This is the first castle game by Shusaku, against Yasui Sanchi.
Ignoring the fact that today's go would treat open corners as more urgent, all moves are seconded by AI as good local moves, until White plays . The pros think it's a bad overplay, KataGo marks it as >1 point worse than optimal play.
Now, KataGo dislikes just as much.
The next White move to be criticized by the pros is . It's indeed inconsistent with the reinforcement at , which calls for a subsequent attack.
KataGo thinks is slow and indeed allows for a White attack around but it's equally fine with and its follow up at . It doesn't second the pro commentary that "by Black already has an easy game". As with the next two games, Black's advantage comes from no other source than the absence of komi. It's Shusaku's accomplishment to maintain the advantage but Yasui Sanchi is not faulted for being unable to catch up. Apart from he doesn't make any mistake.
KG prefers the common joseki with the hane inside and the crosscut. White's play in the corner is consistent with the influence coming from the left towards the lower side.
Comments and KG agree on being the wrong direction. White should instead press at . Next, looks like the proper timing to fence off the right side but KG thinks Black should first reinforce the corner at A. misses an opportunity to cut at B.
So, when Black reinforces at , he increases the lead. White's bizarre looking combo of and are explained in the book as avoiding a ladder, which would occur from the more common way of cutting the two space jump. KataGo suggests a simple separating move at A instead. Black's placement is tesuji.
When Black settles at , making territory too, in sente moreover, Black is comfortably ahead. The situation further deteriorates when backs off to sacrifice two stones. His group on the lower side is still cramped. The aji at A prevents him from attacking the top.
So, White removes the aji with but this is passive. tries to defend actively but KataGo doesn't like the bump as a technical device, or so it seems. It prefers a simple defence at A, which might look passive but leaves more potential to invade at B.
Anyway, this time around the game is indeed lost by move 75. Shusaku has increased the initial advantage of no ko komi to about 10 points.