Speedrunning history is sometimes written in stadium lights and sponsorship banners. Sometimes it is written in tiny hitboxes and invisible spikes. The player known as Stinkycheeseone890, better known as Stonk, belongs to the second category. From Nebraska to a global audience, he helped define what high level I Wanna fangame play looked like, pushed the infamous I Wanna Kill The Kamilia 3 into new territory, and carried fangames onto the marathon main stage for the first time.
This profile looks at how a teenager who loaded up I Wanna Be The Guy out of curiosity became one of the most recognizable faces in the fangame community, how his Kamilia 3 runs changed what people thought was possible, and why his appearance at Awesome Games Done Quick 2017 gave a niche scene a brief but important spot in the wider speedrunning spotlight.
Early Fangame Years and a Name Without a Plan
In interviews with the fangame forum I Wanna Community and a later bilingual feature on Bilibili, Stonk explained that his handle was not the product of careful branding. As a twelve year old opening an account on Justin.tv, he simply needed a username, typed in “Stinkycheeseone890,” and kept it. Years later the shorter “Stonk” became the name most viewers used on Twitch and Discord.
Around that same time he discovered the original fangame, I Wanna Be The Guy, through YouTube videos that emphasized its difficulty and frustration. He tried it, enjoyed it, and followed it with other early fangames, including I Wanna Be The GB, a title he would later joke that he did not recommend.
From there he settled into the corner of speedrunning focused on precision platformers rather than commercial console releases. Over the early 2010s he moved through an expanding list of I Wanna titles as both a player and a reviewer, leaving hundreds of ratings and reviews on the community database Delicious-Fruit and steadily honing the skills that would define his later runs.
The public sources do not preserve a detailed personal biography. They do not record his full name or exact birth year, and even basic details such as schooling or work life sit outside the record. What survives instead is a trail of forum posts, VODs, leaderboard entries, and interviews that show a young player growing into a central figure inside a very specific slice of speedrunning.
Kamilia 3 and the First Full 100 Percent Run
If there is a single game that defines Stonk’s speedrunning legacy, it is I Wanna Kill The Kamilia 3, often called K3. Built as an enormous medley of earlier fangames and notorious for its difficulty, K3 became the proving ground for some of the community’s strongest players.
By mid 2016, K3 already had a reputation for crushing long attempts in its most punishing categories. In June of that year, a thread on r/speedrun celebrated what it described as the first completed 100 percent run of the game, a 13 hour 58 minute 39 second attempt by “Stinkycheeseone890.” The post emphasized how earlier players had viewed full 100 percent runs as nearly mythical and noted the enormous time loss that K3’s infamous Secret 5 could inflict.
That first clear did not stand as a curiosity. Over the next year, Stonk returned to K3 and reshaped expectations for its longest category. On the K3 leaderboard at Speedrun.com he is listed as the world record holder for “100% Legacy 100%” with a time of 7 hours 31 minutes 24 seconds, a run that cut nearly half a day off his original full-completion time.
Any percent followed a similar arc. Early Reddit threads preserve his progression from a 3 hour 43 minute world record in K3 any percent, to a 3 hour 25 minute improvement, and finally to a 2 hour 24 minute 10 second run that stood as the benchmark for future players. Later runners would eventually push those records down again, but the path of the category ran through his channel.
Within the fangame community, this stretch of years cemented his reputation. A 2017 interview on I Wanna Community described him as “probably the best Kamilia 3 player” and noted that he held world records in every K3 category at the time, a claim echoed and amplified in a Chinese language profile that introduced him to players on Bilibili.
Not Another Needle Game and AGDQ 2017
Kamilia 3 runs gave Stonk standing inside the I Wanna scene. A different title carried him into front page marathon history.
In early 2017, the charity marathon series Games Done Quick accepted his submission for Not Another Needle Game, a fangame built around dense needle platforming rather than elaborate bosses. On January 13, 2017 he sat down at the AGDQ couch and performed a Bad Ending run of Not Another Needle Game in 38 minutes 15 seconds on the main stream of Awesome Games Done Quick 2017.
The official run index for the event lists “Not Another Needle Game Bad Ending” with his handle, a scheduled time block, and the completed time. Contemporary discussion threads and highlight lists on sites like NeoGAF and Reddit singled the run out as one of the more surprising or entertaining late week segments, especially for viewers who had never seen a fangame before.
In his interviews afterward he described the experience as both nerve wracking and joyful. He recalled being extremely nervous before the run but relieved that this did not show on camera, and he emphasized how meaningful it felt to show thousands of viewers a game and a genre that were usually confined to small Twitch channels and niche forums. A later Chinese writeup on Bilibili translated those impressions for a new audience and even highlighted an offstage anecdote about a late night trip to a Cheesecake Factory with friends.
Not Another Needle Game was not the only title he ran, but it became the public face of his speedrunning to viewers who only intersect with fangames once a year through a marathon VOD. For I Wanna players watching at home, seeing one of their own on the GDQ main stage created a sense that their scene, normally far from mainstream attention, had finally appeared in the broader record of speedrunning history.
