This game features more than 20 Sega franchises, notably Sonic the Hedgehog, Monkey Ball, Billy Hatcher, Samba de Amigo, Puyo Puyo and NiGHTS into Dreams.
The game features multiple levels based off of multiple Sega franchises, each with a different gameplay style.
Sonic the Hedgehog
the gameplay is identical to Sonic Heroes, with three characters that are available at any time to choose from, as the player may switch the party's leader freely, whilst the other two characters follow. Each character has an individual ability: speed for fast stages, power for breaking objects, or flight for reaching high platforms, and the player must use these abilities to traverse each stage. Each stage has a different layout for each team, providing different challenges for each story. Each ability is also represented in the interface by color; blue for speed, yellow for flight, and red for power. Each ability also has an element associated with it: Speed uses wind, Fly uses lightning and Power uses fire. These can be used to solve various puzzles necessary to progress through stages.
these levels use the same style of gameplay as Monkey Ball. which involve rolling the character in a ball by using any of the two joy-sticks to get to the goal before falling off the platform or letting time run out. There are three difficulty levels available at the start: Beginner, Advanced and Expert. On each floor there are Bananas and Banana Bunches (worth 10 bananas) to collect. Collecting 100 will give you an extra life. At the end of a level, you will be taken to a Bonus Stage, where you have to collect all the bananas before time runs out. However, this won't cost you any lives if you fail.
Billy Hatcher's levels use the same gameplay style as Billy Hatcher and the Giant Egg, which revolves around rolling large eggs. Billy cannot do much by himself aside from moving, jumping or using Helper Animals. However, while rolling an egg, Billy moves faster, is stronger and is more agile. He can also dash, throw and return the egg along the ground, slam the egg down from the air, travel on rails, and fly through rings.
Billy can run over fruit while holding an egg, causing the egg to get larger until it hatches. Billy can then hatch the eggs, which can contain helper animals, character powerups, and extra lives. With variables such as egg size, helper animals, and personal powerups.
The player should be wary of their handling of the eggs, as they can still take damage when attacked by enemies and impact certain obstacles. The egg gauge in the lower right-hand corner of the screen begins to crack when this happens, as does the egg Billy wields. When the egg takes enough damage, it is destroyed and no bonus comes from it (as well as decreasing Hatch Scores at the end of the level). Eggs can also be 'lost', i.e. put into positions or situations that the player can not retrieve them from. In such cases, the egg will disappear from its position after several seconds of inactivity and will 'respawn' in its nest of origin. All work done to the egg, however, is lost.
Samba De Amigo
The gameplay is the same as the original Samba de Amigo. These levels can also be played with the Joy-Cons deattached from the console to replicate the feel of the original game.
As a song plays, the player is guided by on-screen graphics and must shake the Joy-Cons at high, middle, or low heights with the beat of the music, or occasionally must strike poses with the Joy-Cons held in various positions. If the player does well, the scenery around the character, which is usually a concert or a dance will attract more people and become more vividly animated.
The gameplay is similar to the Puyo Puyo series, in which the player must manipulate the falling Puyo and form groups of the same colors.
When a square marked with a red X or a number is filled with a Puyo, the player will lose; where as if all the other players have lost, the player wins.
When the player forms a group of four or more cardinally connected same-color Puyo, they will explode, and any Puyo above will fall down. If in the process another group is formed, this also explodes and so on until there are no more groups left. An #-chain refers to a series of the number of such explosions. Chains score more and produce more garbage as the player makes them longer and bigger.
When the player makes chains they will produce garbage, which is sent to the opponent. Which will then fall on their board. Garbage Puyo cannot be cleared by being grouped but instead they will be cleared if an ordinary group is cleared next to them.
Making a chain of any length prevents Garbage Puyos from falling and adds one point on the player's Fever gauge. This allows the player to place another piece on the playing field. A player can continuously offset with each of their upcoming pieces. If a player places a piece without triggering a chain, the queued Garbage Puyos will drop.
The Fever gauge is a seven-point meter located near a player's playing field. Whenever a player offsets incoming Garbage Puyos, they fill one space in their Fever gauge. Once the Fever meter is filled, Fever mode begins.
When the player enters Fever mode, the music and the background image of their board changes to a more dynamic background. During Fever, preset chains ranging from three to 15 in length are dropped into the player's field one by one. Successfully clearing a chain rewards the player with a bigger chain while failing to do so gives them an equal-sized or shorter chain.
When not in fever, all clearing will drop a preset 4 chain onto the field and 5 seconds will be added to the players fever time. When in fever, the player will receive a 5 second fever time bonus (if time has yet to run out) along with 2 chain bonus onto their next chain. If the player all clears into fever, they will receive a 5 second fever time bonus along with a 2 chain bonus on the first fever mode chain they will receive.
