Submission #10442: alexheights1's ZXS Street Gang in 09:40.430

ZX Spectrum
baseline
(Submitted: Street Gang (1989)(Players)(48K-128K).tap Europe)
BizHawk 2.11.1
29068
50.080128205
1046
PowerOn
9bf3c9c353251872b59561cd827a6d5c
Submitted by alexheights1 on 5/14/2026 1:01 PM
Submission Comments
Again we want to join a Street Gang, so we need to prove our worth by cutting the hair of a rival gang member called Curl.
There is a long loading time so the game begins at 14392 frames.
You can skip the long load time with this savestate: UserFiles/Info/639143611656345508

Game objectives

  • Emulator: BizHawk 2.11.1
  • Aims for fastest time
  • Genre: action / beat 'em up
  • Manipulates luck
  • Sacrifices lives to save time (coincidentally)

Settings

It is faster to start without changing controls so I use default keyboard mapping with no joystick which is a bit weird but okay.
O = Left
P = Right
Q  = Up
A  = Down
M  = Attack

Gameplay

Run right. Win game.
In this version of Street Gang jumping is slower than walking which makes tasing easier.
Jumping on screen edge does not count because we save 2 frames and lose 2 frames, so we are even. This is why jumping on screen edges can be used for RNG manipulation without losing time.
So we need to test jumping or not jumping on every screen transition to find the best enemy spawns for minimum jumps.
A bullet from previous screen can kill us after screen transition because the old bullets are not unloaded from the new screen soon enough, but it is rare for the delayed bullet to align with the player position, so usually there is no need to worry about this.
There are 8 levels and 7 bonus levels.
Unlike the Amiga version, bonus level prizes are genuinely different in each of the four trash bins, but the animation is the same for each prize, so we just take the fastest trash bin and move on without need for RNG manipulation.
The right side trash bin is 2 frames faster than the left side. This can be used for RNG manipulation. If you can reduce two jumps by taking the left side trash bin, then you save 2 frames total.
The bonus level prizes are: loose life, gain life, loose weapon, gain points.
Hopefully we do not 'loose' too many lives by random accident. If the earliest trash bin happens to be a 'loose life' three times then we get game over and need to manipulate RNG. Otherwise tasing the bonus levels is trivial. The probability is on our side, but I am glad we got one 'loose life' for entertainment.
Attacking is slow and useless, so this is a pacifist run by coincidence.
A casual test run had to jump 31 times to survive, but in this TAS I was able to reduce it to 13 jumps.

Framecount

14545 player visible
15980 bonus prize visible
17921 bonus prize visible
19867 bonus prize visible
21804 bonus prize visible
23748 bonus prize visible
25704 bonus prize visible
27640 bonus prize visible
29068 end input

Jump count

Level 1: 0
Level 2: 0
Level 3: 2
Level 4: 0
Level 5: 4
Level 6: 5
Level 7: 1
Level 8: 1
Total loss to jumps is 2 x 13 = 26 frames
Each jump that is not done on screen transition loses 2 frames compared to a theoretical perfect run, so reducing jumps could save time, but it is hard to improve much and not super interesting, so I will leave the run here. If you want to co-author or compete feel free to do levels 1 to 4 many times to get better luck for levels 5 and 6. There could also be a few random lag frames which may be reduced by tweaking movement randomly?
Suggested screenshot: 27640 (loose life)

nymx: Claiming for judging.
nymx: Compared this with the fast run I could find...and his run out performs it. Not much to say though...sorry.
Acceptint to "Standard".

despoa: Processing...
Last Edited by despoa 18 days ago
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