Inman's proposal involved creating a faux 16-bit game engine which aspired to create multiple worlds, various unqiue powerups and hand crafted pixel graphics. Inman explains his appreciation of pixel art:
Good pixel art strikes the perfect balance between appreciable craftsmanship and the gestalt. A single pixel out of place, one too few or too many, ruins the illusion. There’s an unmuddied, economy of expression, the thankless result of the limitations of cartridge-based consoles.
The premise of Mimeo is that of a Mario clone but where power-ups affect the entire game world, not just the player itself. Powerups will take you from a 2-bit world to a 4-bit, then 8-bit and ultimately 16-bit scene. Enemy behavior and level behavior changes between the modes so there is an element of puzzle-platforming involved.
Inman's video explains and demos it well (Vimeo link):
The developer hopes to have the game released in time for the 2010 holiday season.
[ via Daring Fireball ]