This is an updated version of my TAS WIP for Time Force on the GBC.
I would write down a detailed list of patch notes for this revision, but Microsoft Edge tricked me into closing the page by accident, halfway through writing it, so thanks a lot, Immersive Reader... Just wanted to know whether wailing was the right word for "pummeling someone repeatedly", and... boy you sure helped with that.
Here's a general summary of what improved:
Apparently, this game has a Crash-style slide kick you can preform, and I discovered it completely by accident while recording the first level. There is a small delay when crouching, because pressing A during the short time before your ranger actually gets down to avoid, say, Nadira's fireball, will allow the ranger to slide across the ground to deal damage. However, you can't do it while crouching, which sucks for actually trying to slip past enemies in crawl spaces, but you can see me use it instead for taking out certain walls, which, in the yellow ranger's case, is actually faster than just running up to it and punching. Fun Fact, that's Kaite. I like Kaite. But I don't like her very delayed punches.
In the first draft, I defeated Gluto at the end of the third level, which put me in the past version of the fourth level where you track down Nadira. However, that version of the level has an unskippable, likely unavoidable cutscene that takes several seconds. Instead, I defeat Nadira instead to enter the future version instead, which doesn't have said cutscene.
All of the techs I discovered as I recorded the first draft are now known from the get-go, and thus used more often. Combined with many general optimizations (which lightning bolts to collect, when to use speed boosts, positioning, routing, etc.), this saved me about 2000-ish frames, roughly half a minute.