How are the speed boosters not intrusive? Boosters placed before the tunnel are specifically positioned to push you into the tunnel, you have to go out of your way to enter the tunnel without touching them. Whereas the boosters placed directly within the tunnel, cannot be avoided whatsoever. Rolling is a gameplay mechanic that the player can activate at almost anytime; speed boosters are a recurring level object that the player (rarely) has influence on in terms of when and where they appear in a level. That in itself is already a big difference. Moreover, describing levels that encourage the player to go fast don't actually make the player go fast itself; they just support the notion of going fast. I'd say this is pretty different to how later levels are designed (or in the case of Forces, the Classic Sonic GHZ level), which --through their heavy use of boosters-- are constantly pushing the player forward. And having sections of automation/forced speed in a game (and/or spots of it in a levels)...is still relatively different from having automation/forced speed present in the entirety of the game (or in other words, frequently used in nearly every level), which has been the crux of my complaint regarding this level and the newer titles. The result is a game that occasionally recommends the player going fast with a core ability and has a handful of moments of forced speed being compared to a game that makes the player go fast with a stage gimmick that are present throughout the game. I'm not seeing how this disproves my argument on that two styles of Sonic games' approach to automation are very different. The closest example of heavy automation from the classic series off the top of my head that is comparable to those from the later Sonic games are the long sequences of tunnels of Carnival Night Zone Act 2--and they're not onlyrestricted to the opening and ending segments of the act; they're practically unique (in appearance and in their use) compared to the rest of the game.