''VideoGame/MarioBros'': In the UsefulNotes/Atari2600 port, the official art work depicts Mario in a white cap & overalls with a red shirt and Luigi in a beige cap & overalls with a brown shirt. In-game, Mario wears blue with a brown shirt, while Luigi wears green with a brown shirt.

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** ''VideoGame/MarioBros'': In the UsefulNotes/Atari2600 port, the official art work artwork depicts Mario in a white cap & overalls with a red shirt and Luigi in a beige cap & overalls with a brown shirt. In-game, Mario wears blue with a brown shirt, while Luigi wears green with a brown shirt.
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In older video games, this was most often due to graphical limitations which didn't allow for the characters to appear in full color, thus requiring the sprite artists to get creative with what they had (if not due to needing the characters to stand out from the background.) It can also occur, though, due to communication breakdowns between artists and game developers, leading to characters being depicted with things and in ways that simply don't appear within the game itself (ie: Someone depicted with long hair in all artwork, when its chopped short in the sprite, or always carrying a rifle in their profile photo, when they are clearly established wielding dual pistols.)

to:

In older video games, this was most often due to graphical limitations which didn't allow for the characters to appear in full color, color and at much lower resolution than on modern displays, thus requiring the sprite artists to get creative with what they had (if not due to needing the characters to stand out from the background.) It can also occur, though, due to communication breakdowns between artists and game developers, leading to characters being depicted with things and in ways that simply don't appear within the game itself (ie: Someone depicted with long hair in all artwork, when its chopped short in the sprite, or always carrying a rifle in their profile photo, when they are clearly established wielding dual pistols.)
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* ''VideoGame/DragonRage'': [[ZigZaggingTrope Zig-Zagged]], The artwork one can find on the game's box art resembles Cael in gameplay, but not the [[{{Cutscene}} cutscenes]].

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Did some digging, and Luigi didn't have any official artwork for the original Super Mario Bros. He did have artwork in The Lost Levels, and that uses his green and blue coloration.


* This was very common in the [[VideoGame/PokemonRedAndBlue first generation]] of Franchise/{{Pokemon}}, with various Pokémon bearing very little resemblance to their official artwork (Gastly for example is just a diffused cloud of gas with a face rather than having a defined head). It wouldn't be until ''Yellow Version'' that the sprites would start to line up with the artwork, and even in later games there would be the occasional case of a Pokémon's in-game color pallet not lining up with the art.

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* This was very common in the [[VideoGame/PokemonRedAndBlue first generation]] of Franchise/{{Pokemon}}, with various ''Franchise/{{Pokemon}}'':
** ''VideoGame/PokemonRedAndBlue'': Almost every
Pokémon bearing very little resemblance to their in the game looks radically different from the official artwork (Gastly art -- Gastly, for example instance, is just simply a diffused cloud of gas with a face rather than having a defined head). It wouldn't be until ''Yellow Version'' that black orb ''surrounded'' by gas. Reportedly, the artwork was made after the spritework was completed, and Ken Sugimori made many deviations from what was present in-game. ''Pokémon Yellow'' would redo all the Pokémon sprites would start to line up with the better match Sugimori's artwork, and even tying in later games there would be the occasional case of a Pokémon's in-game color pallet not lining up with the art.its status as a RecursiveAdaptation of ''Anime/PokemonTheOriginalSeries''.



* ''Franchise/SuperMarioBros'': Due to the series debuting in 1985, at a time when video game graphics were a lot more restrictive, there are multiple aspects of characters' official designs that were omitted or altered in their in-game sprites and models:

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* ''Franchise/SuperMarioBros'': Due to the series debuting in 1985, 1981, at a time when video game graphics were a lot more restrictive, there are multiple aspects of characters' official designs that were omitted or altered in their in-game sprites and models:models:
** ''VideoGame/MarioBros'': In the UsefulNotes/Atari2600 port, the official art work depicts Mario in a white cap & overalls with a red shirt and Luigi in a beige cap & overalls with a brown shirt. In-game, Mario wears blue with a brown shirt, while Luigi wears green with a brown shirt.