A Library of Fangame Records
Away from K3 and the AGDQ stage, Stonk built up a dense resume of completions and leaderboard entries across the fangame landscape. On Speedrun.com his profile records more than seventy full game runs across titles such as Not Another Needle Game, I Wanna Get Cultured, I Wanna Get Cultured 2, I Wanna Kill The Weston Douglas Jones, I Wanna Be The Boshy, and many more.
Some of these runs occupied top spots. His Any percent time of 1 hour 48 minutes 26 seconds in I Wanna Try A Collab 2 holds first place on that leaderboard, marking him not just as a K3 specialist but as a leader in long, collaborative fangames as well.
Others showed his willingness to engage with less celebrated categories. An All Achievements run in Not Another Needle Game, recorded at 1 hour 55 minutes 26 seconds and verified a decade ago, sits in second place on the category leaderboard. While the VOD linked for that run has since been marked as abandoned, the entry itself survives as a record of the grind that sits behind any polished marathon showcase.
Leaderboards for I Wanna Get Cultured and I Wanna Get Cultured 2 show similar patterns. He recorded an Any percent time of 54 minutes 12 seconds in the original I Wanna Get Cultured, good for second place, and later a 9 hour 58 minute 1 second 100 percent clear of I Wanna Get Cultured 2 that stood at the top of its category. These long category runs underline his comfort with grinding out extreme endurance sessions and his interest in clearing entire medley projects rather than only attacking shorter routes.
Even in more widely known titles he left marks. An Any percent run of I Wanna Be The Boshy without warp whistles or certain glitches clocked in at 32 minutes 33 seconds, placing him among the faster recorded clears of that already challenging fangame.
Taken together, these entries form a kind of alternate speedrunning career, one measured not in console releases and major publisher titles but in dozens of home made games circulating through a small, dedicated network.
Designer, Reviewer, and Community Presence
Beyond runs and marathons, Stonk contributed to the fangame ecosystem as a creator. The I Wanna Community’s 2014 Fangame Awards and subsequent game lists identify him as the designer of I Wanna Be The Chair and I Wanna Be The Chair 2, adventure style fangames that blend needle platforming with boss fights and experimental mechanics.
In interviews he described how mistakes in his programming sometimes produced unexpected mechanics, and how those accidents could be turned into new gimmicks. He pointed to I Wanna Be The Chair 2 as a project where this happened repeatedly, and later sources note that when Chair 2 finally released in 2017 it received strong ratings from players on Delicious-Fruit.
As a reviewer he left a long trail of ratings and commentary on other designers’ work. His profile page on Delicious-Fruit lists dozens of fangames he has evaluated, including K3, I Wanna Be The Chair 2, Crimson Needle 3, and a wide range of smaller projects. That review work helped provide feedback to creators and guided newer players toward games that matched their skill level and interests.
His streaming presence tied these roles together. Early interviews describe his Twitch channel as one of the most popular destinations for fangame content, emphasizing his charisma, humor, and ability to entertain viewers during long grinding sessions. The same Chinese language profiles that introduce his K3 achievements also mention that his emotes and reactions became in-jokes among overseas fans, a reminder that even in a niche corner of speedrunning, personalities can cross language barriers.
Later Activity and a Quieter Profile
Speedrun.com shows Stonk’s most recent listed activity as occurring several years ago. His last K3 run on the site dates to three years ago, and many of his other leaderboard entries fall between five and ten years in the past. The site notes that he joined more than a decade ago and was last online roughly one year before the present.
That slowdown does not erase his earlier contributions. Marathon VODs of AGDQ 2017 continue to circulate, and both English language and Chinese language interviews remain reference points for players who want to understand the history of the fangame scene. Clips of K3 bossrush segments, Not Another Needle Game highlights, and old Twitch moments still appear on video platforms and social media whenever discussions of “classic” fangame content arise.
As with many speedrunners who made their mark during the 2010s, his public presence has become more sporadic, but the records of what he did in that earlier period remain preserved in leaderboards, comment threads, and archived streams.
Legacy in the I Wanna and Fangame Community
Measured by sponsorships or prize money, Stonk’s career would appear modest. Fangame speedrunning does not offer the financial or commercial rewards found in popular eSports titles. Sites like EsportsEarnings, where they track conventional tournament payouts, barely register this corner of the scene.
Inside the I Wanna community, however, his impact looks much larger. He set the standard for Kamilia 3 at a time when full category clears seemed nearly impossible. He showed that long, brutal medleys could be approached not just as endurance challenges but as speedrun categories with route planning, optimization, and grind.
By taking Not Another Needle Game to AGDQ 2017 he gave fangames a place in the historical record of major speedrunning marathons, inspiring other players to consider submitting similar titles and introducing the genre to viewers who had never seen it before.
As a designer, he contributed games like I Wanna Be The Chair and Chair 2 that future runners and casual players could explore. As a reviewer and streamer, he helped knit together a community that spans North America, Europe, and East Asia, leaving impressions strong enough that players in China would cite his K3 play as an influence years later.
For a site like esportshistorian.org, which aims to preserve both the obvious and less obvious histories of competitive play, his story illustrates how much of speedrunning’s legacy lives outside big prize pools. It lives instead in the work of players who take extremely difficult games, learn them piece by piece, and show others that the impossible can be broken down into practice segments and attempts.