Sonic Roll is a multiplayer game for 1-4 players in the style of 16-bit classic Sonic. It has cooperative, semi-cooperative, and competitive game modes. Each player chooses Sonic, Tails, Knuckles, or Amy to play as they make their way through four classic Sonic Zones. You can challenge a single Zone or adventure through all of them in campaign mode.
As you traverse these iconic Zones, you can save the woodland creatures the evil Dr. Eggman has captured, using character-unique abilities to roll dice and take out obstacles in your path. Place dice to run through Zones; collect rings, power-ups, and Chaos Emeralds; and defeat the Badniks that stand in your way. A Zone isn't complete until the players face off against one of the bosses from across the Sonic franchise, where they must try to score enough hits to defeat Dr. Eggman and his army before time runs out!
- Saving woodland creatures from Doctor Eggman
- Signature 16-bit zones from classic Sonic games
Mechanics (from transcript analysis)
- Campaign — Game can be played through a campaign mode collecting Chaos Emeralds.
- Dice Rolling — Players roll dice to take out obstacles.
- Semi-Cooperative — Players play together to achieve a common goal.
- Set Collection — Collecting seven Chaos Emeralds as you go.
Video topics + discussion points
Quotes (from this video)
- The Crew: Mission Deep Sea is one of the greatest games of all time
- Dominion style deck builder
References (from this video)
- Cooperative play with shared goals and individual dice strategy
- Visually themed components and Sonic-inspired gameplay
- Engaging dice manipulation and engine-building mechanics
- Dice luck can significantly influence outcomes
- Rules can be intricate on first play
- Rayman
- Heroes of Might and Magic
- Doom
Mechanics (from transcript analysis)
- Arcade-style and bonus rounds — Completing zones can unlock bonus rounds; the game features an ACT bonus stage and looping arcade-style scoring.
- Badnik enemies and penalties — Badniks join the players, possessing various negative abilities and can cause damage if not dealt with properly.
- Boss Battler — The game uses a set of zone cards; after the deck is exhausted a boss (Egg Robo) is faced and defeated using the dice system.
- Boss phase and board progression — During the boss phase players discard the highest die and contend with boss patterns to defeat Egg Robo and progress.
- Dice Placement — Players roll different colored dice (yellow for jumping, red for defeating enemies, blue for running) and place them onto the board to match numbers, with mechanics to convert and manipulate results via special abilities.
- Dice Rolling and Placement — Players roll different colored dice (yellow for jumping, red for defeating enemies, blue for running) and place them onto the board to match numbers, with mechanics to convert and manipulate results via special abilities.
- Matching pairs and dice pool management — On a turn, players roll dice and try to keep matching pairs, discarding the rest; totals determine actions and potential bonuses.
- Power-ups and upgrades — Power-ups such as boost tokens, Super Peel Out, Spin Dash, Insta Shield, and Bubble Shield modify dice results or grant bonuses.
- Rings and health — Damage costs rings; having no rings leads to losing lives; collecting rings is central to scoring and survivability.
- scoring and end-game — Points are tallied from rings and zone completions; there is arcade-style scoring with personal and shared progress influencing the final total.
- Time Track — There is a time element (turns), with penalties for not exhausting dice or for certain misplays, affecting final scoring and outcome.
- Time track and penalties — There is a time element (turns), with penalties for not exhausting dice or for certain misplays, affecting final scoring and outcome.
- Unique Player Powers — Power-ups such as boost tokens, Super Peel Out, Spin Dash, Insta Shield, and Bubble Shield modify dice results or grant bonuses.
- Zone cards and boss fights — The game uses a set of zone cards; after the deck is exhausted a boss (Egg Robo) is faced and defeated using the dice system.
Video topics + discussion points
Quotes (from this video)
- we are playing the Green Hill Zone which as all Sonic fans know sounds like an opening level
- it's Cooperative
- this is the core of how it works
- we win
References (from this video)
- cooperative framework with dice-based objectives
- dice-mitigation options and powers
- retro video-game feel and platformer vibe
- non-shared scoring adds personal tension
- dice luck can be frustrating
- not fully cooperative due to personal scoring
Mechanics (from transcript analysis)
- cooperative with personal scoring — cooperative framework but with individual end-game scoring
- reroll options via powers — there are powers that let you reroll dice
- roll and place dice — you roll dice and place them to fulfill cards and progress; level/ platform-like progression
Video topics + discussion points
Quotes (from this video)
- This is a Cooperative game where you roll it's a roll and place dice... you're trying to fulfill cards... it's treated as clearing the little platform Zone
- it's not fully Cooperative so like Sonic Rayman or that sort of like Cooperative games you still need to look after your own scoring at the end of the game
- very much a patch on Terra Mystica
- it's a really nice different take
- it's a step up from Wingspan
- Triumph... bidding on actions