GRADIUS ORIGINS - Gradius III (JP AM Show ver.) - No-Death Clear (561,530 Pts to 2-3)

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The Gradius Origins collection came out for the 40th anniversary of Gradius and it’s the latest of the highly regarded M2 developed arcade collections.
This time encompassing the first three Gradius games, the two Salamander games and bundled with every possible revision under the sun, there is even a never-before seen arrange version of Gradius III!
On top of it all, there is also a brand new Gradius game, the first one in 14 years!

Ported with the utmost care and quality that only M2 is known for, this collection is easily the definitive version of these games now. Perfectly accurate to the arcade, very low input lag, fantastic practice options, leaderboards, downloadable replays, gadgets with extra information, a local 2 player co-op mode, bonus features and attention to detail that gives this an edge over anything else, official and unofficial. You can clearly see the passion these guys have for the games they port, going above and beyond with details and presentation.

And who else to handle this legendary Konami series. Gradius is one of the most influential series of all time, the unique option-trailing gameplay and powerup system inspiring many a future dev.
All of these games have aged incredibly good as well, which is a testament to their quality. Gradius 1 still plays great, and that is a game from freaking 1985.

With advanced features like slowdown independent autofire and an advanced cube rush practice mode, this also makes these games more accessible than ever before. These games are infamously difficult, but they give you all the tools to tackle them and make the process of improving fun.

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AM Show version of Gradius III is one of the other big additions to the Origins Collection.
This was an extremely rare beta build of the game with wildly different mechanics and design. This is sort of a big deal because it was only ever playable at a trade show once and it hasn't seen a release in any form for over 26 years. Basically the only confirmation that this version even existed was from the testimony of the few people that played it, as basically no other footage existed. The nature of the wild differences and the fact that it was so rare made this version become a bit of a legend among Gradius fans.

This version has some weapons, bosses and stages that were not present in the full release.
Wild weapons like the homing and control missiles.
The other wild thing is the shot limit, in the final build you can only have two shots on screen at once, but in this version you can have SIX shots, resulting in some INSANE firepower.
The only downside is that the game literally cannot handle all these sprites on screen at once, because as soon as you press the autofire button the game drops to 5 FPS. You have to really limit your shots to make the game move at a normal pace. Don't use autofire, don't use missiles at the same time and also maybe don't get all four options too early lol.

Bosses are severely buffed from the final release, and in an unexpected turn of events the normal cube rush strat doesn't work. if you hole yourself in with the usual strat you just die afterwards, they force you to dodge the entire thing head-on. It's completely unhinged.

Luckily there are exploits for most things here.
Shoutouts to Skalt for finding the cube rush strat, I would have thought this to be impossible without it. Basically you don't destroy anything in the stage while bringing the most lag-inducing weapons and lag-max the cube rush to make it actually dodgeable. It's very silly but also very fortunate that this works.
Check out Skalt's run as well here:    • Gradius III (AM Show ver.) | 1-ALL 1 credi...  

It's a beta and so basically unfinished, so some jank is to be expected.
People often say Gradius III has impossible checkpoints, and while that is not true for the final release, it's uhh... not so much here. At least stage 6 is completely impossible with no power.

Ripple Laser has an absolutely CRAZY hitbox in this, it's like twice the vertical height of the sprite.
Unfortunately the same can be said about the Force Field, which is bigger than the sprite and basically useless.

Loops don't get harder after the first loop for some reason.
The rank resets so they're the exact same thing.

A very interesting historical curiosity, I'm glad they included this.

00:00 - Intro
00:30 - Stage 1-1
04:04 - Stage 1-2
10:19 - Stage 1-3
14:19 - Stage 1-4
23:52 - Stage 1-5
24:25 - Stage 1-6
25:28 - Stage 1-7
30:07 - Stage 2-1
33:44 - Stage 2-2
39:57 - Stage 2-3

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