I am mainly posting this to see if any of these ideas are codeable.
LAYOUT:
Option 1) The layout of Magicant is based off of Player 1's character's playstyle. For example, If Player 1 picks Samus, the stage is oriented to Samus's Camping Playstyle. Also, to lessen the amount of Magicants that would need to be coded, If player 1 is another character who relies on camping (ex. Krystal, R.O.B., ect.) It will load the same layout as Samus's. However, there are a few things that remain the same with each Magicant.
1) The center platform is always in the same location
2) The platforms are all the same type
3) The number of platforms is constant
For example: On any given Magicant, there are always 5 duck through platforms
Option 2) This is mainly as an alternative to option 1. Magicant's layout is never constant. Only the center platform remains in the same spot twice. The remaining platforms are placed randomly on the stage, but never in cheap, or unreachable locations. ex, the very side of the stage, beyond the blast zone ect.
Option 3) Pre-set layout. BORING
BACKGROUND
The background is essentially a fusion of the two Magicants. Landmarks such as the Sea of Eden, Buzz-Buzz's Grave, the Flying Men's house, or Queen Mary's Castle can be seen in the background. The sky is the same purple-ish sky seen in EarthBound. Flying Men will fly across the screen, but only if the gimmick presented later on is not codeable.
EASTER EGG
If Ness is in the match, roughly a minute into the match, Everdred will show up in the background in the same manner he does in EarthBound. He stays in the background for a bit, before disappearing, in the same manner he does in EarthBound...
GIMMICK
Other than the layout of the stage (which may or may not be codable) Magicant features a (possibly not codable) gimmick made of the Flying Men. Occasionally, a Flying Man will fly across the foreground. (Using a balloon) If it is hit by an attack, causing his balloon to pop, it functions much like the Jumpman item, as in it sides with the person who attacked it, and attacks until death. Flying Men will leave the player's side if:
1) Player dies
2) Player is hit 5 times
3) The Flying Man's attack hits 5 times.
The number 5 is a reference to the fact that there are only 5 flying men. (If codeable, this gimmick will only occur five times during the match) The attack capabilities of Flying Men are lacking to say the least. Due to the fact that they represent courage, the Flying Men will stand in front of the player rather than behind like Jumpman. As an Easter Egg/reference, if a Flying Man dies, a grave will appear at the flying man house in the background.
Are any of these things codeable?