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Super Mario Bros. 3


Game Info arrow_drop_down favorite
Category NES
Assets 49
Hits 1,586,072
Comments 55
Tags (9): arrow_right
Alternative Names (7): arrow_right
Mario 3, SMB3, Супер Братя Марио 3 (Russian), 슈마브3 (Korean), 슈퍼 마리오 3 (Korean), スーパーマリオブラザーズ3 (Japanese), マリオ3 (Japanese)

Comments (55)


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Holy twitter argument
This guy over here Oct 7, 2026 4:52 PM
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hey so like... when will more levels be added to this? (dont ask me to do it because i dont even know how to properly rip stuff)
5redfreddy Sep 16, 2026 10:52 AM
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I already asked about animated .png, was told it won't work for how the site stores them.

I think it's pretty obvious TCRF's palette rules are meant to be followed across the board. Again, the purpose of that is visual cohesion. If 50 different emulators with different display colors are being used, it's not representative of how things look relative to each other, which leads to stuff in works of people using sprites from here without realizing they are operating under different rules, such as what is in this fan-game sheet where as consequence, things on the same sheet are clearly based on different rips with different palette rules and thus it looks like a mess. That is the main thing I take issue with.

Ideally, some manner of consistent rule can be implemented here, though given the staff already has a massive work load and the amount of added checking that would require, to say nothing of changing the sheets that are already here, I don't know how feasible that is. Either way, I feel the inconsistency in ripping manners among prolific users that affect the fundamental appearance of the assets compared to each other is starting to come to a head.
Doc von Schmeltwick Apr 8, 2026 11:35 AM *
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"That is still indicative of its unpopularity as a palette system."
A few negative comments regarding the palette over the course of several years doesn't indicate mass unpopularity, it's merely a few people showing dissatisfaction with the palette used. Again, if you take issue with the colors used for my rerips for this game, feel free to recolor and revise them at your discretion.

".gifs are unfortunately very limited speed-wise compared to animated .pngs. By like, a factor of 10 on the frame delay. I did upload some .gifs of the maps to Mariowiki, but I'd still prefer them as .png animations."
Perhaps you should inquire about animated PNGs to the staff, that might be worth them looking into in this case.

"As for TCRF"
This page is requirements for taking screenshots. The images I upload to TCRF aren't in-game screenshots, they're direct graphics rips. Nowhere does it say that this applies to that, nor does it say these palettes are banned across the board.
MisterMike Apr 8, 2026 5:10 AM
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That is still indicative of its unpopularity as a palette system.
.gifs are unfortunately very limited speed-wise compared to animated .pngs. By like, a factor of 10 on the frame delay. I did upload some .gifs of the maps to Mariowiki, but I'd still prefer them as .png animations.
https://www.mariowiki.com/File:SMB3_Full_map_World_1.gif
As a matter of fact, I plan to start a website of my own for animated asset sharing using that.
As for TCRF: https://tcrf.net/Help:Contents/Images#Screenshots https://tcrf.net/Help:Contents/Taking_Screenshots#NES
Doc von Schmeltwick Apr 8, 2026 1:32 AM *
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"I do recall at least three comments on your TLoZ1 rips saying they wished you didn't use FCEUX's default palette."
Yeah, but that's just their opinion. If I don't like how the colors of something look, I just change them myself before I use them, it's not that hard to do.

"many places, including TCRF, have outright banned the native FCEUX palette in favor of the 15-degree canonical one used by MESEN and NEStopia, and it honestly surprises me TSR hasn't."
This is the first time I've ever heard of something like that, and to be honest I find it hard to believe. I mean, I've uploaded plenty of images of sprites I've ripped myself to TCRF and I've never had anyone modify them or complain to me about it.

"Anyways, another issue I have with them is that yours are harder to animate"
I can see where you're coming from, but the pros of doing it like this definitely outweighs the cons. Having everything pre-assembled may be easier for someone to just pluck out what they need, but it balloons the image size immensely. The way I see it, if people want images of the assembled maps, they can just go to GameFAQs or VGMaps. Also, it's not that hard to replace all the animated tiles you need, especially if you know the right ways to do it.

That said, given that TSR now allows GIFs, I think having the assembled animated screens as GIFs might be a good compromise.
MisterMike Apr 8, 2026 1:05 AM
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I do recall at least three comments on your TLoZ1 rips saying they wished you didn't use FCEUX's default palette. I'm sorry I got heated there, but there really just didn't seem to be much of a point of that update and I don't like having my name attached to something that uses such a palette system; many places, including TCRF, have outright banned the native FCEUX palette in favor of the 15-degree canonical one used by MESEN and NEStopia, and it honestly surprises me TSR hasn't; it's best to at least have color cohesion among games on the same system that have limited color displays, and the MESEN one is closer to NTSC/NTSC-J, which the NES and Famicom were respectively developed for initially (as well as fairly close to contemporary official emulations, which tend to be more muted rather than pastel-bright-and-clashing). Also, annoyed to have a massive project I spent the better part of a year on casually overwritten by something that is ultimately less comprehensive and less user-friendly. (This was combined with the stress of noticing this the day before I started a new job.)

