TAS is finished and awaiting submission. I'll try to submit it some time in the first week of January 2013.
In the meantime, I'll describe some stuff about the run.
Abuse of the game's physics allows the player to go fast. I think the game expects you to walk around and only use the screw kick in specialized places, but by spamming the screw kick, you go a lot faster. Basically it is a dash kick that acts as an attack.
Also, wall-jumping speed, on the surface, is the same speed as walking. However, by interrupting the wall-jump with an air kick or screw kick, and then cancelling it with A, you can now go very fast away from the wall, twice the speed as normal. The downside is that you cannot return to the same wall you jumped from. However, by interrupting the wall-jump with an air kick, and letting the air kick complete its animation, you can now return to the wall, thus allowing wall-climbing. It is abused to get over walls that the game intends to be impassable without long alternate routes or moving a platform into position.
It is possible to wall-jump from a slope, in the direction where the slope slants downward. In this case the slope is considered as steps on a staircase. Combine it with the fast wall-jump above. Enemy boosting and cornerboosting are used as well.
With this in mind, it is not an easy game to optimize. It took me over 60K rerecords and a while to finish this run. There are even a few known small improvements, but this game is not hex-editable.
I also made a game script with translation,
downloadable here (must unzip for image to work).
I'll give a video preview later if possible.