I like how the first video ends with the entire game freezing. Worth noting that in said first video, the Sunset Heights beta level actually includes segments from Park Avenue (Avatar) and Red Gate Bridge (Tag Team / Metal Sonic Boss). Seems they were designed to be one complete level at first, before being broken up into three small individual levels for the final game. And aside from the beta level in the second video having what could only be summed up as boost pad poisoning (with a bunch of spikes shoveled in to halfway match their excessiveness), the level structure (especially the second part, with the rows of platforms and lasers sitting above bottomless pits) seems to be just a bunch of random crap strewn together. There's nothing coherent about it outside of having some serious do-or-die trial-and-error stuff (especially since there are no rings). The intended quick-step sequence that's near the end is is even more hilariously bad. You're supposed to side-step flying enemies bombing the route, but the entire sequence is covered with dash panels pushing you forward. I literally started laughing at the points the player ended up being thrust into a exploding bomb by a chain of dash panels that either causes Sonic to lose their rings or straight-up die. Level design for this game (either beta or final) is just amateur hour all around. Makes it all the more hilarious that the game's development team held a panel last year to teach what good level design was about. (I don't recall us here at Retro actually talked much about that panel, let alone mentioned it at all; but SSMB had fun with it). One translated image from the panel (courtesy by TwilightZoney, you can see a bunch more here) just sums up Forces' level design in a nutshell.