Every possible (as in, feasible to actually witness in gameplay) invincibility flash combination in SMB3.
You'll notice some sections are blank; either those palette combinations only occur before the power-up is available, or the power-up cannot reach the area where the palette combination is in the amount of time before a Starman's invincibility runs out (as is the case with Frog Mario's "Cave Fort" palette; the others can just barely make it in time, but he's way too slow in that form). There's also a few areas with unique palettes that there's no way you can bring invincibility to no matter what due to them being found at the end of long stages, such as the unique blue vine palette at the top of the tower in World 5, any airship/artillery boss room, or the red "Mushroom" treasure chest palette at the end of the second Piranha Plant stage (which he can almost make, but doesn't seem to be able to with the pipe delay, since the time spent entering it counts as time spent invincible). Also, he doesn't flash in castles, despite flashing in Toad houses.
Now, animating and uploading all these, that's gonna be tedious...
Menu palette transitions in Golf: U.S. Course for the Famicom Disk System. Posting this here so I can anchor it for elsewhere, but it's still pretty interesting to see how those fades worked in the early days.