Anyways, another issue I have with them is that yours are harder to animate, and thus harder to actually use on a functional standpoint; mine were pre-assembled, yours were disassembled (which requires the animated tiles to be manually implemented, which is annoying to do as I can say from experience working with your quite good Zelda GBC maps). So it seems like a step backwards to remove that.
Doc von Schmeltwick Apr 7, 2026 11:19 PM *
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"It's well-known that FCEUX's native colors suck"
First I'm hearing about this. I always use FCEUX's default palette for the rips and customs I've done, and I don't think I've ever once heard someone describe them as bad. First for everything, I suppose...

"both for hardware accuracy"
The NES colors differ between consoles, regions and even the TV you use, so technically speaking there's no such thing as a "true" NES palette.

"and for actual aesthetic"
Subjective. I prefer the brighter, more vibrant hues of the default FCEUX palette. You are welcome to prefer otherwise.

"Revise things as needed, but don't make things actively worse, please."
If you have a problem with the palette I used, feel free to recolor them as needed, I don't mind in the slightest. As someone who can also be a stickler for palettes, I can understand your annoyance. That said, there's no need to be such a passive aggressive prick about it. I didn't do it to slight you, I did it to improve it and if you're going to say I didn't achieve that, then I'd prefer it if you offered some actual constructive criticism as opposed to being rude.
MisterMike Apr 7, 2026 7:05 AM
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OK, looks like someone decided it would be fine to replace MESEN/NEStopia with FCEUX colors on the world map images (and remove the long ones used for scrolling, plus the full-sized edge tiles). Not amused. It's well-known that FCEUX's native colors suck, both for hardware accuracy and for actual aesthetic (what with how eye-searingly pastel and clashing they tend to be). And while I get FCEUX has a tile, map, and object viewer, it can be easily modified to use the better palette; that's how I ripped everything here, after all. Revise things as needed, but don't make things actively worse, please.
Doc von Schmeltwick Mar 22, 2026 9:15 PM *
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I'm not really all that interested in ripping individual level maps, as it's been done elsewhere and feels like a lot of extra work for very little reward.
Doc von Schmeltwick Nov 10, 2025 12:03 AM
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u know, u havent done all the worlds
Benjacara Nov 9, 2025 4:29 PM
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OK, I have gone over everything again and re-ripped anything that was missing. Every graphic in the game should be accounted for now, once those revisions go through at least.
EDIT: OK, they have, and after only about an hour to boot!
Doc von Schmeltwick May 8, 2025 6:55 PM *
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happy mario day btw
feyd Mar 10, 2025 7:11 PM
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but it had the opportunity to have more content without all these unused sprites
and some of the levels should have been removed so a password system or save system could've been added
feyd Mar 10, 2025 7:11 PM
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i always thought this game was a bit overrated but still a classic
feyd Mar 10, 2025 6:36 PM
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I think that's everything in the game ripped and re-ripped, discounting the level maps which I don't particularly feel like ripping.
Doc von Schmeltwick Feb 6, 2025 2:41 PM
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The palette scrolling thing (where since tiles scroll every 8 pixels while palettes scroll every 16 pixels) is extra fun on the World 5 Tower level on the midpoint outside area.
Doc von Schmeltwick Jan 8, 2025 5:20 AM
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@thejohnston7 Yeah, the glitchy looking scrolling is really bothersome. It's why it's easier to recommend the All-Stars version unless you can adapt to the limitations. Some NES games are basically a glitchfest that may contain a game (and why not really into the console). There are far worse looking NES games than SMB3, both technical and art style. Even Konami who normally have some decent programming made Formula 1 Sensation and honestly... shouldn't have been on the NES because of the sprite flicker and graphical glitches really affecting the gameplay.

To defend SMB3 though, it did originally come out in 1988 and had to have some creative mapper programming skills pushing the NES. NES was getting fairly old at this point and would have been older if not for the Mapper technology extending its life (more so in JP Famicom where even FM sound chips were included in games). Of course something like Kirby's Adventure is a technical achievement but that's down to having Iwata involved who had been programming on the same processor family as far back as early C64, maybe even VIC-20.

Oh and apparently SMB3 was originally going to be an isometric game but honestly... the final product is better as isometric games tend to be much slower paced.
Yawackhary Jan 8, 2025 12:19 AM
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This game has waaay too many technical inefficiencies and unused graphics.
thejohnston7 Jan 7, 2025 10:42 PM
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Phenomenal work with the new map tiles!
Local H00ligan Dec 15, 2024 6:00 PM
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