In this assignment, we'll be modifying the book's platformer code (available here as A3GPU11_PlatformGame.zip -- please support Rosenzweig's efforts by buying the book!) to make the game more interesting. The character will be able to climb walls, the levels will be a little more interesting, and the monster behavior will be more easily controlled from the level editor.
My advice is to start with the Stuff, build a playable level using the boring building blocks, and then pretty it up. You don't want to draw something beautiful, only to find the hero can't jump high enough to complete the level.
Two useful tools to be aware of are View/Grid/Show Grid, which overlays a grid on your level, and View/Snapping/Snap to Grid, which ensures that the blocks you place will be lined up with each other.
You can keep the basic setup of Key and Door, or toss it, but there should be some way of progressing to the next level.
You must include at least one wall that can be climbed, and at least one enemy. Be sure your enemies follow the "enemy1", "enemy2" naming convention, since the code cycles through these names when setting up the level.
A flawless execution of all of the above steps is sufficient for an A; changing the animations for the characters is not necessary. For the S ... well, impress me. But keep in mind that S's have to do everything A's do, and more -- hit all the bases first, before going over the top.
Zip your creation and send it to the Drop conference... or if FirstClass complains, e-mail it to me.
Have fun!