• 1 Player (Max)
  • Played in the hardest level (Mania)
  • No death
  • Takes damage to save time
  • Uses glitches
Max Move List:
Regular combo - B repeatedly Hammer punch - Hold B and release Slide - Forward, Forward, B Mule kick - Hold B and press C (repeatedly if desired) Knuckle bomb - A Thunder tackle - Toward+A Jumping hammer punch - C, then B Drop kick - Left+C or Right+C, then B Elbow drop - C or Left+C or Right+C, then Down+B Flurry - Hold From front, Toward+B Bear punch - Hold From front, B Brain buster - Hold From front, Away+B Jumping throw - Hold From front, C or C+Left or C+Right, then B German suplex - Hold From behind, B Atomic drop - Hold From behind, C or C+Left or C+Right, then B
STRATEGIES TO OPTIMIZE THE SPEEDRUN:
1.OUTSTANDING MOVES CONVENIENT TO USE WHENEVER POSSIBLE
1.1.Powerful Moves:
-Atomic drop (a.k.a Backbreaker): It removes 3/4 of bar. I used it a lot in this speedrun, and always tried to hit the highest number of enemies at the same time. Very convenient to use.
-Regular combo+Thunder tackle: Useful with groups and convenient to use with Abadede.
-Extended Combo: To me, the best attack in the game, very useful to remove bars quickly. To perform this you need a Galsia or a Donovan hit you by the back. Some enemies you can use it against are Electras, Knifers, Fat Guys, Shirtless Ninjas, Jets and Donovans. With this, you can defeat two three-bars Fat guys in 5 seconds or so, with other tactics out of this it would take around 10 seconds.
-Block Glitch: Only can be used against Barbons or Zamzas, you just must do the Thunder Tackle (forward + A) and prey to the enemy blocks the attack, if he does, you can take a lot of damage (up to 2 bars). The enemy can be knocked down or can remain standing. Sometimes, dealing a hit before the tackle seems useful.
1.2.Clever moves
-Backwards jump: This is an useful move which is followed with an Elbow drop, a Grab and a Atomic Drop on the enemy. Sometimes, when backbreaking, the enemy or enemies can move towards an undesired desition, with this trick you can move the enemies to the desired side. I used it a lot in stage 3 in the segment with the Knifer and the 2 Electras, also in stage 6 at the beginning of the road. This move cannot be performed on Donovans, they repel you with an uppercut.
-Jumping throw: It is the best finishing move, it can save time if used with the last enemy alive in the segment.
2.NO HITTING MORE THAN NECESSARY
That is, try to avoid innecessary hits, for instance, if you can kill an enemy con 1 punch and a Thunder Tackle, don't deliver 2 punches and Tackle him. In some situations this is not a waster.
3.GROUPING ENEMIES
Try always grouping enemies to hit them at the same time with one attack, especially the Combo+Melé attack. There is also another kind of grouping strategy in long areas, it is shown for instance in Stage 1 in segment 2 and just at the beginning of the road (Stage 6), I walk along luring the first enemies, in order to kill them massively along with other enemies located in a further distance. To me, this is much faster than killing them as you encounter them.
4.MAKE ENEMIES APPEAR IN THE QUICKEST WAY POSSIBLE
Depending on your path, some enemies can appear soon or late. When speedrunning the most convenient is to make them appear the soonest possible to kill them quickly. This recurs throughout the speedrun. Some exemples: In the first segment of the game, the second yellow Signal appears when the timer is around 93, with other paths he could appear among 3-7 seconds later, which is an important waster. Another example, in the first segment of stage 8, Bear JR appears when you kill Hydrogen, so killing Hydrogen quickly is very convenient.
5.SOME ENEMIES CAN BE AVOIDED
Some enemies are avoidable, something cool to use when speedrunning:
5.1 In Stage 2, in the first segments, is normal that some bikers jump from their motorcycles to attack you, if you take the right run, they won't appear. In my Speedrun, during that segments I fight just one, which is obligatory I think, however I managed to avoid the rest but required some rerecords. How to avoid them? I think it is pure randomness...
5.2 Also in Stage 2, in the boss segment, if you move to the center of the screen and move backwards in the right way, you'll avoid the second Jet (Tomcat) and Donovans. If you walk past the center, they'll appear.
5.3 In Stage 6, also in the boss segment, if you repeat the same process you'll avoid the three Jets. To me, this process is hardest that the last one.
6.AVOID THROWING ENEMIES OFF THE SCREEN
Sometimes throwing enemies off the screen is not recommendable (especially if they still have a lot of health) because they could be out of your reach and you couldn't hit them comfortably, or just cannot hit them. It may also happen that they can take a long to be visible again which is a waste of time.
7.FINISHING OFF THE LAST ENEMY IN THE SCREEN
What determines the final duration of each segment in the game, is the moment in which you kill the last enemy. Assuming he has low health, the convenient way to finish off him is with the Jumping throw, it is quicker than, for instance, an Atomic drop. With this tactic I managed to save game time nad frames in many parts, one of them the Final Boss. There are other moves that seem to work well as finishers, for instance, the Hammer Punch (with or without jump). In some cases, if the Jumping Throw doesn't kill your opponent, you can knee him once or twice before. Once you finish off the last enemy, you can go back to get health if required, this move is not a waster at all, however it should be done especially in parts where the screen fades out.
