I appreciate the sensation of stringing actions together successfully and getting a good sense of rhythm in Sonic games, but I dislike how the boost games approach that. Taking your Generations GHZ sequence as an example, the player is basically just going through a QTE. The movements are binary; you either succeed or you don't. Your goal is always "press button as fast as possible". Sonic's speed from boosting is constant too, which whilst thrilling in the correct circumstance has been reduced to just the standard movement option over the course of 4 boost games (plus the Rush series). No matter what approach you try to take, the end result is always the same. Compare this instead to something like City Escape from SA2: In the opening boarding section, the player has to keep constant control on Sonic's direction, particularly in taking corners well and veering away from cars so that they don't slow down. They have the option to go for rings, or ramps or both. Ramps introduce a risk-reward system, which is totally absent in your GHZ example (and also in Generations' equivalent City Escape boarding section). You have to jump off ramps to successfully pull off a trick. But it's not that simple - both the speed you're travelling at when you approach the ramp and the timing of your jump influence how far and how fast you'll go when you do the trick. A successful trick rewards you three-fold with points, items and speed. The better your trick, the better the prize. But if you fail to trick correctly, Sonic loses a bunch of speed and doesn't get any bonuses. There's no instant recovery button, which is what the boost is if you fail short hop or one of the slides in Generations' Green Hill. You've got to use the terrain and the rest of Sonic's moveset to regain lost speed in SA2; it could be the spindash, the homing attack, a rail or just getting up and running. It's circumstantial based on location and player. And that's just the opening section. The gameplay continues in this fashion after Sonic ditches the board. At 0:29, the player is presented with a choice; take the safe route on the stairs, but it's relatively slow; take the rail, which is potentially faster if you manage to build up momentum and will get you points, but could backfire by being even slower than the stairs; jump on the boxes to the right and climb up. Constantly throughout the very linear Sonic and Shadow levels in SA2, the player is challenged with making decisions that provide flow and rhythm but that aren't binary options. SA2 really gives you the option to string together actions with autonomy and recognises your successes and your failures. The boost games give you a set of instructions to follow with less rigid moments being few and far between. It especially bothers me that due to the range in speed being walking, running and boosting, the boost is your default movement option except where you basically just can't boost at all. When you're boosting, there's nothing else to do. A few QTE-eqsue moments where you slide or hop, but basically that's it. For an example of stringing together actions, look at the sections starting at 0:37 to 0:44. The player hops on to a rail, quickly jumps on to the next rail (scoring points for the chain), runs up an incline and then performs a jump and a homing attack to score an item box and cross a gap. Improper timing will mess up the sequence, and you can either try again or follow a slightly different path. Now following that section after 0:44, they're on a downhill road again tackling the issue of ramps again. Success here nets you a lot of speed, but it doesn't end there. At 0:57 that player makes a clever chain of 3 homing attacks. He hits the enemy on the right, turns mid-air, hits the enemy on the left, performs a three bounce attacks to hit give Sonic some momentum and height and then proceeds to hit the third enemy that's a bit further back than the first two. He could have stopped after the second enemy, but he found a way to keep moving and chain in another homing attack with the addition of extra actions. SA2 is the game that really introduced the idea of enemies being lined up for sequential homing attacks (SA1 was incredibly lax with it), but thought must often be given to timing, Sonic carries some momentum between targets and the game recognises when you go out of your way to carry these moments on longer. The buzzbombers in Green Hill, with or without stomping the bridge, are so bland and rigid. Whilst SA2 has it's moments of boring homing attack chains (see 1:57), Sonic's movement, control and momentum and lack of an instant boost afterwards keeps a natural flow going and makes the sequence a bit more involved than "mash A four times then hold X to keep winning". This coming from someone who finds SA2 to be pretty cheap and janky far more often than not. I just think it's going for something much better than what the boost games attempt.