Is the game over glitch you are using the one at the end of that video? If so, then I believe that crashes on N64 hardware:
Link to video
I have tried on my US and JP cartridge and it crashes in both. It does appear to be fine on emulator and WiiU Virtual Console, however.
When collecting gold cards in a level, if Bomberman chooses to exit the level by pausing and quitting out, his progress of collecting cards (and costume pieces) in the level is cleared. This week, I discovered that if you exit a level and then collect a gold card or costume piece during the fadeout, this is added to your completion of the level. A short demo can be seen below:
Link to video
This has resulted in some significant route changes for some of the levels in the 120 cards RTA category (Normal mode, all cards, no costume pieces), however we've not been able to determine where this could be used in a 100% run due to the lower time requirement for the speed card in each level, and the higher number of items collected in each level. That being said, perhaps a TAS would be able to implement this better.
For the curious, I've done some route comparisons for Green Garden 1, White Glacier 1 and Black Fortress 3 so far. Also planning on using this trick in Red Mountain 3, and potentially Red Mountain 1.
As an additional note, some small timesavers have been found since the last post in this thread. First, it's possible to clip onto the fence in Blue Resort 3 without needing to use bombs to jump up:
Link to video
Against Leviathan, it's possible to get an extra hit on his body when he comes up to hit you with his spikes, saving a cycle.
Link to video
Finally, in White Glacier 3, you can gain momentum by getting yourself alongside Sirius to get up the ice slope from the bottom.
Link to video
I have no idea if anyone is currently TASing/interested in TASing this game any further, but this (and the Black Fortress 1 skip above) is everything "new" since the existing TASes were published.
It's a really cool glitch, it's just a shame that there's only one real use for it. I figure in realtime, the best heart to get would be in White Glacier 1. If I move(from default camera) straight up, I can spawn a rabbit on the bottom pretty quickly, which takes 5 seconds or so. In a TAS, would getting one from the Sirius 1 bossfight be the most optimal?
So I think, realtime, you only need 3 bombs (super awesome), and the TAS only needs 6?
Link to video
Skip to 1:10 for the goodness. I know this will save more time in a real-time run, since you don't need to farm bombs (although a heart will need to be found in its place), but this is a much faster boss skip.
The glitch doesn't really make you float, as I originally thought. What it does is (I believe) put you in a constant state of high-speed falling. In this state, you cannot pick up a bomb, or interact with triggers in any way. Falling off another ledge that puts you in fast-fall , or picking up a bomb already on the ground will cancel the glitch, hence why I activate the end-level-trigger.
I haven't thought of any other uses for this yet, but I'll keep looking.
So during a 100% run today, this happened.
http://www.twitch.tv/footbigmike/c/2415320
If anyone that has "The TAS Skills™" could look into this and see what exactly the effects of this glitch are, and how easy it is to reproduce. My guess is some combination of getting hit at the same frame you fall of an edge? It seems to interrupt the falling process or something weird. If it means you can float over pits, then it could be pretty big. But as it appears, while it's active, you can't trigger loading zones. Needs toying with.