*** In official artwork, Mario wears a red cap & overalls with a blue shirt, while Luigi wears white, with a green shirt. Contrary to popular belief, Luigi's colors matched his sprite at that point in time, but in-game, Mario wore a brown shirt. Luigi would not appear in-game with a green hat/overalls and a blue shirt until the game was remade on VideoGame/SuperMarioAllStars.

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*** In official artwork, Mario wears a red cap & overalls with a blue shirt, while yet wears a brown shirt in-game. Meanwhile, Luigi has no official artwork, and consequently wears white, white with a green shirt. Contrary shirt to popular belief, Luigi's colors matched match his sprite at that point in time, but in-game, artwork from the UsefulNotes/Atari2600 port of ''VideoGame/MarioBros''. ''Game & Watch: Super Mario wore Bros.'' would riff on this by featuring a brown shirt. number of sleep mode screens where Mario and Luigi would not appear are colored identically to their in-game with a green hat/overalls and a blue shirt until the game was remade on VideoGame/SuperMarioAllStars.sprites.



*** Bowser is depicted in much of the game's Japanese artwork with blue skin and a yellow mohawk, but is green-skinned and bald in-game. Later artwork would update Bowser's appearance to match his sprite, while his initial blue-skinned look would be carried over to his brother, who appears as an enemy in ''VideoGame/SuperMarioBrosTheLostLevels''.

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*** Bowser is depicted in much of the game's Japanese artwork with blue skin and a yellow mohawk, but is green-skinned and bald in-game. Later artwork would update Bowser's appearance skin color to match his sprite, while his initial blue-skinned look would be carried over to his brother, who appears as an enemy in ''VideoGame/SuperMarioBrosTheLostLevels''.''VideoGame/SuperMarioBrosTheLostLevels''.
** ''VideoGame/SuperMarioBrosTheLostLevels'':
*** Luigi is depicted in official artwork with a green cap & overalls and a blue shirt. In-game, however, he retains his white and green palette from ''VideoGame/SuperMarioBros1''.
*** The official artwork for the Poison Mushroom depicts it with a SlasherSmile; its in-game sprite, meanwhile, depicts it as a simple PaletteSwap of a Super Mushroom.

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** ''VideoGame/PokemonRubyAndSapphire'':
*** Banette is shown in official art to have pink eyes, a yellow tuft on its tail and a golden zipper mouth, while the in-game sprite makes them all orange. The sprite also lacks the distinct triangle shape of the upper half of its eyes and the horns on its head also look smaller.
*** Dusclops has five-fingered hands in its official artwork, but the in-game sprites have four-fingered hands instead.
*** Salamence is shown to be the same shade of blue as its base form Bagon in official art, but the in-game sprites make him purple instead.


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*** Spinarak is canonically pale green with yellow legs and dark turquoise accents, but it's initial sprites were dark blue and purple. This would be corrected in ''Crystal''.
*** Sneasel's official art depicts it with a dark blue body and red feathers, but it's ''Gold/Silver'' sprites appear brown bodied with pale cyan feathers. This would likewise get corrected in ''Crystal''.
*** Bellosom is an interesting case. The artwork gives it dark blue skin like the rest of it's evolutionary family, with red flowers on it's head and a green/yellow grass skirt. It's ''Gold/Silver'' sprites instead show it with lime green skin and pink flowers and skirt (due to palette limitations of the time the flowers and skirt had to share the same color). While it's flowers and later it's skirt would be changed to match the artwork, it has kept the green skin ever since with the ''artwork'' changing to reflect it.
** ''VideoGame/PokemonRubyAndSapphire'':
*** Banette is shown in official art to have pink eyes, a yellow tuft on its tail and a golden zipper mouth, while the in-game sprite makes them all orange. The sprite also lacks the distinct triangle shape of the upper half of its eyes and the horns on its head also look smaller.
*** Dusclops has five-fingered hands in its official artwork, but the in-game sprites have four-fingered hands instead.
*** Salamence is shown to be the same shade of blue as its base form Bagon in official art, but the in-game sprites make him purple instead.
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** ''VideoGame/SuperMario64'': Bowser's in-game model features much more exaggerated proportions than his official artwork, featuring a bigger and wider head and stubbier limbs. This version of his design would become standard in most other 3D N64 appearances.

