10 year bump! Woo!
So, I've been working on this game for real-time runs (not recommended) and I found a few minor improvements to the TAS. I'm bad at documenting so I don't remember my other ideas, but I've made videos of two of those that I did remember. There doesn't appear to be any thread in the gameboy forums, so I'm going to dump my findings here. Doubt anybody cares, but they'll be here anyways.
Rile phase 1:
https://www.youtube.com/watch?v=Bv8WtuC056A
So, like JXQ mentions, you want to kill Rile as close to his transformation point as possible because he slowly floats over there after phase 1 ends.
The TAS shoots the missiles more or less as soon as possible and keeps Rile moving. TAS waits for Rile to reach the center on his third movement, and finishes him there. In doing so, he has to wait a bit before the final hit, and Rile still ends up quite a ways away from his transformation point.
My goal with the new strat is to kill Rile immediately after he begins moving for the third time. This will recoil him almost directly onto his transformation point and eliminate all of that wasted time. Rile won't move until his missiles are gone, so I simply found a manipulation to keep them harmlessly on screen while I hit him more. With this strat, Rile is in stunlock for the entire fight and ends in a better position. Much less downtime.
Area 16 wall skip:
https://www.youtube.com/watch?v=TNyP9mPGMa0
This point of interest here is the swing at the bottom of this room. JXQ lands on the ground and pulls himself forward using the barrel, but you can just swing directly under this gap if you have a long enough swing. The following ceiling clip and initial descent are sub-optimal here because they are my real-time strats. :P
As I remember more strats, I'll continue to dump them here. Again, I doubt there's any interest in improving this beast of a TAS, but I wanted to have things documented anyways. Thanks!