Unpopular opinion, I’m sure. Also, if there is a thread on the spin dash itself, let me know because I would rather post this there, as I don’t think it’s worth an entire thread. I recognize that the spin dash can be used as a tool for exploration in that you can use the momentum it gives and slope jumps to reach higher/farther areas that would otherwise be inaccessible. And it makes the game more forgiving in that if you lose speed, you won’t have to backtrack to overcome momentum based obstacles. Yet, I do think something was lost when it was added, a potential. Primary example I always think about is this small section from spring yard. Hopefully the video will play from the point I posted it at this time, and not from the beginning. (Still figuring this stuff out) If it does go to beginning, please go to 0:38. Without the spin dash, I always get a feel of tension approaching this area. I know that I have to time this jump just right or I won’t make it to the top path. It is a small window because of how fast you are moving, and it approaches fast. You have to wait a bit, but yeah With the spindash? Not really. You can simply just stop, charge up a spin dash and then immediately jump. It’s not like spindash jumping is a particularly challenging or complex input. There is no real sense of tension. (Well, maybe there could be a little more in this particular section, where if you fail you can’t backtrack and try again. But in most cases where you use momentum jumps off slopes, not really) There is no real timing involved, no way to do it “too early.” You can jump immediately after charging. In the 2D games, there isn’t as much potential being squandered. Like, to maintain the speed and momentum needed to properly take advantage of an upcoming incline, all you really need to do is hold right and maybe vault over some obstacles. But in the 3D games, there is potential being missed. You could get up speed, and then you have to turn through the winding and curving terrain, through the turns, without running into anything so you don’t lose that built up momentum, until you can make it to the incline that will take you the higher path/secret area/whatever. There is real tension because there is real consequence. You can’t just get that back from spindashing. I would like to see them experiment more with maybe not having the spin dash, or at least making it an unlockable. Another idea is already kind of done, at least in the Classics and in fan games like Sonic GT. That is simply making sure the spin dash can’t get you to max speed. There is a speed cap that can only be broken with rolling down hill that the spindash alone can’t break Then if you run into something, you can get your speed back, but not enough to take advantage of that incline. It is this aspect that I feel neither the Classics nor GT really capitalize on. In more cases than not, I feel they make it to where the spin dash, even if it can’t get you to top speed, get’s you to enough speed to take advantage of it. In these cases, I feel it is more a level design issue than the mechanic itself.