You are a ninja, Tompa. I actually tried doing this while originally recording the level and couldn't get it to work! I'll add this in and see if I can save overall frames in the level (my green banana bonus may desync). This also may screw up my Riverside Race green banana bonus, which is the hardest bonus yet, but I ended up getting it to be pretty damn good, so we'll have to see if this 5 frame improvement is worth it in the end (I hope it is!)
Also, I fixed the problem of the jump after the team throw. Apparently, there was only one single frame where it's possible to jump after the throw, after which, you need to wait 16 frames. Which is why I missed it in my last WIP and have done it in this one.
Other than that, did the level look good?
Also, I forgot that I changed a lot of World 1, so
here it is, if anyone is interested (minor differences, mostly saved 15-30 frames in each stage due to much better rolling).
I've also discovered that the double roll, even though slow, has useful applications, and I still use it at the beginning of some levels and bonuses. Sometimes it's faster, sometimes it's not. The speed of the slow roll is above 800, and a fast roll can always be started from a slow roll. Jumping speed is a bit above 700, and it takes longer to go into a roll from a jump. I've also discovered how to do a slow roll (which means a double roll) whenever you want when landing from a jump, and I'm sure some people would like to know (Cyrus!)
Oh, and ignore the Riverside Race portion of that link, since that part of it is still being worked on (it's fast so far, but it could be faster. I have to test out how to fall into the underwater tunnels fastest, and I can't yet get the "bounce-back" trick to work on Koin).