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** ''VideoGame/SuperMario64'': Bowser's in-game model features much more exaggerated proportions than his official artwork, featuring a bigger and wider head and stubbier limbs. This version of his design would become standard in most other 3D N64 appearances.appearances.
* ''VideoGame/TalesOfPhantasia'': In the original SNES version the party's sprites differ greatly from their official artworks. Specifically, Cress has a blue cape instead of red, Chester has his EyesAlwaysShut and wears a cape, Mint has an ushanka and blue robes instead of nurse-like dress, Arche wears a dress instead of poofy pink pants, and Claus looks like an university graduate instead of his vaguely-shamanistic look. This is a result of the game being nearly finished when Creator/KosukeFujishima was hired to do character design. As a result, the party was left stuck with their "beta" costumes, which reused several unrelated sprites in order to fit the game into the SNES cartrige, and couldn't be changed easily. Meanwhile, the BigBad had more memory space dedicated to him, and so Fujishima' design was implemented for him alone. When the PS remake came along, one of its selling points was that characters' sprites now matched the offical art.
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[[quoteright:840:[[VideoGame/SporeCreatures https://static.tvtropes.org/pmwiki/pub/images/artistingame_sc.jpg]]]]
[[caption-width-right:840:Why doesn't mine look like that?]]


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[[caption-width-right:840:Why [[caption-width-right:350:[[WesternAnimation/TheSimpsons Why doesn't mine look like that?]]

that?!]]]]
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*** Princess Peach is depicted with blonde hair and a pink dress in official art, but is a redhead with a white dress in-game. This would go on to affect her depictions in ''WesternAnimation/TheSuperMarioBrosSuperShow'' and ''WesternAnimation/TheAdventuresOfSuperMarioBros3'' thanks to the production staff having only a limited amount of reference material to go off of.

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*** Princess Peach is depicted with blonde hair and a pink dress in official art, but is a redhead with a white dress in-game. This would go on to affect her depictions in ''WesternAnimation/TheSuperMarioBrosSuperShow'' and ''WesternAnimation/TheAdventuresOfSuperMarioBros3'' thanks to the production staff having only a limited amount of reference material to go off of. [[VideoGame/SuperMario3DWorld Twenty-eight years later]], Peach's white with red trim dress would be acknowledged by making it her Fire Form.
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Created from YKTTW

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[[quoteright:240:[[VideoGame/SporeCreatures https://static.tvtropes.org/pmwiki/pub/images/artistingame_sc.jpg]]]]
[[caption-width-right:840:Why doesn't mine look like that?]]


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

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

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

Related to CoversAlwaysLie. Compare to SuddenlyBlonde. See also YouDontLookLikeYou.

GraphicsInducedSuperDeformed could be considered a sub-trope.

!!Examples of this trope in action include the following:

