Enemies are taken out with well-timed bursts, so players are definitely encouraged to keep Sonic flipping while he's arching through the air. This power bar gives Sonic quick energy blasts while running, making him invincible for that split-second. There's a trick system in Sonic Rush where flipping around airborne or shifting the feet while rail sliding (a simple matter of rapidly tapping the A and B buttons) will beef up a power bar on the side of the screen. Technique does come into play because if you simply have Sonic run through the levels you're going to end up pretty much empty handed at the end of the world. And the level designers push that hook as far as they can go in Sonic Rush. There are instances of traditional platforming too, but let's be honest - it's mostly a "run really really fast" affair because that's Sonic's hook. Bumpers will send a high-speed Sonic ricocheting in the other direction and launch pads will launch him up in the air, and as long as the players keeping an eye on what's going on they can keep the guy moving at top speed all the way to the end. It's pretty much the standard Sonic 2D platform affair: you're encouraged to run really, really fast all over the place, and many of the level designs are laid out so that Sonic can rush around as uninhibited as possible. Sonic animates with incredible fluidity, and the designers waste no opportunity to have the little leap in and out of the foreground for no other reason than to make the player go "ooh, neat!". The studio took its original Sonic Rush engine - a really excellent blending of 2D and 3D elements that enabled two-screen tall platforming designs - and pumped it up with a bit more energy and snazzy in-your-face level structures that take advantage of the hybrid visuals. Dimps, the Japanese development team who's been handling the Sonic brand on Nintendo systems since the original Sonic Advance on the Game Boy Advance, is once again in charge of this solidly developed Nintendo DS product.
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