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 scene around the monkey 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)
Virtua Fighter (Episode 2)
Virtua Striker (Episode 3)
Space Channel 5 (Episode 4)
ChuChu Rocket! (Episode 5)
Curien Mansion (Episode 6)
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.)