| '''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-2003. Finding the optimized [[Cannon's Core]] warp and the [[Eternal Engine]] wall clip would set the pace for what was to come. | | '''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-2003. Finding the optimized [[Cannon's Core]] warp and the [[Eternal Engine]] wall clip would set the pace for what was to come. |
− | 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. | + | 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--most notable recently is an IRC liaison that performs site information lookups from the comfort of the site's chatroom. |
− | 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]]. | + | 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. Perhaps his most visible and widespread legacy is the optimizing of SA2 (and to a lesser extent SA) hunting stages, where at one point he held every world record, and where he continues to provide the occasional new discovery (usually involving the ability to go out of bounds and reemerge anywhere someone could want to go). However, his discoveries are so spontaneous and almost unimaginable at times, you can never count anything in or out. |