HylianSwordsman said:
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i'm imagining each mario representing an actual attempt at beating the level as if it was a regular mario 2D platformer. so if you're adding a trap, a series of pits for example, the first few marios would fall in them until the AI mario "learns" how to time the jumps. and each mario "losing a life", generates more points for YOU. so you'll have time to keep designing the course in real time while the marios try to overcome the obstacles.
i don't really see it as just throwing out bob-ombs in front of a bunch of marios to kill them, it's more about designing levels. and as the marios behave like actual players, i think adding collectibles, 10-coinblocks and more puzzle oriented obstacles should hinder them as well :P
and there could occasionally be raining power-ups for the marios, such as fire flowers, racoon-leafs, invincibility stars and mushrooms increasing their speed, making it all a bit more hectic.
it'd be so cool to be able to customize everything, from enemy and platform movements to the duration of those sand-geysir things in the desert levels, to create difficult passages. ^^







