Classic Sonic games never actually adapted the "one button philosophy". And when they tried that was always to their detriment. First of all, when people claim that "Classic Sonic games are so geniusly designed that Sonic only needs one button to do everything", they crassly oversimplify Sonic's moveset. Yes, to move Sonic around you use left and right on the D-pad. Yes to jump you press, well, jump button. But starting with roll things get more complicated and at times contrived. Roll is an separate ability. Its activation simply is mapped to down button on the controller instead of one of the action buttons. You can make an argument that thematically rolling into a ball is naturally associated with pressing down for most people. But it is a separate ability nevertheless that needs a separate button for its activation. This is further proven by Sonic Adventure where down button is actually used for it's intender purpose - to move down (towards the camera) and designers simply had to map it to another button. Sonic 2/CD introduced Spindash (and Peelout) which is also separate abilities. Dev team (most likely following the one button philosophy) decided to make its activation by pressing down while standstill and then jump. Unlike roll, this sequence of actions is not "natural". It's something that was taught by user manuals or the result of experimentation on the player's side. That's a separate ability that could have easily been mapped to a separate button (and it was, again, in Sonic Adventure). And now the biggest offender, the Super Sonic activation. This is the prime reason why I have always hated the "one button philosophy". Sonic Team/Yuji Naka were so hellbent on not making use of 3 action buttons on the controller in both Sonic 2 and 3K that getting emeralds means you HAVE TO play the rest of the game in Super form. In Sonic 2 you can't not activate it because it happens automatically when you jump so unless you're doing some kind of no-jump challenge getting 50 rings means you're Super till the end of the stage. And lets not forget the infamous signpost bug (which killed my runs quite a few times as kid due to softlock) In Sonic 3 you have to give up your special abilities if you want to play the game in normal form (in case of Knuckles it's impossible). And I hate that because I honestly like using Instashield much more than turning super all the time (also bye-bye to the stage music). All these problems could be fixed by simply mapping super transformation to a separate button. And they later were! Sonic 3 A.I.R. did that (THANK GOD). Sonic Mania did that (although they also added a HUD element specifying when you can go super, but I wish they didn't, because it's so damn ugly) In reality the closest thing to "one button controls" was Sonic 1. But with Sonic 2/CD and onwards it has never been the case. Looking up is also separate ability but it's not the biggest offender because it's pretty useless. Where did that claim (that Classic Sonic games are so perfectly designed that they uses ONLY one button) even come from? I believe it came from some Yuji Naka interview and then parroted by everyone, didn't it? Considering he designed Balan Wonderworld with the same design philosophy (and look how that turned out) Originally I was going to just write this in the Unpopular opinions thread but this has been a huge source of annoyance for me for the longest time because of how wrong/thoughtless that claim is.