Electric Shoctopus Time Save
Confirmed
Level 4: Better movement in the electric field, and a wall jump after going around the bend for faster vertical acceleration.
Level 39: On the last jump to the straightaway you can use a different lineup and a charge to gain significant speed. You might end up having to jump to not run into the wall of missiles ahead of you.
Suspected
Level 24: Due to the bomb blocks and missiles acting as a time gate there is potential to drop down and climb the wall for a faster time.
Level 41: Better movement might be possible.
Level 43: Better missile manipulation might be possible.
Level 45: Better positioning during the missile segments might be able to save some frames.
In general: Better wall charge climb. I just held the charge button and spammed wall jump rather than properly timing it in some places. Confirmed instances are Lv. 30, 31
In general: Charge Boost. If you are moving in the same direction as a electric fields direction you can charge to get a minor speed boost. This can occasionally save frames.
Copium
Level 10: If you can wall jump from the left wall to the upper platform you can skip right to the end, potentially saving time. I have never gotten this to work.
Level 42: Just running or jumping off the ledge (can't recall whitch) results in a trajectory that just barely scrapes the second set of spikes. If you can get that to work you save having to do all the looping down below.