Also loving the backpack keeping in the sauna. And, well done on the glass wall. It stood out to me as really good looking.

Sharing a technique: It is a common practice in film animation to let components of a unit lag one up to several frames behind each other, anywhere one component is the force that pushes the other into action.
Two examples:
1)When the main character is riding the bike, the vibration of the vehicle would (in the real world or in a cartoon) make the character bump - not in unison, but in cascade. This would've been easy to implement on a system with less sprite restrictions, of course. Attempting this on large nes sprite groups might need to involve tile-level animation.
2)When the finger is pushing the button, there is a span of travel for the finger to do before the actual pushing takes place. This may be simulated with a similar cascaded lag.
The sense of pre-signaling movement prepares the audience to both focus on and accept the action about to come. In the examples above, the actions are pretty self-explanatory, though, so it's mostly for appearance; to heighten the naturality or hide the animator's hand.