You're not, though. There are times when you'll shoot past where you need to go if you roll, whereas if you're quick with going to the left trigger, you can either do a quick backtrack or stop before you pass it.
How many times would that be? Usually you could just stay on your current route, or alternate routes are reachable from a rolling state. Either way, rolling seems to be a much safer bet when you don't know what's ahead of you and you're moving too fast to react to things; Vauxy seems to agree, as he believes that rolling removes literally all of my issues with the games. Except for the fact that there are stage hazards, but you know.
The purpose isn't to grant you invulnerability but to keep you alive if you make a mistake or hit an ambush enemy.
Fair enough.
I think it's actually less than you might think. the only levels I remember having those 'roller coaster' secions where the game does pretty much play itself if you're going for the first strategy are the Ice Cap zone, bits of the Chemical Plant Zone and the Marble Garden Zone, even then they don't take up the majority of the levels. In the Ice cap there are careful jumps across falling icicles, in Chemical plant there are the tricky underwater bits and the block hopping bits and in MGZ there are the flying parts.
Yes, I did already mention that there are a lot of sections where you can't go fast in the first place because Vauxy was arguing against it. That's where we run into another issue; Sonic is designed to go fast. He has heavy natural acceleration in his movement and his turning speed is sluggish. As such he's designed to perform well when going fast over long stretches, but poorly in precision platforming.
They're not perfect games, but neither are they bad or 'the most overrated games in history.' If the original sonics were to be remade, I think there are a lot of features from games like Advance and Rush which would be incorporated and solve some of the problems (Dynamic cameras which move the sprite to the back of the screen, widescreen displays, the insta-boost to get your speed back up after being hit, etc)
I'm not arguing that they're "the most overrated games in history" (that one goes to Bioshock Infinite). I'm not even arguing that these games are necessarily not fun; I'm just saying that there's a lot of underlying core issues that
can be ignored if your parents hated you and didn't get you a SNES instead, but they're still there and as such I wouldn't place Sonic games anywhere near to contention for some of "the best platformers of all time". Again, it's fine if you like it. But then it's just in contention for your personal favorite game.
And yes, I think those simple fixes would go a long way in making the games better.
Well, first, I can only think of two, maybe three instances where your flow is completely interrupted by a wall in the way (even then, if you remember to jump or roll you can usually get past it) Second, why is running into a wall necessarily a Really Bad Thing? it slows the action no more than going down the pipes slow Mario.
Because in Sonic you're stopping because you don't have enough time to react to obstacles. In Mario going down pipes is exciting, and you
want to go down pipes. So having a little downtime there to build up suspense is understandable. You see that sort of thing a lot, for instance with chests in Zelda.
Imagine playing a driving game where there are random walls that you can't see until they're ten feet away from you. That's what playing Sonic feels like.