NiGHTS into Dreams...
At the start of each level, Wizeman's minions steal all the character's Ideya except the rare red type representing courage and take them to separate Ideya Captures. The goal of each of the four "Mares" in each level is to recover the stolen Ideya by collecting 20 blue Chips and delivering them to the Ideya Capture, which will overload and release the orb it holds. It is possible to complete some of the levels' goals by wandering around the landscape of Nightopia as Claris or Elliot (pursued by an egg-shaped alarm clock which will end the level if it catches the player), but the majority of the gameplay centers on NiGHTS' flying sequences, triggered by walking into the Ideya palace near the start of each level and merging.
In the NiGHTS sections, the player flies around a particular linear route through the Mare. The gameplay as NiGHTS is not completely 3D: players can only fly in the 2D plane of the screen, with their actual motion through the level determined by the automatic camera angle at that point in the Mare. The player has only a limited period available before NiGHTS falls to the ground and turns back into Claris or Elliot, and each collision with an enemy subtracts five seconds from the time remaining.
Various acrobatic maneuvers can be performed, including the "Paraloop", whereby flying around in a complete circle causes any items within the loop to be attracted towards NiGHTS. The game features a combo system known as "Linking" whereby actions such as collecting items and flying through rings are worth more points when performed in quick succession than they are individually.
A small minigame is used in place of Act 3 of Casino Park and Act 3 of Icicle Valley, the minigame is different depending on the episode.
Crazy Taxi (Episode 1)
The player drives a taxi in an enclosed area. looking for fares and then taking them to their destination in the fastest time possible. The player must perform this while time still remains on an overall gameplay clock. Passengers looking for rides are indicated by an overhead marker that is colored to represent the distance to their intended destination. The color marker ranges from red indicating short trips, to yellow for intermediate distances, and to green indicating long ones. When a passenger is picked up, the player is awarded additional time on the countdown time. Furthermore, a second countdown timer is started, representing how quickly the passenger needs to be at their destination. While a passenger is in the taxi, a large green arrow is shown on the player's HUD that points in the general direction of the passenger's destination to help guide the player through the map.
Unlike the other Crazy Taxi games, this one has the player recruiting only nine different characters on eash stage, as such, the map was updated to show icons representing the characters the player needs to pick up, they also need to be taken to a safe spot as opposed to different locations.
Virtua Fighter (Episode 2)
Similar to most other fighting games, the default gameplay of the Virtua Fighter stages involves two combatants needing to win two of three rounds, with each round being 30 seconds long or more. If a character is knocked out (or falls out) of the ring, the opponent wins the round. A fourth round is necessary if a double knockout (both players knocking each other out at the same time) occurred in a previous round and the match is tied one round each. In this fourth round, players fight on a small stage wherein one hit equals victory.
The basic control scheme is simple, using only a control stick and three buttons (Punch, Kick, Guard). Through various timings, positions, and button combinations, players input normal and special moves for each character.
Virtua Striker (Episode 3)
Unlike the Virtua Striker series which consists of a single-elimination knock-out tournament with 16 teams (like in the knock-out stage of the FIFA World Cup), it consists of two halves of a single match, which lasting one and a half minutes each, plus injury time and, if the match ends in a draw, one extra minute of sudden death. If the draw persists, penalty shootouts are used to decide the winner. (Substitutions are allowed at half time.)
The game operates with three buttons: one for passing (which is also used for sliding tackles when not in possession of the ball), one for long balls (which automatically crosses if the player is running parallel to the box) and one for shots, which can be charged or, if the player is on the receiving end of a cross, tapped for a header or volley finish.
The Start button is used to alternate between each team's two available tactical schemes before and during a match, while each has an offensive or defensive mentality, the formation of choice before kick-off will influence in which formation the team will adopt a neutral mentality. The game also has a sprint button, similar to Virtua Striker 4.
Space Channel 5 (Episode 4)
These stages are basically "listen and repeat" games; players are given a rhythm containing multiple gestures and must repeat them back exactly as heard. The dance commands merely use the existing movement buttons. The "up" button corresponds to the aliens raising both paws or the character raising both hands. For "down", the character will lower both hands, but Ulala lowers only her right hand, since her left hand contains her microphone. When either the "left" or "right" button is pressed, the characters only move their hand in the respective direction. No other input is needed for the character to dance.
The A or X button is used for shooting at the Morolians or simply another dance move. The B or Y button is used for rescuing hostages.
ChuChu Rocket! (Episode 5)
The basic rules of the game require the player to guide mice, dubbed "ChuChus", into a rocket while evading them from dangerous cats, dubbed "KapuKapus". Both ChuChus and KapuKapus run in a straight line, and turn right when they hit walls. A player can place up, down, left, and right arrows on the field of play, redirecting characters if they walk on it. Up to three arrows can be placed by a player at any time; placing a fourth arrow will make the player's oldest arrow vanish, and all arrows fade away over time. If a KapuKapu hits an arrow twice, the arrow disappears.