8.WEAPONS
In general terms, to me, weapons (knives, swords and pipes) are useless, except when beating Vehelits, the sword in this case is useful to kill it quickly. In the last segment in stage 6, where there are 2 Electras and many minor-health bikers, using a pipe correctly to kill the bikers could result in a non-waster, but I prefer to kill them with Thunder tackles. Along the game, I throw away some weapons to avoid taking them accidentally.

mmbossman: An improvement to a movie from 2004? Yes, please! Nice first submission, Bestiajerules.

Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
Optimized to be 1.1kb smaller. Thanks for the screenshot Edward and Derakon!
Joined: 7/2/2007
Posts: 3960
While I applaud your drive to optimize filesizes, I'm not entirely certain I want to be responsible for this. ¬.¬
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Derakon I think you're right, that hit seems unnecessary and easy to avoid, anyway is not a waster at all. I was going to update the author comments but I can't log in from the homepage...
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Hmmm that seems to be an unfortunate recurring problem for you. While I can't help out with that, if you would like to PM me your updated submission text I can edit that for you.
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Posts: 161
Same image again but now with 36 less bytes! Sorry about the file extension. It really is a PNG, but Tinypic changes it for some reason.
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mmbossman wrote:
Hmmm that seems to be an unfortunate recurring problem for you. While I can't help out with that, if you would like to PM me your updated submission text I can edit that for you.
I PMed you, the text is quite long but still is incomplete, when I can I'll add more stuff and try to make it look more native-like since my English is damn bad!
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This run deserves more than a Yes vote.
Editor, Reviewer, Experienced player (969)
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I liked this, obviously, since I'm a huge Streets of Rage nerd. Good moves, good tricks. I would love a 2-player movie. With Skate.
Joined: 8/31/2008
Posts: 56
The only complaint I can have is that all the recordings were made with the Gens PSG improvement feature, which completely breaks some of the awesome tunes in the game. It's really just nitpicking though.
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Posts: 1772
Location: Australia, Victoria
Whelkman wrote:
Same image again but now with 36 less bytes! Sorry about the file extension. It really is a PNG, but Tinypic changes it for some reason.
As much as I am jealous, I'm obliged to keep the file sizes as small as possible. Now, I have to ask you all, should I publish Grunts encode? It is only 6mb larger then this games previous publication, but I also expect it to be much higher quality (Considering that the 2004 encode possibly looked rather bad to compensate for older Internet connections back then). Personally, the gap is neglible considering the file sizes (Grunts=92mb, 2004=86mb), but it is still there. Please, the general audience, do you want me to publish Grunts encode or delay this several days to squeeze as many megabytes out as possible? I'll download the 2004 encode now to make direct comparisons, but I please ask you all to vote to publish now or not. And to add a quote my Grunt from IRC:
Grunt: Very observant. Grunt: I think 6MB is an adequate trade-off for much improved visual quality. Grunt: Besides, the encode as a whole is still hovering at around 3:1...
sgrunt
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For the record: I'll happily re-encode the run at a lower bitrate if the relative file size bothers enough people.
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
Okay, after much investigation, we've found that the audio is MUCH higher quality then the 2004 encode. The 2004 encode used a 32kbits MP3, Grunts encode uses 80kbits Vorbis. Personally, I'll just publish using Grunts encode right now simply because the video quality is spiffing, nor do I want him to go any lower (There is some little artifacts as telltale signs he is on a border of some form) and that the audio is up to todays standards. That, and people don't have dial up anymore. =P
Joined: 7/7/2007
Posts: 161
Flygon wrote:
As much as I am jealous, I'm obliged to keep the file sizes as small as possible.
Nothing personal. This site attracts obsessive compulsive types with the TAS frame wars and whatnot, so it's not surprising when it spills over into everything else. Anyway, whenever I find someone interested in optimizing PNGs I compare the results to whatever process I'm using at the time to see if I should be switching to something else. Since 2007 or so I've used something called PNGSlim for this purpose. The basic premise is that it pits all the freeware PNG crunchers against each other and returns the victor. I think it has some extra logic on top of basic file size comparisons. It's "open source" in that the core is a win32 cmd file, but I've never taken more than a cursory look. A warning: it's ghastly slow and exponentially so as resolutions increase. Anything less than a Pentium 4 2.5 GHz or so and you'll need to take lunch before this thing finishes.
Flygon wrote:
the 2004 encode possibly looked rather bad to compensate for older Internet connections back then
That and MPEG4 ASF (DivX) still dominated in 2004, which is literally half as efficient as MPEG4 AVC (H.264). ~415 kbps for combined video and audio for a Sega Genesis source seems perfectly reasonable. There are numerous 16 bit publications in the same range.
Joined: 7/7/2007
Posts: 161
Flygon wrote:
That, and people don't have dial up anymore.
Even with dialup, the difference in 5 MB ceases to matter when discussing ~100 MB files. Whether the transfer finishes in 6 hours, 15 minutes or 6 hours, 35 minutes, the recipient has gone to bed hours ago.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1402] Genesis Streets of Rage 2 by Bestiajerules in 27:55.53
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What hit the motorcycle man coming from the right off-screen at 4:13 ? (dailymotion)
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YouTube encode: Link to video
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Same as Post #510160.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.