AIISON would be interesting to see because Mario's Keep's level design allows AISSON to break it much more than SMB's
1-1 IL (if framerules were ignored by timing method) would actually be a better IL than most other ILs, because of 3 fast accel opportunities and underground is hard to do perfectly. A perfect run of 1-1 would involve double fast accel in first room, precise subspeed manipulation + another fast accel in underground, and RTA Rules TAS FPG at the end. Perfect first room and fpg is extremely hard but definitely doable, but I don't see perfect underground happening anytime soon since the input combination is similar to that of 8-B first room in 8-4 IL.
7-1 BBG saves 1 framerule over normal 7-1 and ties FPG framerule if done perfectly. There is a TAS strat that uses the last buzzy beetle to FFPG which saves 1 framerule over BBG/FPG and 2 over normal 7-1 (without l+r), but that is not a viable strat at all since it requires 3 separate wall clips, precisely kicking the buzzy beetle, and a precise jump to the flagpole.
8-4 had been done considerably faster than what is shown in the video.
PAL full FPG inputs are L, R, L+A, R, which I don't see happening anytime soon
Most people record at 30fps, which is good since you can tell the exact start and end by using the 1-frame discrepancy between Mario appearing and the time counter appearing and the value of the timer during countdown.
Most people record at 30fps, which is good since you can tell the exact start and end by using the 1-frame discrepancy between Mario appearing and the time counter appearing and the value of the timer during countdown.
I chose the timing method in my post because that timing method can be directly converted to framerules + frames to spare, but Mario entering the castle still requires an IGT.
Then fpg and bbg wouldn't save time because the timesave comes after touching the flagpole.
If so, you can have a maximum time limit, which is set low enough so that it is unrealistic for anyone other than maybe the top players to go for it in a full-game run. For example, you must get the TAS 8-2 framerule for an 8-2 IL to be submitted. And timing should end when the time counter shows 000 after counting down, or when the screen goes black in warp zones, or when Toad starts talking in castle levels, to not take framerules into account. That opens up much more possibilities for improvements. Even in 4-1 (or any similar level), there's fast accel, dfa, no slowdown fpg, and good subpixel after fpg. It's going to be incredibly hard for someone to get all of that in a single run.
Also, most of the levels that @electricpants mentioned aren't that trivial. A 1-3 and 1-4 IL should collect the powerup or else it's meaningless. There's ground clip using a cheep cheep in 2-3/7-3. And there's ground clip using a koopa in 3-2 (which had been done by LeKukie).
If you play on emulator, you can use the autosplitter in https://www.speedrun.com/smb1/thread/vi46e so that you don't have to split manually.
You can do 4 bumps to make the pipe entry much more lenient. You can even go past the pipe a bit, then turn around and still get the wrong warp.
It should be Super Mario Bros (JU) or Super Mario Bros (U) or something like that