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The game space is closed/blocked so any player/character can not come out. |
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The game space is open so any player/character can come out/fall and so on. |
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Game is presented in over-head view (AKA bird's eye view). |
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The Game is presented so you are seeing the game from the side of the dimension. |
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In the game, it will be presented so an Avatar can move horizontally or vertically through different environments/dimensions. |
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The game space has "portals" that transfer you from one side to the other side. |
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Avatars can hide and avoid enemies in parts of the game space. |
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Players must solve puzzles in the game like finding a key or a path. |
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The Avatar will collect or pick up points or other items. |
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Avatars explore the environment usually in a maze or big Scrolling Space |
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Avatars can jump onto blocks and over enemies. |
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Avatars can blast enemies. |
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Avatars can have a very fast speed, and may seem to be racing. |
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Avatars have a slower speed. |
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A key can open locks of the same color. |
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Counts the number of destroyed enemies and can be used as a goal. |
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A small item the Avatar can collect to meet the win conditions of a game or improve their score. |
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When an active Goal Block is touched the game is won, hence the name goal block. In some games, however, the avatar sprite must meet conditions before the goal block is activated. |
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A lock can be opened only with keys of the same color. |
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A block that hurts avatars on contact and is used as a harmful surface or wall. |
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Counts the number of points collected and can be used as a goal. |
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The digital representation of a physical person in a virtual world or game. |
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An armed, opposing character that deals damage and has a variety of attack and movement patterns. |
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Counts seconds during game play. The player needs to win or survive before the timer runs out. |
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A block that is used as a surface or a wall. |
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Controls Avatar health. The game is lost when health reaches zero. |
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Particularly large, strong or difficult armed, opposing character. |
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