In story mode, the stages have five different puzzles to solve, where the player is provided a limited set of arrows to place on the field to save all the ChuChus. and end with a battle with Team Babylon.
Curien Mansion (Episode 6)
The main gameplay mechanic in these stages is the on-rails shooting mechanic. The player must clear each area of enemies before advancing to the next area.
Successful clearing will result in boss battles. Before most battles, the game will show what the bosses' weak point is. If the boss is shot enough times, it will try to escape; otherwise, it will take one of the player's lives.
Because of the game's "T" raing, most of the violence was toned down, The player has to use ??? that changes the zombies back to normal civilans instead of shooting enemies, and some of the designs are less violent in general.
Episode 1: Babylon Chase (Sonic the Hedgehog)
At the SEGA headquarters, Sonic, Anime Hamoody and Hamoody#1 are hosting a reunion party for Sonic's friends. (Similar to the birthday party they had from the console versions of Sonic Generations.)
Sonic the Hedgehog
Every team from Sonic Heroes makes a return, alongside four additional teams. Note: The characters from top to bottom in each slot are Speed, Fly, and Power type characters respectively. And each character can also be played individually.
Team Sonic (Available from the start)
Sonic the Hedgehog
|Sonic is the fastest thing alive and the eponymous protagonist of the series who possesses incredible super speed and numerous other abilities that are known to be based on breakdancing. He uses these skills to save the world from Dr. Eggman. He is impatient, laid-back, confident, cool-headed and always on the lookout for an adventure as well as to help anyone in need of rescuing.||Roger Craig Smith|
|Miles "Tails" Prower||Sonic's best friend. He is a young two-tailed fox who can fly for a limited time by spinning his tails rapidly, and has most of Sonic's abilities, including his supersonic speed. He is a skilled mechanic and often takes care of Sonic's biplane, the Tornado.||Colleen Villard|
|Knuckles the Echidna||The last living echidna and Sonic's hotheaded friend and rival. Knuckles resides on Angel Island, where he guards the Master Emerald, the source of the island's ability to float in the sky. Knuckles is very strong; his spiked fists are capable of smashing through boulders as well as allowing him to climb walls. The nature of his echidna dreadlocks allows him to glide in the air for periods of time.||Dave Mitchell|
Team Dark (Available from the start)
Shadow the Hedgehog
|Shadow is a mysterious black hedgehog resembling Sonic in appearance and skills, making him Sonic's biggest arch-rival. He is the Ultimate Life Form created by Gerald Robotnik with Black Doom's DNA on the Space Colony ARK over five decades ago. He recently suffered from amnesia but has regained all of his memories since then. He can use Chaos Control to distort time and space.||Kirk Thornton|
|Rouge the Bat||Rouge is a sassy female bat treasure hunter who's goal is to make all the gems in the world hers and also works as a spy for GUN. She is full of feminine charm and can be very manipulative. She is Knuckles' rival.||Karen Strassman|
|E-123 Omega||The last of the E-100 series of robots created by Eggman and seeks revenge on his master for shutting him down, not being able to realize his potential. Rouge accidentally activated him when trying to free Shadow from Eggman's base. Since then, he has became good friends with both of them.||Aaron LaPlante|
Team Rose (Available from the start)
|A young pink hedgehog who has become Sonic's self-appointed girlfriend, first seen in Sonic the Hedgehog CD. Ever since Sonic and Amy met, she has been in love with Sonic and she now wants him to marry her. Amy is quite strong and smashes enemy forces down with her trusty Piko Piko Hammer.||Cindy Robinson|
|Cream the Rabbit||A naive young rabbit who lives with her mother, Vanilla. Cream's best friend is a Chao called Cheese (which she uses as missile). Because Cream has been brought up like a princess, she does not like being involved in other peoples' affairs. She can fly using her large ears.||Michelle Ruff|
|Big the Cat||A big purple tabby cat who loves fishing. His best friend is a frog named Froggy, whom he constantly keeps losing. Big lives with his buddy in a peaceful hut in the Mystic Ruins.||Kyle Hebert|
Team Chaotix (Available from the start)
Espio the Chameleon
|Espio works together with Vector the Crocodile and Charmy Bee to solve whatever cases they are given, where he puts his skills to good use. Espio is a calm, soft-spoken, serious, and disciplined person whose wariness and soulful character makes him a vital member of his team, and balances out the foolishness of his friends.||Matthew Mercer|
|Charmy Bee||While Charmy is always hyperactive, bee-brained, loud, immature and often annoys his teammates a lot, his tracking skills are nonetheless an invaluable assist to the Chaotix Detective Agency and a crucial part of their team. As such, both Vector and Espio treat Charmy as their equal.||Colleen Villard|
