There's something I thought about today regarding multiple routes and rewards. We know that generally, the more difficult a route is to stay on, the more rewards the player will receive for their efforts (I.e. staying on a high route nets you better powerups, or at least lets you finish the level faster). Of course, not all alternate routes are necessarily difficult to stay on, especially in the case of underground or indoor areas where it's really only a matter of preference which route to take. Let's say that we have a stage that splits into 3 possible routes. One route is very short, another route takes a longer time to pass through, and the third route is somewhere in between. Do you think it would make sense to have the longest route offer the best rewards? The way I see it, Time is an important resource in a Sonic game, and I'm wondering if shaving 5-10 seconds off your total time is enough of a reward in itself. Plus, if there's no other rewards in the shortcut, it provides that extra challenge for speedrunners, whereas people who need some extra rings or powerups can sacrifice time and go the long way around. (This is technically the idea behind secret areas, actually.) If your fangame has some sort of boost mechanic, what you could also do to balance out your routes is to make it easier to gain a boost on the longer route to allow players to "catch up" to those who took the shortcut. Heck, if all three paths merge into an area with a lot of enemies or spikes, you could put an invincibility monitor at the end of the long route, such that those who took the shortcut are more at risk but will be rewarded with an awesome time if they're skilled enough not to get slowed down by the hazards.