Regarding the bolded text: I thought it was well-established that the camera wasn't able to go fast enough to accomodate Sonic's speed, thus preventing some traps from being reacted to? In addition, it seems that even in this game's modified engine, if Sonic is going so fast that he goes off-screen that some collision between objects isn't checked. I've run straight through some power-ups in the end of act 2 this way. Furthermore, the user needs to be able to interact with the game field, which is impossible if the camera is unable to keep up with the user's character -- the user cannot react to oncoming obstacles or layout issues. Hence this is an objective flaw in the game's level design, especially given the high number of traps that the game contains! Granted, this issue isn't required to be solved by way of changing the level layout, as compared to the character's physical properties like max speed and acceleration, but it's through the level design that these flaws become apparent, and they actually can be corrected for in the level design. Loops, for example, can be used to good effect here to keep speed up without moving the player too far out of camera range (the player must double back for the second half of the loop, allowing the camera to catch up). This is merely an obvious general example (I.e., on the order of broken tiles).