# Requirements: Super Pong Next Gen **Defined:** 2026-03-10 **Core Value:** Pong reimagined with juice and depth — spectacular visuals, rich mechanics, complete game experience ## v1 Requirements Requirements for initial release. Each maps to roadmap phases. ### Core Gameplay - [ ] **CORE-01**: Ball moves continuously and bounces off top and bottom walls - [ ] **CORE-02**: Each player controls a paddle that deflects the ball - [ ] **CORE-03**: Ball angle changes based on where it hits the paddle (not purely geometric) - [ ] **CORE-04**: Ball speed increases gradually over the course of a match - [ ] **CORE-05**: Player scores a point when ball passes opponent's paddle - [ ] **CORE-06**: Match ends when a player reaches the target score (first to N points) - [x] **CORE-07**: Player 1 controls paddle with keyboard (W/S keys) - [ ] **CORE-08**: Player 2 controls paddle with keyboard (Up/Down arrow keys) ### AI Opponent - [ ] **AI-01**: AI opponent tracks and intercepts the ball - [ ] **AI-02**: Easy difficulty: AI reacts slowly with error margin — beatable by any player - [ ] **AI-03**: Medium difficulty: AI reacts at moderate speed — provides fair challenge - [ ] **AI-04**: Hard difficulty: AI reacts fast but not perfectly — requires skill to beat ### Screens - [ ] **SCRN-01**: Title screen displays game name with visual branding - [ ] **SCRN-02**: Mode select screen lets player choose Solo vs AI or 2-Player - [ ] **SCRN-03**: Settings menu allows configuring AI difficulty, sound on/off, and color scheme - [ ] **SCRN-04**: Game over screen shows match result (winner) and offers Play Again and Main Menu options ### Visual Effects - [ ] **VFX-01**: Ball emits a glowing aura that intensifies as speed increases - [ ] **VFX-02**: Ball leaves a fading motion trail behind it - [ ] **VFX-03**: Particles burst from ball impact point when ball hits paddle or wall - [ ] **VFX-04**: Screen shakes briefly when a player scores a point - [x] **VFX-05**: Canvas renders sharply on Retina/HiDPI displays (devicePixelRatio aware) ### Power-Ups - [ ] **PWR-01**: Power-up spawns in the arena at random intervals during a match - [ ] **PWR-02**: Player collects a power-up by hitting it with the ball - [ ] **PWR-03**: Multi-ball power-up spawns a second ball in play - [ ] **PWR-04**: Enlarged paddle power-up temporarily increases collector's paddle height - [ ] **PWR-05**: Speed boost power-up temporarily increases ball speed - [ ] **PWR-06**: Slow time power-up temporarily slows the opponent's ball perception (slows everything except collector's paddle) - [ ] **PWR-07**: Active power-up is visually indicated on the collecting player's side ### Arenas - [ ] **ARENA-01**: Default arena: classic open Pong layout - [ ] **ARENA-02**: Obstacle arena: center barrier or pair of obstacles that deflect the ball - [ ] **ARENA-03**: Each arena has a distinct visual theme (colors, background style) - [ ] **ARENA-04**: Player selects arena from mode select or settings screen ### Audio - [ ] **AUD-01**: Sound effect plays when ball hits a paddle - [ ] **AUD-02**: Sound effect plays when ball hits top or bottom wall - [ ] **AUD-03**: Sound effect plays when a player scores a point - [ ] **AUD-04**: Audio context initializes only after first user interaction (respects browser autoplay policy) - [ ] **AUD-05**: Sound can be toggled on/off from settings ## v2 Requirements Deferred to future release. Tracked but not in current roadmap. ### Experience - **EXP-01**: Pause screen with resume option mid-match - **EXP-02**: Background music loop during gameplay ### Content - **CONT-01**: Third arena variant with moving obstacles - **CONT-02**: Difficulty progression beyond hard (adaptive AI) - **CONT-03**: Combo counter for consecutive paddle hits ## Out of Scope Explicitly excluded. Documented to prevent scope creep. | Feature | Reason | |---------|--------| | Online multiplayer | No backend, high complexity — out of scope for v1 | | Mobile touch controls | Keyboard-first; separate design problem | | Persistent leaderboards / accounts | Requires database / server | | More than 4 power-up types | Research warns balance becomes unmanageable beyond 4 | | Tutorial flow | Pong teaches itself; tutorial adds complexity for no gain | ## Traceability Which phases cover which requirements. Updated during roadmap creation. | Requirement | Phase | Status | |-------------|-------|--------| | CORE-01 | 1 | Pending | | CORE-02 | 1 | Pending | | CORE-03 | 1 | Pending | | CORE-04 | 1 | Pending | | CORE-05 | 2 | Pending | | CORE-06 | 2 | Pending | | CORE-07 | 1 | Complete | | CORE-08 | 2 | Pending | | AI-01 | 2 | Pending | | AI-02 | 2 | Pending | | AI-03 | 2 | Pending | | AI-04 | 2 | Pending | | SCRN-01 | 3 | Pending | | SCRN-02 | 3 | Pending | | SCRN-03 | 3 | Pending | | SCRN-04 | 3 | Pending | | VFX-01 | 4 | Pending | | VFX-02 | 4 | Pending | | VFX-03 | 4 | Pending | | VFX-04 | 4 | Pending | | VFX-05 | 1 | Complete | | PWR-01 | 4 | Pending | | PWR-02 | 4 | Pending | | PWR-03 | 4 | Pending | | PWR-04 | 4 | Pending | | PWR-05 | 4 | Pending | | PWR-06 | 4 | Pending | | PWR-07 | 4 | Pending | | ARENA-01 | 4 | Pending | | ARENA-02 | 4 | Pending | | ARENA-03 | 4 | Pending | | ARENA-04 | 4 | Pending | | AUD-01 | 3 | Pending | | AUD-02 | 3 | Pending | | AUD-03 | 3 | Pending | | AUD-04 | 3 | Pending | | AUD-05 | 3 | Pending | **Coverage:** - v1 requirements: 37 total - Mapped to phases: 37 - Unmapped: 0 ✓ --- *Requirements defined: 2026-03-10* *Last updated: 2026-03-10 after roadmap creation*