Perhaps, but only in instances, not as a general rule. Something I wish more Sonic games experimented with was the use of speed to solve puzzles. Not mind-benders, per se, but I think occasional shifts in level design might be memorable where instead of A->B, momentum is used in a way that creates its own challenge. For instance, maybe an area of an act consists of nothing but a vertical wall run with no badniks or rings to refill your boost gauge, with perhaps an occasional platform or pole with which you can redirect your momentum in another direction; your ultimate goal is the top of the wall, but you don't have enough boost to get to the top in a straight shot. Presented with this, you have to move forward until you run out of momentum, at which point you either fall or have the presence of mind to switch directions to regain speed in a downward direction, hit a pole Sonic grabs onto and spins around, maintaining his newly-regained momentum and redirects it back upwards. Concepts like that work within established mechanics, can create unique gimmicks, but don't break the flow of the level since your objective is still to get somewhere as quickly as possible, but the mechanics can also occasionally be re-purposed.