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| Display title | File:SMB3 Player flash diagram.png |
| Default sort key | SMB3 Player flash diagram.png |
| Page length (in bytes) | 1,302 |
| Namespace | File |
| Page ID | 484584 |
| Page content language | en - English |
| Page content model | wikitext |
| Indexing by robots | Allowed |
| Number of redirects to this page | 0 |
| Number of subpages of this page | 0 (0 redirects; 0 non-redirects) |
| Hash value | de1d47adf0400c3d0f6e1dc62aa41e2b0e8bf348 |
| Page image |  |
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| Page creator | Doc von Schmeltwick (talk | contribs) |
| Date of page creation | 20:19, March 6, 2025 |
| Latest editor | Doc von Schmeltwick (talk | contribs) |
| Date of latest edit | 19:40, September 29, 2025 |
| Total number of edits | 10 |
| Recent number of edits (within past 90 days) | 0 |
| Recent number of distinct authors | 0 |
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Description | Content |
Article description: (description) This attribute controls the content of the description and og:description elements. | A diagram displaying all 171 possible palette flashes for the player while invincible or changing to Fire form in Super Mario Bros. 3 for the NES. Also includes explanations for how they go together. This image is to be linked to (with {{file link}}) from sprite animations of Invincible Mario/Luigi for SMB3 to illustrate the variance the state has without bloating galleries or causing eye/epilepsy issues with the sheer amount of possible flashing animations. For translation to Fire form in gameplay and Invincibility on the map, the palette changes every four frames, which roughly corresponds to a frame delay of 8 in most animation software, while for Invincibility in stages, the palette changes every frame, which roughly corresponds to a frame delay of 2 in most animation software (it slows down near the end, though). The map "walk" animation, meanwhile, changes every 8 frames (which roughly corresponds to a frame delay of 14 and 13 alternating), meaning two color flashes per map pose - this is consistent in-game. |
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