Obviously this isn't allowed, but the rules specify "Timing starts when the 400 appears in the upper right corner." 8-1 starts at 300 lol
Under the game rules section of the rules it states "Anything not possible on an original and unmodified NES, brick controller, and SMB3 cartridge is prohibited for runs. This includes but is not limited to..." So no you cannot use any memory viewer or tool built into an emulator for runs.
I think your example is a bit anecdotal, tricks are different for everyone. I run on console but can use a keyboard to do all the tricks I normally do. I hope your hardware doesn't stop you from speedrunning my dude
You cannot double jump on all-stars, nor can you do the veggie glitch. Aside from that, movement feels a little different, but they're very similar. I always feel like the nes version is slightly more responsive. On All-Stars you can super-jump while holding onto an item (Like Luigi in 1-2 with the key), while the nes version would require a pause. If you play either a lot, you'll get adjusted without much issue
Are we allowed to choose the "Free" option, rather than adding coins? This seems to allow people to start on a consistent framerule. Rather than mashing select after starting the game to add a coin, only to mash start again.
Same as the NES version. If you're looking for a list of each map, they can be found here: http://www.mariouniverse.com/maps-snes-smb3/
Not sure how you got that particular power up, but you basically did the Small Fire Mario glitch. If you become SFM and get hit, you turn into big Mario. This big Mario is treated as if he's small, and dies to a single hit. If you watch how this person is still big going into 2-1, he has the same setup you do: One hit would kill him
Yeah I wasn't sure if the suicide code was allowed. But since it isn't a trick with Player 2's controller I thought it might be acceptable. The trick requires some skill too.
I almost qualified for the category, but I threw smb2 in the middle as well. Fun idea!
No, but I do have time stamps for a few levels if that helps, they're not completely accurate but close enough (For the six hour tutorial):
1-1 to 1-2; 0:00-29:00 1-f; 29:00-40:00 1-5; 40:00-51:00 1-6; 51:00-57:00 1-Castle;
2-1; I missed the beginning so I say it starts at 1:07:00- 1:12:30. 2-2; 1:13:40 2-f; 1:25:00 or something I didn't look honestly. 2-3; 1:31:47 2-Sand; about 1:39:00 2-5; 1:41:00 2-Pyramid; 1:49:30 2-Castle;
3-1; 2:01:00 3-2; 2:02:30 3-3; 2:06:00 3-f; 3-4; 2:20:00 3-6; 2:23:00 3-8; 2:26:00 3-9; 2:28:45 3-Castle; 2:3x:xx
4-1; 2:38:50 4-2; 2:40:50 4-3; 2:45:30 4-F1; 4-4; 2:59:40 4-6; 3:05:30
5-1; 3:24:00 5-2; 3:26:30 5-f1; 3:32:10 5-4; 3:39:00
Tools > cheats > Set Addr to 0756, val to 3, then cmp to 0. Then click add and it should work
If you set memory address x0756 to 3, you'll be small fire Mario.
If you get the right spot, you can be sent all the way through the pipe too:
Check out this page http://tasvideos.org/GameResources/NES/SuperMarioBros.html
Where you stand lines up with a small white spot in the ground. Mario's left foot should be on this spot:
I tap the jump button quickly with my index finger. That's the most consistent method for me.