* ''VideoGame/CastlevaniaSymphonyOfTheNight'': Richter Belmont's sprites in-game depict him with short hair, similar to his previous appearance in Dracula X. However, his artwork (and even his in-game portrait) show it to be at least shoulder-length.
* ''VideoGame/ChronoTrigger'': Several characters are depicted in artwork with things they simply never have in-game.
** Frog is shown carrying a small round shield that never appears.
** Ayla is shown with a club, despite in-game being a BareFistedMonk
** Robo has what appears to be an arm cannon in artwork, but has two hands in-game, and his primary weapon is his fists.
** On a lesser note, Magus has a red cape and pale skin in artwork, when he's otherwise a normal tone and has a blue cape in-game.
** On the game's cover art, Marle is seen using fire magic to enchant Crono's sword; in-game, Marle casts ice magic.
* Despite Marth receiving a redesign in ''VideoGame/FireEmblemMysteryOfTheEmblem'', his battle sprite in Book 2 still depicts Marth's appearance from ''VideoGame/FireEmblemShadowDragonAndTheBladeOfLight'', pantless and all. While his portrait in Book 1 resembles his original appearance, his portrait in Book 2 closely resembles his redesign, so it is likely a case of graphical oversight.
* ''VideoGame/FireEmblemTheBlazingBlade'': Lyn's battle sprite as a Lord depicts her with long sleeves, even though she has short sleeves in her official art. Her battle sprite as Blade Lord correctly depicts her with short sleeves.
* ''VideoGame/FinalFantasyVI'': Terra's official artwork has her with blonde hair, but her sprite has green hair. However, this is fairly typical of the pixel-based ''Final Fantasy'' games, as they tend to have their in-game art deviate a lot from their Creator/YoshitakaAmano made concept art. In particular Faris from ''VideoGame/FinalFantasyV'' has a very different in-game sprite compared to her concept art.
* ''VideoGame/LeagueOfLegends'' is a game whose art direction and graphical quality [[ArtEvolution have evolved]] non-stop through more than a decade, with a cast of over 150 unique playable champions to sell the series. This unfortunately results in the game's assets and promotional material showcasing a huge dissonance in quality and tone, especially the older a character is. Take Malphite for example, a giant rock elemental who in lore is sleek, sharp and built like a mountain. His game model meanwhile, which was created in 2009, is a bumpy, low-fidelity Warcraft-type creature with much goofier proportions and features.
* ''VideoGame/TheLegendOfZeldaALinkToThePast'':
** Famously, the color of Link's hair in this game. He appears dirty blonde in official artwork, but pink in-game. There have been theories for why this is, ranging from graphical limitations to consistency with his pink bunny form later on, but all of this has been disproven.
** Despite the game's artwork firmly establishing the Master Sword's iconic appearance even today, in-game it appears to have an indistinct brown hilt that becomes white after the sword is tempered later on. This is especially egregious since the sword otherwise appears relatively accurate until Link actually obtains it.
** Aghanim's robes are portrayed as green in-game, but are depicted as red in all other media.
* In ''VideoGame/LunarTheSilverStar'' and its remake, Ramus clearly has brown hair in cutscenes and portraits but his sprite has dark blue hair.
* ''Franchise/MegaMan'': Sometimes in the NES games, the alternate color schemes for Mega Man's weapons would look different in-game than in official art.
** The color scheme for Metal Blade in ''VideoGame/MegaMan2'' is supposed to be brown and yellow, but appears brown and tan.
** Similarly, Top Spin in ''VideoGame/MegaMan3'' is supposed to be gray and yellow, but appears gray and tan in-game.
** Outside of Mega Man himself, some of the robot masters would also appear off-color. Cut Man, though officially orange, appears maroon in the original NES game. Flash Man, though featuring a lot of yellow in his design, is white and blue in ''Mega Man 2'' itself.
* ''VideoGame/MemoirsOfMagic'': The Heroes of Light all bear only passing resemblance to their official art, usually manifesting as having bigger eyes and more exaggerated proportions to make up for the limited sprite size. Lucien's shield is not solid gold in the final game, Zandro's body is white instead of the off-gold, Phazar's body doesn't have the purple legs, and William's face is aqua instead of light green.
* This was very common in the [[VideoGame/PokemonRedAndBlue first generation]] of Franchise/{{Pokemon}}, with various Pokémon bearing very little resemblance to their official artwork (Gastly for example is just a diffused cloud of gas with a face rather than having a defined head). It wouldn't be until ''Yellow Version'' that the sprites would start to line up with the artwork, and even in later games there would be the occasional case of a Pokémon's in-game color pallet not lining up with the art.
