In the map with gradients, each transition from one palette to another is 256 pixels wide because that's the pixel width of the NES' display and it accounts for how, at the exact moment the colors change, you basically get to see the whole screen with two color sets. But since some color changes happen after much less scrolling than 256 pixels, they overlap a lot.
I'm still not sure how to do the final presentations, but if people are interested, I can post the raw captures for both Mega Man and Mega Man IV. I'm not too hot on sharing these for the obvious reason that deep down, I don't really want someone else to come up with better finished products than me but that would be selfish so what the heck

?
Mega Man:

Mega Man IV:
(this one is messy because the bottom also has the finished map with and without gradients, as well as my solution to extend the train across the whole map and create divisions between train cars without making up new tiles. The poles or whatever those things are spaced according to my calculations of how fast they went by; they loop after 1408 pixels and I'm 95% confident in that estimate)

Anyway, that's all I'll say tonight. My brain is shutting down as I speak...
*thump*
*snores*
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"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard
Current projects: Mega Man V (GB), Mega Man Zero (GBA), Battletoads (NES), Sonic CD (Sega CD)