neoxavean said:
The music in Sonic Rush is HORRID. How in the world does it elevate it to new levels?
The music is very different from previous Sonic games - it's just a fresh, welcome change. Plus Nagamura [or whoever] Is really great, but it can be a love / hate affair. Honestly, I love it because it's just fast music - and it fits really well with Sonic Rush.
-What does Sonic need to dance at the end of a Act?
According to interviews, Sonic was originally intended to breakdance during the Sonic 1 sound test area, but they didn't have the cart room

It's probably also a throwback to JSR.
-Why must they include grades at the end of an Act?
Just to give gamers that extra little thing to do - get better at the levels. The grades don't do anything anyway - no unlockables.
-Why must the Zones be esentially random, when Sonic 3 did a masterful job of linking them together to make it feel like an adventure game?
This is true, and who knows? Sonic 3 level-to-level movement were a great little addition, but nowdays were you can just play any level again, and not from the beginning, I suppose they just don't try.
-Why, for the love of God, do they continue to use those horrid voice actors?
At least they can say lines now. No more "Watch out, you're gonna crash! Ahh!" scenarios.
-Why is level design continually crap? This goes back to Sonic Advance.
If you get the hang of the game - you'll realise the level designs are LEAGUES ahead of Sonic Advance 1, 2 and 3. 1 was pretty boring all around, 2 had some horrible traps you could get into, and 3 has traps, horrible enemy placement, and spikes galore. Rush's level design is great, with a lot of branching, and very few traps.
-Why must they persuit a 4th bastard child character to the series once again?
Better a Fire-element Cat from another dimension than more hedgehog clones. People tend to forget that the first 3 sequels to Sonic all contained a new character [Tails, Amy, Knuckles].
-Why is the spin dash now slower than actually just running now?
Though not very good for that first dashing area - The Spindash is really good for speeding down large slopes, moreso than boosting [I think].
Most importantly, why is stage interaction similar to Sonic Adventure on the Dreamcast? I really don't want to venture into the murky waters of complaining that Sonic Rush isn't real enough, but in terms of how Sonic interacts with his gaming world, it really isn't real enough anymore.
For example, you need only jump near a platform for Sonic to be seemingly sucked onto it. Springs? Run into them, and you fly. Stuff that had to be done in Sonic Adventure to account for 3D ease of movement is thrown into this game for no apparent reason.