(PS2) Gradius V Loop 255 VeryHard(Type1/Ripple/ForceField/Vertical/SpreadBomb)No Death Run
Loop 255/Loop11 (same difficulty if on VeryHard Difficulty), Very Hard Difficulty, No Death, Freeze Type, Ripple, Force Field, No Death/Damage, No Key Assignment for analog sticks (talked about this below after "wait") I adjusted a setting (set EE Cycle Skipping to mild underclock) in the PS2 emulator to emulate the slowdown (aka "wait") in certain parts of this game like when playing on a real PS2, but those parts are still faster than on a real PS2 so the difficulty is harder, plus this setting will further increase the high input delay on the emulator, (harder than on a real machine so I think the record is valid). To reduce the huge input delay, I turned on "optimal frame pacing" to decrease the overall input delay(it still has obvious input delay), however this will also make the slowdown (aka "wait") in some difficult parts even faster (harder) , which was already significantly faster than on an actual ps2 machine. No Cheat, No TAS Tool, Recorded before the start of Loop 11/Loop255 to the end in one time, No SL No key assignment for analog sticks, No change to default Analog stick sensitivity No autofire in emulator setting (using in-game autofire Only) I never used this (similar to I can't use 360 aim in Contra: Operation Galuga): If you use specific controllers' analog stick or assign keys for analog sticks (for example wasd for d-pad, fcvb for analog stick's up, left, down, right, or other better assignments) in the emulator and change the analog sensitivity to a low enough value, you can move the vic viper at different speed without using "speed up". For example, while you are at the maximum speed, you can still move the vic viper at level 2 or level 0 speed by slightly moving the analog stick (if using controller) or using "fcvb" or other better keys assigned for analog sticks to move (if using keyboard). Control: WASD: Up, Left, Down, Right J: autofire bullet + autofire missile I: Multiple Control H: Fire Bullet U: Fire Missile (You can autofire Spread Bomb without using autofire missile button) E: Using Power-Up Recommendation of some runs I've done in some other games: Contra III F Weapon Only No Death Run (No Bomb, No Barrier, No Tank) • (SNES) Contra III Hard Mode F Weapon Only ... Contra III H Weapon Only No Death Run (No Bomb, No Barrier, No Tank) • (SNES) Contra III Hard Mode H Weapon Only ... Super Cyborg (PC version) Hard Difficulty Default weapon only, No power-up No Death Run • (NDS) Contra 4 Hard Default Weapon Only (N...

(PS2) Gradius V Loop255 VeryHard(Type4/Laser/ForceField/Tailgun/SpreadBomb)No Death Run

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(2ndWin)Gradius V Loop255 VeryHard(Type4/Ripple/ForceField/Tailgun/SpreadBomb)No Death Run(handcam

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