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Unbounded Space The game space is open so that sprites can leave or fall out of the screen. |
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Bounded Space The game space is closed on the sides so the sprites cannot leave or fall out of the screen. |
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Scrolling Space There are multiples screens in this game space so an Avatar can move horizontally or vertically through different environments. |
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Wraparound Space The game space wraps around so that when sprites exit off one side of the screen, they appear on the opposite side. |
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Platformer Perspective The view of the game is from the side. Here, the player can see sprites jumping. |
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Top-Down Perspective The game is presented in an overhead view, or bird's eye view, as if the player was seeing the game from above. |
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Blasting Mechanic Avatars can blast enemies. |
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Racing Mechanic Avatars can have a very fast speed, and may seem to be racing. |
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Solving Mechanic Players must solve puzzles in the game, such as finding the correct key to a lock. |
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Avoiding Mechanics Avatars can hide and avoid enemies in parts of the game space. |
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Collecting Mechanics Avatars collect or pick up points or other environmental items. |
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Exploring Mechanics Avatars explore in a maze or a big, scrolling space. |
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Jumping Mechanic Avatars can jump onto blocks and over enemies. |
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Walking Mechanic Avatars have a slower speed. |
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Score Keeper Counts the number of points collected and can be used as a goal. |
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Damage Block A block that hurts avatars on contact and is used as a harmful surface or wall. |
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Lock A lock that can only be opened by the keys of the same color. |
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Goal Block When an active Goal Block is touched the game is won. In some games, however, the avatar sprite must meet conditions before the Goal Block is activated. |
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Point A small item the Avatar can collect to meet the win conditions of a game or improve their score. |
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Frag Counters Counts the number of destroyed enemies and can be used as a goal. |
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Key A key that can open locks of the same color. |
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Boss Particularly large, strong or difficult armed, opposing characters. |
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Health Meter Controls Avatar health. The game is lost when health reaches zero. |
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Environment Block A block that is used as a surface or a wall. |
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Timer Counts seconds during game-play. The player either needs to win before the time runs out or survive for a certain amount of time. |
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Enemy An armed, opposing character that deals damage and has a variety of attack and movement patterns. |
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Avatar The digital representation of a physical person in a virtual world or game. |
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