In version 1.9pre2 animal spawns are mostly a once-only thing, meaning once a player kills a passive animal mob, they are mostly dead for good, or difficult to get back. This can be counteracted by breeding, which begins when two same animals fed with wheat are near each other. Future versions, based on screenshots, will have baby animals, and may reduce the speed of animal breeding, just so people cannot get a sheep farm going in seconds feeding fully-grown animals spawned from breeding.
You can also have sword/bow and arrow/egg duels in a stadium. The two players should empty out their inventories and only keep their single weapon of choice (unlimited arrows for the bow is allowed, as long as there is one empty slot), then put in the reward for the winner/killer. An example would be for someone to have a diamond sword out, but in their inventory could be five stacked lapis lazuli or a single block of diamond. You can also have larger quantities of items; it does not really matter, as long as both players are fair and have the agreed-upon reward in their inventories. Then have the two players simply fight (no health hacks and no death chest mod). Armor is allowed, but it is recommended that rules be set regarding it. Whoever dies first loses, and everything in their inventory will be dropped. The winner can pick it up.
You can find a painting of the arcade version of Donkey Kong.
Version 1.9 has added a dripping effect when the block is one layer below a liquid. This can be either water, or more importantly, lava. When digging, never again will players have to worry about burning their face off -- as long as they mine with caution.
To build, you need four obsidian, two diamonds, and a book. To assemble it, the book must be in the middle of the top row, the diamonds must be on both sides of the middle row, with obsidian in the center, and on the bottom row. To use it, you need experience points, which are now numerically-tracked in version 1.9pre4 and above. For every full experience bar, you will receive one point. To use it, set any tool, armor or weapon in the enchantment table slot and blindly pick an upgrade from the list of those available. Every time an item is placed, the available upgrades change. To further confuse players, the upgrade selection is presented in a cryptic, foreign language. Even if translated, the translation would not correlate with the upgrade. Thus, all enchantments are still fairly blind even if the words for them were translated. An enchanted item will have an indigo glow around it, and usually has some special property, for example: fall protection for boots, fire from sword strikes, and respiration with the helmet when underwater. An enchantment table is capable of more powerful (and expensive) enchantments when surrounded by bookshelves, which must be in the adjacent area. Ideally, bookshelves outside a 3x3 square, with the table in the middle, is more capable of enchantment than a table in the middle of an empty field.
The following is a list of enchantments. Note: The more experience points needed for an enchantment, generally the better the enchantment is. Any enchantable item is eligible to have up to two enchantments.
Note: Each tool has its share of exceptions. For example, certain blocks are not eligible for Silk Touch, or some things cannot be multiplied via Fortune. Looting does not increase passive mob drops. Bear these limitations in mind when using enchantments. Enchantments administered from v1.9pre3 will give Feather Falling I to all enchanted items. Breaking a chest with enchanted items will disenchant them.
Note: This was done in Beta v1.8. A player can grow mushrooms with bone meal (crushed bones from skeletons), with the brown mushrooms producing raised platforms, and the red mushrooms producing small shelter-like structures. Provided the room is available, and you have killed some skeletons, the brown mushrooms can be used as a flat area for an even base, while the red mushrooms provide shelter from mobs. As the red mushrooms leave some area open, it is imperative that the player cover this with another material. Once set up, glass panes or blocks of glass for windows can be added as viewports, and a bed can be placed to sleep in. As a home-building material, it is semi-reliable, but requires some skill and luck to make a home out of mushrooms, as the use of bone meal grows huge mushrooms unevenly, with the mushroom stem growing one or two blocks higher than the lowest possible growth. Huge mushrooms of either type will yield more mushrooms of their respective color, with broken blocks yielding up to two mushrooms, and with a possible fifty one blocks for red mushrooms, chances are very high a player will yield more mushrooms than they had grown, making one huge mushroom good starter for more small homes and rooms made with them.
Seed /gimmeabreak / will place you facing the sun, with a village directly behind you.