That's honestly a really good example. It's negated entirely by the spindash's existence which has been put in almost every version of the game most would reasonably play today, and even without the spindash the timing window is still very generous... ...but it's a good example. I never considered that at all. I think we could use more stuff like that. I am perfectly fine with these "momentum-based abilities'' taking less precision. (Looking back, I used the wrong word here. But I am pretty sure the word I used was used elsewhere interchangeably, so I am keeping it. However, momentum-based abilities sounds like a very imprecise and vague term. So I'm going to give it a definition and you tell me if this sounds good: Abilities that grant momentum, help maintain momentum, and/or require a degree of momentum to use) But anyways, back to what I was saying, that doesn't really need to change. But just know that because they take less precision, I am going to view them as less interesting. Whether they are as "apples and oranges" or not. And therefore, if I have to choose between someone learning these platforming based abilities or this rolling stuff, I think that the former is probably going to be more beneficial to their enjoyment of the game, even if rolling might make things feel a bit more manageable due to all it's utilities mentioned earlier. Indeed. I know. So I don't view this stuff as something that takes away from the game. I even view it as kind of a "necessary" mechanic, even if not generally a particular interesting one to use, exactly because of what it allows for. (Stuff I actually find interesting) But as I said in a thread a long time ago that I honestly don't want to bring up again, there are other ways to gain momentum in these games that I find a bit more interesting. Jumping also does this. And in the reality of both cases, performing this requires that the player already know what's down below them before they roll off or jump off the ledge. This is because of what the camera is generally showing in such sections. From how I worded that, you can probably guess that I have an issue with this and also guess what that issue is, but that's a whole 'nother subject. I can agree with this. It at times helps everything feel like it's being chained together in one continuous sequence of action. Still don't think this action in that chain is the most interesting among them, but it's not an offensive mechanic. Has it's place in the ideal flow of playing these games well. Well, the concept in itself doesn't do anything for me, but yeah. Also, the Mario bros slide thing is much shorter range, which means you actually do need to be careful about timing that a bit more. Window is smaller because you need to get closer to use it. But whatever.