This is a bit of a "thought exercise" topic. A while back there was a lot of discussion about how Amy Rose would play if she were in Sonic Mania. Most people said she should play as she does in Sonic Advance, but there would have to be some modifications to fit the single button gameplay philosophy of Mania and the classic Sonic games. Amy's Advance play style could streamlined like this. (For convenience, I'm going to use "B", meaning "button".) Jump: B Hammer spin attack: B in mid-air Hammer jump: B whilst crouching Hammer whirl: Hold DOWN on d-pad in mid-air Hammer attack: UP + B Slide attack: Hold DOWN whilst running With this setup, Amy's spin jump could be performed with a simple "double jump" input, which would be a more comfortable gameplay experience than in Advance. In Advance Amy only performs a single 360 degrees rotation, I think this would be better modified to become an infinite spin, as is the case with Sonic and co's spin jumps. So essentially, Amy's "double jump" input would perform a similar action to Sonic/Tails/Knuckles' "single jump" input. A clear disadvantage. So it would need to be balanced out with some advantages. First of all would be a larger attack radius. Secondly, and this is something that is present in Advance, is that it can be performed any time Amy is in mid-air, not strictly as a "double jump" input. So whilst other characters are vulnerable after being launched by a a spring or falling off a ledge, Amy can always quickly switch to a spin attack. The hammer jump (high jump) would be the same, just press B whilst crouching. The hammer whirl attack would be easier if simply assigned to DOWN in mid-air, rather than DOWN + B, which often results in an accidental spin attack. With single button gameplay, Amy's regular hammer attack would have to be assigned to UP + B. This doesn't lend itself well to quick combat, so whilst attacking enemies would still be a function, it would have to be more designed around activating switches and destroying barriers to access new routes. Alternatively, the hammer attack could be scrapped entirely and replaced with an equivalent to Sonic CD's "Super Peel-Out", so that Amy still has an easy way to gain speed. And finally, I think Amy could do with an attack that can be performed whilst moving. Sonic/Tails/Knuckles can all roll into a ball by pressing DOWN whilst running, so Amy's version could be a slide attack (think Sonic Generations etc), kind of a version of the roll that isn't so great with going uphill or through loops. Again, a disadvantaged version of an attack to balance out Amy's advantages. -- This got me thinking about how other characters from the "Classic Sonic" era would function in a 1/2/3/K/CD/Mania style game. Chaotix 32X was more concentrated on the rubber band sidekick mechanic, and didn't concern itself with having character specific routes, so the end result was characters who "felt" different to each other, but all ultimately lead to a very samey experience. Knuckles' wall climbing ability isn't a big deal if everyone else can climb walls too. One of the interesting things about Knuckles in S3&K is some of his differences are automatic, rather than just a different move set performed by the player. So being able to break through barriers is an automatic action when Knuckles runs into them. Then there's the fact that Knuckles has a lower maximum jump height, a disadvantage to balance out the advantage brought by his other abilities. These are great attributes that distinguish him from Sonic and Tails whilst maintaining simple single button gameplay. So with all that in mind, here are some ideas. Not comprehensive ability sets, just a bit of brain storming really. MIGHTY Generally thought of as the "Sonic clone" of the classic series, but some interesting things could be done with the idea of him as "Sonic with a twist". Bullet deflection: Mighty's main attribute his his his hard armadillo shell. So, how about whenever he's in ball form (rolling, spin jump, spin dash etc) he can deflect bullets? Just like the fire/aqua/lightning shields do, but as an inherent ability. Of course, he'd still be vulnerable to bullets whilst standing/running. Spike bounce: Again, playing off the hard shell idea, what if Mighty could bounce off of spikes whilst in ball form? Like the Spiker enemy from Marble Garden Zone, but applied to regular spikes. Again, he'd still be vulnerable when not in ball form. Spin dash: Time for a disadvantage. Mighty could have the weaker, Sonic CD style, spin dash. Element shields: Currently Sonic is the only character who has special "double jump" attacks with element shields. As "Sonic with a twist", what if Mighty also had shield attacks, but they were completely different from Sonic's? I'm having trouble thinking of exactly what they could be though. One possibility is that the attacks could be so strong that they're single use - you sacrifice the shield by using the ability. Sidekick: One of the novelties of playing as Sonic is that you're given the option of having Tails follow behind him. Again, as "Sonic with a twist", Mighty's player 2 sidekick could be Ray the Flying Squirrel. Barrier bash: He's "mighty", so he should be able to break through the same barriers that Knuckles can. So some Knuckles routes would become Knuckles and Mighty routes. Maybe Mighty could also have Knuckles' lower jump height? There's also the wall-kick from Chaotix, but if that were to return I'd want it to be more of a proper "triangle jump", rather than something you can spam to climb walls. Personally, I think it would be best to leave it out entirely. RAY Ray is a tricky one, honestly. Flying squirrels are known for gliding and climbing, so Ray would naturally end up as a variant of Knuckles. Obviously, Ray wouldn't be able to break through barriers. Maybe he could have slightly higher jump than Sonic and Tails to compensate. In Mania, playing as Sonic & Tails allows Tails to air-lift Sonic. Maybe Mighty & Ray gameplay could allow Mighty to hold onto Ray's back as he glides? VECTOR It occurred to me that neither Chaotix nor Sonic Heroes had any underwater sections. That's really unfortunate for Vector! Crocodiles can hold their breath underwater for a long time, so Vector should be a character who never needs air bubbles. Underwater, Vector should be able to swim freely, Ecco the Dolphin style, with a dash attack replacing the jump. Vector could reach some exclusive paths this way. CHARMY Charmy is another tricky one. His flight in Chaotix was incredibly overpowered and broken, and would be even more so without the rubber band mechanic. Maybe it could be an erratic, wobbly, bumblebee style of flight, so the player doesn't over-use it? He could be completely vulnerable whilst flying, unlike Tails who can still damage enemies with his propeller tails. And whilst Tails can still swim underwater, Charmy should have no equivalent ability at all. Personally, I think Charmy's potential lies with his size. Think about how different it felt playing as a shrunken version of Sonic/Tails/Knuckles in Metallic Madness. Charmy could be that kind of character all the time, and have access to narrow passages that other characters can't fit through. ESPIO I don't really have many thoughts on how Espio could function, other than that I'd really want him to keep his "spinning top" animations, rather than rolling into a ball. Maybe being able to stick to surfaces with his feet should be an automatic ability? So if you came to a halt whilst running up a wall or through a loop, Espio wouldn't fall down. Like that Sonic 4 meme where Sonic is standing on the side of a wall at a 90 degree angle, but intentional. -- Obviously, a Sonic platformer with 9 unique playable characters wouldn't be very feasible, but I think a successor to Mania could manage 1 or 2 extra characters with enough development time. How would you guys like to see additional characters implemented?