World 1: Grass Land


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World 1: Grass Land
Asset Info favorite
Name World 1: Grass Land
Category NES
Game Super Mario Bros. 3
Section World Maps
Submitted December 5, 2024
Uploaded By Doc von Schmeltwick
Contributors MisterMike
Size 12.04 KB (424x274)
Format PNG (image/png)
Hits 6,704
Animations (0)

Comments (7)


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They didn't show -every- permutation XD. I didn't have every possible "level complete" combination, just "all" and "nothing" for different palettes.
And I really, really, really don't want a repeat of assembling those Subrosia maps when it's not necessary. -shudder-
Doc von Schmeltwick Apr 8, 2026 11:27 AM *
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"It's still added work for people when mine already had it pre-done. There's no advantage to retroactively splitting them."
The advantage is that it isn't an absolutely massive sheet that requires the use of scaled-up enemy sprites to fill in the huge empty spaces. Is having every single permutation of the map screen in a 5000x4000 pixel image (~1.50 MB) really worth it just so people don't have to match the dancing hill icon with the green hill icon placeholder, even when there are plenty of ways to do that easily?

"The "junk data" is still interesting and the 16x16's other half is still visible."
Just because you find that interesting doesn't mean it needs to be there. I think World 0 is an interesting glitch map, but that doesn't mean I'm going to rip that. (Then again, it's caused by a Gameshark code, so it's probably not a part of the game anyways)

"The animations yours have are quite off speed-wise"
I'm aware of this. However, my primary concern with my rips is the rips themselves, not ensuring that the animation speed of the icons is in-game accurate. I would appreciate it if they were made more accurate, however, so feel free to update them if you want.

"And uh, also your World 8 icon shows part of your "key" tiles on the map."
Oh, you're right. My bad, I'll fix that.
MisterMike Apr 8, 2026 5:28 AM
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-It's still added work for people when mine already had it pre-done. There's no advantage to retroactively splitting them.
-The "junk data" is still interesting and the 16x16's other half is still visible. Including it just makes it more clear where the actual palette attribute tiling is.
-The animations yours have are quite off speed-wise, especially world 6 which is a LOT faster than what you have. Compare with the ones I did on Mariowiki (also using .gif)
https://www.mariowiki.com/File:SMB3_Full_map_World_1.gif
https://www.mariowiki.com/File:SMB3_Full_map_World_2.gif
https://www.mariowiki.com/File:SMB3_Full_map_World_3.gif
https://www.mariowiki.com/File:SMB3_Full_map_World_3_alternate.gif
https://www.mariowiki.com/File:SMB3_Full_map_World_4.gif
https://www.mariowiki.com/File:SMB3_Full_map_World_6.gif
https://www.mariowiki.com/File:SMB3_Full_map_World_7.gif
https://www.mariowiki.com/File:SMB3_Full_map_World_8a.gif
https://www.mariowiki.com/File:SMB3_Full_map_World_8b.gif
https://www.mariowiki.com/File:SMB3_Full_map_World_8c.gif
https://www.mariowiki.com/File:SMB3_Full_map_World_9.gif
And uh, also your World 8 icon shows part of your "key" tiles on the map.
Doc von Schmeltwick Apr 8, 2026 1:38 AM
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"By default, they're harder to animate due to breaking up the animated tiles that on mine were all implemented already"
I can see how it might be annoying, but it's not that big of a deal, especially if you know the right way to do it. And I mean, if you're not capable of using paint to replace stuff in a rip when you want to use it, that's kind of a you problem.

"they lack the "full-length" ones for scrolling"
In hindsight, I think this might be the one thing I should've kept for these rerips. While it may be seen as redundant, it is pretty nice to have.

"they remove the eight pixels on either side of the screen where the full 16x16px tiles go, which includes interesting unseen stuff on the left side of many maps"
Yeah, I don't really get that. To me, it reads more like junk data than an actual part of the map, especially since it doesn't appear when using the map editor.

"aforementioned palette issues."
Subjective.

"Also, those animated icons aren't accurate to each world's actual animation loops (which differ world-by-world), making them rather misleading."
How so?
MisterMike Apr 8, 2026 1:03 AM
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By default, they're harder to animate due to breaking up the animated tiles that on mine were all implemented already; they lack the "full-length" ones for scrolling; they remove the eight pixels on either side of the screen where the full 16x16px tiles go, which includes interesting unseen stuff on the left side of many maps; aforementioned palette issues. Also, those animated icons aren't accurate to each world's actual animation loops (which differ world-by-world), making them rather misleading.
Doc von Schmeltwick Apr 7, 2026 11:22 PM
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Care to explain to me how my rerips aren't an improvement, exactly?
MisterMike Apr 7, 2026 7:07 AM
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MM's palette uses the inferior FCEUX palette rather than the more accurate MESEN/NEStopia palette, and I do not appreciate having the latter replaced with the former. I'm honestly tempted to just re-submit my prior revision, because this series of submissions add nothing to make them better yet removes and otherwise alters things that in doing so actively makes them worse. The palette transitions don't count given the provided palette is worse anyway, and I explained how the palette transitions work on my rips anyway in a simpler manner.
Doc von Schmeltwick Mar 22, 2026 9:13 PM *