If all lines are glued together, view it in some better text viewer, not Notepad!

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GAME NAME
Sir Boingers and the Quest for Cupcakes... and Justice

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PLAYER
There is only one player. We could maybe add a second when there's time left, but for now 1 will do.

The player will always, constantly jump. He can hover for a set amount of time during his
jump, in which case he will glide down like a hangglider a bit.

The player has a healthbar of sorts (in the style of Mario 2 hearts), but it will only be
used when:
- The player is hit by an enemy.
- The mount (birdblob?) is hurt (from spikes on the floor for example).

In all other cases, when the player hits his head against spikes for example, the player
loses a life.

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ENEMIES AND HAZARDS
There are two types of hazards: instant-kill and life-depleting. I think it should be clear
what those mean.

There are two types of enemy: intelligent and dumb.

Dumb enemies are usually also hazards, but the difference is that they're not stationary -
think spikey balls that move around in a pattern, and you have to dodge them.

There is just one type of intelligent enemy - your nemesis. These enemies are much rarer,
and serve as some sort of inbetween boss fights. They add to the challenge and slowly become
harder to defeat as you progress. (That is, they take more hits.)

The intelligent enemies fight back - and you can see by some sort of visual cue when they're
going to try and stab their lance into you (much like in, uhhh... Punchout? Or many common
bosses, even. Heh). This is when you get the chance to dodge them and fight back.

Some dumb enemies:
- Small spike balls
- Large spike balls (difficult to dodge)
- One of the above move around in a pattern (left/right; up/down; some sort of
  circle/predefined path)
- Bouncing hazards! They are still dumb; just going at a fixed speed and jump height.


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GOODIES AND POWERUPS
There are a few goodies and powerups throughout the game:

Life enhancer - adds 1 to the player's max health. Found rarely, but on a fixed pattern
(ex. after each 8 levels or so).

Defense bubble - this powerup wraps the player in a bubble, allowing them to be hit once
more by any enemy (fatal as well as non-fatal).

Temporary flight - this allows you to actually hover upwards a bit, meaning you could fly
for a while. Time on this powerup is limited, so get where you're supposed to go in time!

Other extras in some sort of theme (other games have used gems and coins, or a bunch of
candy). They give you extra score, which is important in a game like this.

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LEVEL DESIGN
Levels go either horizontally or vertically, but never both. They are also of a fixed length
that slowly increases as you get to new levels.

Levels are semi-randomly generated. They borrow segments from two maps containing the preset
building blocks. Inside these two maps, more difficult map pieces are placed more to the
right.

The map segments are 20 tiles wide and 15 tiles high, to conform with the screen size.
There should be a mechanism in place to ensure that you can always jump to the next part.

EDIT: perhaps map segments should be wider than this, for example, filling up TWO or even
THREE whole screens. This should increase flexibility in level design, but might show more
recurring parts. Perhaps I can try to make this a bit more dynamic, like manually defining
a border per segment to give them arbitrary sizes.

The first bunch of segments is special - 1 is level start, 2 is level end, then come some
special level ends or segments related to goodies - and a few related to the enemies.

There are sometimes areas that require the player to bounce ON the spikes, but when the
player gets to such a place, they must have encountered a special defense powerup before
which they can now use.

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GRAPHICS
Really simple, early NES-style. Very simple backgrounds.
Sprites preferably have 3 animation frames (for bouncing) or so.

Framerate is fixed at 30 FPS for a less smooth, more classic experience.