|Vector the Crocodile||Large and imposing with a kind heart beneath his scaly exterior, Vector is always ready to take jobs that pay good money, but is also always willing to help those in need for free, leaving his agency in its eternally poor state. Known for his great love of music, Vector's trademark accessory is a set of headphones which he always listens to, even during missions.||Keith Silverstein|
Team Wild (Available from the start)
Marine the Raccoon
|A spirited and talkative raccoon girl (who is surprisingly also a neat freak). Active and behavioral, she has a strong longing for adventure. When she encounters something new, she gets so caught up in it that she ignores the surroundings. Her reckless attitude is a frustration to many, but after her adventures with Sonic, she has sworn to grow up.||TBA|
|Tikal||The daughter of the chief of the ancient Knuckles Clan, Pachacamac. Tikal is kind and gentle with a peaceful temperament. She can also communicate with Chaos who was originally feared as a foreign object. She was critical of her father's warmongering and constantly opposed his violent raids of other countries. After Chaos went out of control when Pachacamac invaded its altar, Tikal sealed herself and Chaos in the Master Emerald. When Chaos resurrected in the modern day, Tikal's soul emerged as a orb to stop Chaos by guiding Sonic and his allies.||Elara Distler|
|Sticks the Badger||A crazy and paranoid badger girl from the Sonic Boom franchise who has appeared in a couple of Sonic the Hedgehog mainstream medias. She lives at the edge of the forest. Because she has lived in the wild since early age, Sticks is feral and without common sense. However, she is a skilled hunter and an expert at using boomerangs. She is also a good friend of Amy.||Nika Futterman|
Team Modern (Available from the start)
Sliver the Hedgehog
|Silver is a mysterious, white-colored hedgehog from the future. He traveled through time to stop Sonic, who he believed to be the Iblis Trigger causing his time to be ruined. Unlike Sonic, Silver utilizes psychokinesis that allows him to lift objects with his mind and throw them at foes.||Bryce Papenbrook|
|Chip||An ancient deity from the beginning of time and the incarnation of light, day and rebirth. He got his name from Sonic after the hedgehog noticed Chip's affection for the Sundae Supreme ice cream. He is a tremendous glutton and always hides chocolate somewhere on him. He is bright and friendly, but also a bit goofy. While easily frightened, he possesses enormous powers.||Tony Salerno|
|Blaze the Cat||A female, pyrokinetic lavender cat from a parallel universe. As guardian of the Sol Emeralds, it is her duty to prevent anyone from taking them away from her. She is somewhat shy and tends to conceal her real feelings.||Erica Lindbeck|
Team Retro (Unlocked after rescuing them in Bingo Highway)
Mighty the Armadillo
|Ray the Flying Squirrel||TBA||TBA|
|Honey the Cat||TBA||TBA|
Team Babylon (Unlocked after finishing Episode 1.)
Jet the Hawk
Cocky and brash, Jet is very arrogant, prideful, and always seeks riches and fortunes. While also the Babylon Rogues' leader, Jet rarely takes his responsibilities seriously, though he knows how to assert his authority. For all his shady characteristics though, Jet is an honorable Extreme Gear rider.
|Wave the Swallow||Because of her knowledge on Extreme Gear, Wave is brimming with self-confidence and can be a bit of a trash-talker and highly critical of others' work with Extreme Gear. She hates thick-headed or stupid people and she tends to give advice only she can understand. Regardless, Wave is level-headed and serves as the voice of reason in the Babylon Rogues, though she is often mistreated by the other members.||Kate Higgins|
|Storm the Albatross||In general, Storm is somewhat dim-witted and slow on the uptake, but makes up for it in raw power. He is Jet the Hawk's most loyal follower and right hand man. As such, he is always ready for Jet's assignments. Despite being committed to his duties though, Storm has a quick temper and his clumsiness constantly succeeds in embarrassing himself and his teammates.||Travis Willingham|
|Sonic is the fastest thing alive and the eponymous protagonist of the series who possesses incredible super speed and numerous other abilities that are known to be based on breakdancing. He uses these skills to save the world from Dr. Eggman. He is impatient, laid-back, confident, cool-headed and always on the lookout for an adventure as well as to help anyone in need of rescuing.||Kaoru Morota|
|MeeMee||Sonic's best friend. He is a young two-tailed fox who can fly for a limited time by spinning his tails rapidly, and has most of Sonic's abilities, including his supersonic speed. He is a skilled mechanic and often takes care of Sonic's biplane, the Tornado.||Kaoru Morota|
Samba de Amigo
NiGHTS into Dreams...