** ''VideoGame/PokemonRubyAndSapphire'':
*** Banette is shown in official art to have pink eyes, a yellow tuft on its tail and a golden zipper mouth, while the in-game sprite makes them all orange. The sprite also lacks the distinct triangle shape of the upper half of its eyes and the horns on its head also look smaller.
*** Dusclops has five-fingered hands in its official artwork, but the in-game sprites have four-fingered hands instead.
*** Salamence is shown to be the same shade of blue as its base form Bagon in official art, but the in-game sprites make him purple instead.
** ''VideoGame/PokemonGoldAndSilver'':
*** The Bulbasaur family feature bluish-teal skin in official art, but bright yellow-green in-game. Additionally, Bulbasaur's bulb is the same color as its skin in-game, a trait carried over from its UsefulNotes/SuperGameBoy sprites in ''VideoGame/PokemonRedAndBlue''.
*** Croconaw and Feraligatr are depicted with bright blue skin in official artwork, but their in-game sprites depict them as a greenish teal. ''Crystal'' would recolor their skin to the proper shade of blue.
*** Raikou has purple cloudlike tufts of fur on its back in official art, but its in-game sprites color them orange. Additionally, Raikou's sprite features a large black mass on its neck and lacks the hornlike tufts on its forehead. Raikou's sprite in ''Crystal'', meanwhile, is nearly 1:1 with the artwork.
* ''VideoGame/{{Sideswiped}}'': The red car on the cover is clearly intended to be a red Typhoon based on the shape and grille, but due to the limitations of the DS these cars only appear as low-resolution models. The green truck in the background is also obviously a Cannon, with similar resemblance and in-game restrictions for the same reasons.
* ''VideoGame/SporeCreatures'': Numerous creatures on the cover do appear in-game, but use different color schemes and slightly different parts. This is most obvious with the Meepers; on the cover the creature is green with light green spots on its wings, but in-game the creature is bright red with solid yellow spots along its back and wings.
* ''Franchise/SuperMarioBros'': Due to the series debuting in 1985, at a time when video game graphics were a lot more restrictive, there are multiple aspects of characters' official designs that were omitted or altered in their in-game sprites and models:
** ''VideoGame/SuperMarioBros1'':
*** In official artwork, Mario wears a red cap & overalls with a blue shirt, while Luigi wears white, with a green shirt. Contrary to popular belief, Luigi's colors matched his sprite at that point in time, but in-game, Mario wore a brown shirt. Luigi would not appear in-game with a green hat/overalls and a blue shirt until the game was remade on VideoGame/SuperMarioAllStars.
*** Princess Peach is depicted with blonde hair and a pink dress in official art, but is a redhead with a white dress in-game. This would go on to affect her depictions in ''WesternAnimation/TheSuperMarioBrosSuperShow'' and ''WesternAnimation/TheAdventuresOfSuperMarioBros3'' thanks to the production staff having only a limited amount of reference material to go off of.
*** Bowser is depicted in much of the game's Japanese artwork with blue skin and a yellow mohawk, but is green-skinned and bald in-game. Later artwork would update Bowser's appearance to match his sprite, while his initial blue-skinned look would be carried over to his brother, who appears as an enemy in ''VideoGame/SuperMarioBrosTheLostLevels''.
** ''VideoGame/SuperMarioBros2'':
*** While official artwork shows Toad with red spots on his mushroom cap, his in-game sprite depicts them as blue due to palette limitations.
*** Princess Peach is blonde in official art, but brunette in-game due to palette limitations; this also carries over to her appearance in ''VideoGame/SuperMarioBros3'', which reuses her sprite from this game.
*** Birdo is depicted with a large red bow on her head in official artwork, but she goes without headgear in-game.
** ''VideoGame/SuperMarioBros3'':
*** Mario and Luigi are shown wearing blue overalls in official art, but on their in-game sprites, their overalls are black. In Battle Mode, meanwhile, Mario's overalls are the proper shade of blue, but Luigi's are teal. Due to palette limitations, the colors of their overalls also carry over to their hair and mustaches, which are black in-game.
*** Official artwork frequently depicts Bowser wearing a large blue cape, which is absent from his in-game sprites. This especially stands out as the game released in 1988, by which point Nintendo had gotten enough of a hang on the NES's graphical capabilities to make the idea feasible.
** ''VideoGame/SuperMarioWorld'': Bowser's official artwork depicts him with his standard orange skin color, but due to a developer oversight, his skin is the same shade of green as his shell. Graphic designer Shigefumi Hino openly regretted this mistake, stating that he especially felt bad about it due to Bowser being a central character to the game. Consequently, the ''Super Mario World'' mode in ''VideoGame/SuperMarioMaker'' and ''VideoGame/SuperMarioMaker2'' features new Bowser sprites based on his modern design.
** ''VideoGame/SuperMario64'': Bowser's in-game model features much more exaggerated proportions than his official artwork, featuring a bigger and wider head and stubbier limbs. This version of his design would become standard in most other 3D N64 appearances.

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