Great, now you just derailed the research paper I was working on. :v: I played through it, and I have a few notes. First, there are a few places where I think there needs to be re-implementation of light dash strings on the ground as a turn assist. The two spots that come to mind are in Arid Sands right after you leave town, the near 90 degree turn before the canyon jump. That string of rings in Unleashed was there to compensate for a poorer drift than Generations has. I know you can drift it much better here, but I think having it as a light dash ring path would be good for if a player messes the drift up and has to re-allign without costing them too much speed (or for non T/A'ers that just want an easier time on that part). The other place is a couple spots on the second water walking section in Jungle Joyride, since it can sometimes be confusing where you turn and how soon (especially if your computer is chugging a little bit like mine). Also, speaking of Jungle Joyride: the planks sidestepping part seems a lot more picky than in vanilla Unleashed. I never had issues with that part in Unleashed, but in the port I fall off half the time. I dunno if its just me, or what (I'm using the Batarang controller, and admittedly the shoulder bumpers are different than a typical controller). Also, late in the level, where you have the buttons on the rotating stones, I hit it and then I warped through a wall to my death. In Cool Edge, during the water walking part, at one point Sonic stuck to the geometry before he was suppose to walk on water and went straight into the ocean instead of water walking. Later I can give you a shot of where that is. Other than those bits, this was a a lot of fun to play! Sonic Generations was one reason I upgraded my computer, and now that you ported the Unleashed levels I think I'll have something else keeping me from getting my research done.