
Other than that I barrel roll like crazy to avoid damage and meander my way through the enemies. The exploding starfish were my biggest concern. I do just that by holding boost the whole way as I take out whatever enemies pose a threat. How a Fox ended up in a submarine to destroy a bio-clam-weapon beats me, but I bet Fox would want to get this level over with quickly.

A more patient player could luck-manipulate this boss into a much quicker death, but I just ate the lost time and called on my luck later in the run. In this run I lose about 15 seconds chasing the boss down. The boss fight is really the meat of the level because of it's annoying randomness. Obviously I got the 100 points, but I bet you weren't expecting such a close call. Other than that I actually have to take down more enemies here because I need the 100 points required to proceed to Aquas. I use some interesting bombing to take out enemies that pose a collision risk from behind. This level is always tricky, but went very well overall. You'll see me cap off the first level with much gusto as the Carrier succoumbs to my rapid tapping. The Attack Carrier, a blast from the SNES past, is my favorite boss to take down in the whole game. I managed both very smoothly, setting me up nicely for the boss fight. The main difficulty here is in boosting through the arches and making it through the final hoard of enemies without any collisions. Other than getting hit a few times, everything down to the barrel rolling was right on. I couldn't have asked for a better opening to the run. I think it's within a minute of TAS-like perfection, so while it is beatable, it won't be easy! Now onto level comments.

Also, the laser fire is much more intense, items are less plentiful, and Fox has awesome sunglasses! The keys to speed are in avoiding collisions, avoiding game lag, not missing searchlights on Zoness, completely owning all bosses, and off course: holding the boost button! I was very satisfied with this run, and I think while it contains some mistakes, much of it is very impressive and well executed. Expert may not change casual playing much, but it greatly effects speedrunning because losing lasers cripples your ability to do as well. For a Normal Mode run to be accepted, it would need to be much faster, which would take enough skill that it might as well be done in Expert Mode. The reason I chose to do it in Expert Mode was to set the bar high.

The route leads to the real ending and the any% route does not.This route is created by earning a Mission Accomplished on every mission (as opposed to "Mission Complete").The "redline route" is CO-SY-AQ-ZO-SZ-A6-VE, which is designated by the game as the hardest route with red paths connecting those levels.Now, how exactly does Expert Redline count as it's own category? There was much discussion in the thread, but the basic premise is this: After a few days of repeated attempts I finally nailed this very snazzy 35:35 in Expert Mode. For the Redline category to make sense I figured the run submitted for it would need to be significantly faster than the redline portion of the 100% run, so I went to work. In the end, my final 100% run contained a redline portion that was 35:43 with earning all the medals and it being Expert Mode. After being well into my 100% run a while later I went back and did a redline run for fun. Seeing the competition going on with the redline run and the discussion about further Star Fox 64 categories gave me the idea for my 100% run. The Redline Run Forum Topic was in fact the first Star Fox speedrun forum I found. Thanks to TSA for speedrunning the game first.Thanks are due to Sir VG, StrangenessDSS, and SuperCoolAl for their activity in the Redline discussion topic where this all got started.Big thanks to InsipidMuckyWater who enthusiastically supported my Star Fox 64 speedrunning efforts.Thanks also to Mike Uyama and DJGrenola - SDA's cup overflows.Thank you Radix for all that you do to make SDA awesome!.

Thank you Nate for your unparalled prowess at being.Nate.
