The new example will have a Finite State Machine, allowing you to avoid animation conflicts/have as many "check" variables in the player controls.
It will also have more detailed explanations on Enemy AI, a basic title screen with both Gamepad and Keyboard support, a "speedrun" timer, etc.
Both of these are examples, but I intend to put big huge disclaimers all over this one pointing people to the new one once I'm done, since I would probably not recommend most of the methods I have in the old example to people.