Loops have always been a shallow spectacle. It's been a part of Sonic game discussion for a long, long time now that clearing a loop is a "reward". But a reward for what, exactly? Backing up a yard or two, and then holding forward? Stopping for a moment to rev up a Spin Dash? Either of those things clear basically every loop in the classics with no issue, and that's about as basic to manage as jumping from one platform to the other. Sure, I guess you could call that a reward if you want, but it's hardly a profound one. The most "rewarding" part is learning to roll halfway through one so you gain extra speed from it, but that's a bonus, not really the point of it. No, the real reason loops are everywhere in the classic games are to be a way to add to the game's spectacle. I mean look at Sonic 3K and CD for maybe the most prime examples of that, with their surplus of over the top setpiece loops and structures. You go across it because it looks cool as hell, and the games put them directly in your path so you experience them straight away. If the game was truly momentum-first, then many of the crazier ones in the later titles wouldn't have put springs, speed bumpers or a Hydrocity hand-gear thing in front of it. Not even to mention a bigger, sharper slope would've been far more effective for building speed and checking your knowledge of the game design (which they also do many times, mind), but they choose loops, corkscrews and other crazy warped scenery for a reason. Now this isn't to say that the severe automation loops get in various 3D Sonic games is warranted. But it is to say that there's this mythology about loops in Sonic discussion (particularly about the classics) that they encourage some greater freedom that needs to be expressed or something, whenever it's really just a cool set-piece that at it's best doubles as a speed-check. You're either fast enough to clear it, or you're not. It's not that deep. EDIT: And Laura said exactly the same thing I just typed lol. Well, glad to see I'm not alone here!