Which goes to show the majority of Sonic fantards don't even know what they want anymore.
This, but I don't necessarily think having two different stages because of fan bitching is a negative.
The whole idea of the torch, dynamite and mine cart thing in the console version fits very nicely with the overall theme of the stage and may pull some surprises. Standard platforming gimmicks here will be more familiar and easier due the very nature of the control scheme.
Meanwhile, the iPhone version, which would have been the weakest version (and likely will be still), now has two things to call its own. This may at least boost sales around 10% because of the people looking to play these "bad stages". Controls here aren't so great due to the lack of context sensitive button, instead either tilting the system and shaking it to jump (horrid idea) or using the on-screen soft keys, meaning your view is often blocked by your thumbs.
Admittedly, the minecart stage on the Xbox 360 was bad for quite a few reasons, largely due to the physics and collision. Moving and jumping were also strange in that you had to tilt (LT/RT) and press the jump button at the same time to clear gaps, not just tilt the stage a certain way then press the jump button as you speed to the gap. You can see how this would have worked better on the Wii and PS3 likely.
And yes, as I've said earlier in the topic (I think... not sure, been in too many of these damn discussions) I have tried the PartnerNet version and now the iPhone demo, so this is not baseless conjecture like 98% of the fans are shooting off.