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Difference between revisions of "Russell Jones"

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(I'm not sure how effectively it's possible to create your own player page, but here's my first attempt)
 
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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.
 
  
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.
  
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]]

Revision as of 22:13, 16 February 2007

Russell Jones

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 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.

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 records, down from all 14 at one point due to the recent efforts of yoshifan.