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[[Image:SM_640.jpg|thumb|Russell Jones]]
 
[[Image:SM_640.jpg|thumb|Russell Jones]]
'''Russell "SadisticMystic" Jones''' is a key figure in developing the speedrunning scene for many Sonic games.  After familiarizing himself with various games and their techniques, his first real foray into that world came with [[Sonic Adventure 2]] in mid-2003.  Finding the optimized [[Cannon's Core]] warp and the [[Eternal Engine]] wall clip would set the pace for what was to come.
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It was his vision that would give rise to the plans for the [[Sonic Center]].  While [[Jay_Yri|Rolken]] would be the one to do most of the coding, Russell was drafted as a junior manager for the site, and continues to hold that position along with occasional coding contributions.
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'''Russell "SadisticMystic" Jones''' (often called '''Sad''' for short) is a key figure in developing the speedrunning scene for many Sonic games.  After familiarizing himself with various games and their techniques, his first real foray into that world came with [[Sonic Adventure 2]] in mid-2003Finding the optimized [[Cannon's Core]] warp and the [[Eternal Engine]] wall clip would set the pace for what was to come.
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In mid-2004, he acquired a TV tuner card to be able to make videos, and naturally, they came.  Russell has openly stated that he doesn't care about being atop a game's overall charts, but rather that he picks his spots, and does so with exceeding efficiency.  From the floor dive in [[Death Chamber]] to reduce the 3rd and 5th missions of that level under 42 seconds each (and later under 37 through optimization), to the post-death emerald collection in [[Security Hall]]'s hard mode, to a number of fake walls in multiple other levels (including [[Casinopolis]] where it can be used to bypass the main objective of that level entirely and reduce it to almost nothing), he consistently surprises the gaming world with a series of new discoveries.  Most notably, Russell analyzed the treasure hunting stages in both [[Sonic Adventure]] series games, stages oft-begrudged for their random elements which can take hundreds of tries to manipulate properly, and revealed the ideal way of playing them.  He currently holds 11 of the hunting stage [[world record]]s, down from all 14 at one point due to the recent efforts of [[Stephen_Chan|yoshifan]].
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It was his vision that would give rise to the plans for the [[Sonic Center]].  While [[Jay Yri|Rolken]] would be the one to do most of the coding, Russell was drafted as a junior manager for the site, and continues to hold that position along with occasional coding contributions.
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In mid-2004, Sad acquired a TV tuner card to be able to make videos, and naturally, they came.  Russell has openly stated that he doesn't care about being atop a game's overall charts, but rather that he picks his spots, and does so with exceeding efficiency.  From the floor dive in [[Death Chamber]] to reduce the 3rd and 5th missions of that level under 42 seconds each (and later under 37 through optimization), to the post-death emerald collection in [[Security Hall]]'s hard mode, to a number of fake walls in multiple other levels (including [[Casinopolis]] where it can be used to bypass the main objective of that level entirely and reduce it to almost nothing), he consistently surprises the gaming world with a series of new discoveries.  Most notably, Russell analyzed the treasure hunting stages in both [[Sonic Adventure]] series games, stages oft-begrudged for their random elements which can take hundreds of tries to manipulate properly, and revealed the ideal way of playing them.  He currently holds 11 of the hunting stage [[world record]]s, down from all 14 at one point due to the recent efforts of [[Stephen Chan|yoshifan]].
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[[Category:People]]

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