The first half of a rough draft for my TAS of Time Force, the GBC game by Natsume. This uses TAS's extreme precision to wrangle the shockingly messy controls, let alone preform a few cool tricks to shave off time (Don't you dare...).
Important things of note when speedrunning this game:
Managing the energy meter is important, as you need a full bar to use the "select button" turbo boost. This boost may be better used later than now, to clear major jumps that are otherwise too long to get over.
Each ranger has a special attack executed with a double-tap and the B button. This also uses energy, so entering the boss with at least some may be a good plan. Depending on the ranger, it can be risky to attempt, as missing it will instead make the ranger punch. And boy do they punch... some of the most delayed punching can be found in this game, especially the yellow ranger. However, these special attacks are, most importantly, the strongest moves in the game (yeah, fun fact, the chrono-saber more-or-less only increases your range afaik)
Speed only affects attack speed, not movement speed, so I considered the yellow ranger over the blue ranger due to her maxed out damage.
Having just winged it, I kinda refined my technique as I went. For example:
First level - Whether used on the way down, or on the way up, jump-kicking enemies is a lot easier in TAS, cutting out the time wasted by punching. Simply walking off the ledge of platforms gives a small boost as you slip off of it, for some reason. Lightning bolts are used to particularly excessive great effect here, as I tried to collect all of them for as much speed boost as possible. I also switch to the vortex blaster to deal with one wall, since I couldn't jump-melee it. Unfortunately, I couldn't avoid having to punch a few walls, including two particularly high-quality ones. Fortunately, there is a glitch that, with frame-perfect B button presses, allows me to destroy the reinforced walls completely, with only one punch, man. The first boss is the only one fought twice, getting shredded by the yellow ranger's double punch special, but not before having to recover energy with what I call the "Super-Energy" power up. For a limited time, it gives the ranger infinite energy, meaning infinite specials and speed boosts. This can be seen in the following chase, as I engage maximum overdrive at least 3 times before the Super-Energy can deplete. I also get to damage boost off of the last enemy before the rematch.
Second level - It is a very dull level. Most of it is walking right, using speed boosts asap, and making small jumps over very repetitive obstacles. A few times, you have to jump-attack an enemy to get through untouched. And yes, it's faster to try to do so over damage-boosting. You also get to see some of those special jumps where having the boost active is helpful. I managed to get down to the last hit before the boss started teleporting. Fortunately, he didn't flee too far.
Third level - I took the bottom section at the start of the second section because I felt trying to jump up costed a bit more time. ...Than having to repeatedly make small hops and losing time to hitting your head. (By the way, hitting your head in this game normally stops you for a bit, like your helmet had glue atop it. Cool, huh?) At one point, I find out a much better form of jump-attacking for most situations: tapping A then B over the course of two frames. Not holding down instead makes the ranger do an air punch (cause that works out sooo well in most games). However, the hitbox actually triggers prematurely, allowing the ranger to hit the enemy. As a bonus, an enemy can't hurt you while they're in pain, probably for the sake of certain special attacks. This also makes having to jump right where an enemy is much easier, as you'll see at some point. Accidentally used up my speed boost too fast, so I had to hit the mid-boss with some normal punches. Thank goodness I didn't make that mistake agai-- oh. The fight against Gluto has me occasionally abuse the previously learned jump punch technique, which for some reason seems to leave him with a shorter hitstun. Or am I just imagining things? I mean, I did completely wiff a double-punch and only noticed later, so maybe I'm just stupid. But even an idiot knows this is where the game branches out. This is actually a fight against Gluto and Nadira. Nadira is situated on the top of the arena, but I just ignored her. However, the catch is once you defeat one of them, the other escapes without fail. So she escapes. The boss you choose to defeat affects which version of the fourth level you play. But that's for later; Gluto grows gigantic, and we have the first megazord fight. Red Mode is chosen for its supposed increased power, and also defeating the boss in Blue Mode extends the ending cutscene. I kinda fiddled side-to-side, intimidating Gluto with a game of footsies, but the jist for (at least for the first two) megazord fights is that you get the boss into the corner and start mercilessly wailing on them. I end up doing that, and finish off with the select button, defeating Gluto with the level 1 special attack.
Fourth level - Nadira escapes to the past version of Level 4 (although I wonder if the future version is actually faster for TAS). I take the high road at the start this time to avoid a bee swarm that iirc I couldn't avoid. Then, after some speed boosts, I let the ground collapse under me so I can drop back down to the bottom route. I had to deal with a strangly agressive spider, which involved jump-kicking it and damage boosting forward. Here, I realize that you can actually hit the ceiling juuust right to slip out the corner for a small boost. After activating the door, I had to deal with the spider again. No matter how I dropped down, the spider was in the way, and I couldn't make the game knock me to the right when I get hurt by it. So I damage boosted off the snake above to try to get past with invincibility frames. This didn't work, but it somehow made the spider tuck itself into the passage by the time I came face to face with it. Or rather, feet to FACE WITH IT! BOOM! Take that, Marvel! The enemy right after? Not so much... there was two of them, one of which being another bee swarm, halfway in the ground. Nope, I can't jump-kick it from here... Instead, I pause the game to switch to the chrono-saber to deal with them. Then I slip down to trigger an unskippable cutscene where the ground crumbles under me. (Oh god, maybe I should've gone to the future instead...) Right before I land, I switch back to punching, jump-punch the enemy, damage boost off the poison cloud, and one wall jump and expert ladder jump later, and I make it to Nadira (I think. I don't quite remember if there was any other obstacles first.) Nadira LOVES to teleport everywhere and has no hesitation to do so. Fortunately, TAS allows me to hit her as soon as possible, and in huge motherloads. Also, that one spider from before was apparently radioactive, because the yellow ranger has spider-sense to track Nadira's spawn points to reach her as soon as possible. The megazord fight went about as well as Gluto's, plus with the advantage of some optimization.