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Terms for Game Star Mechanic website

TermDefinition
Avatar The digital representation of a physical person in a virtual world or game.
Enemy An armed, opposing character that deals damage and has a variety of attack and movement patterns.
Boss Particularly large, strong or difficult armed, opposing character.
Environment Block A block that is used as a surface or a wall.
Damage Block A block that hurts avatars on contact and is used as a harmful surface or wall.
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.
Point A small item the avatar can collect to meet the win conditions of a game or improve their score.
Key A key that can open locks of the same color.
Lock A lock that can only be opened by keys of the same color.
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.
Frag Counter Counts the number of destroyed enemies and can be used as a goal.
Score Keeper Counts the number of points collected and can be used as a goal.
Health Meter Controls avatar health. The game is lost when health reaches zero.
Jumping Mechanic Avatars can jump onto blocks and over enemies.
Blasting Mechanic Avatars can blast enemies.
Avoiding Mechanic Avatars can hide and avoid enemies in parts of the game space.
Collecting Mechanic Avatars collect or pick up points or other environmental items.
Exploring Mechanic Avatars explore the environment usually in a maze or a big, scrolling space.
Walking Mechanic Avatars have a slower speed.
Racing Mechanic Avatars have a very fast speed, and may seem to be racing against enemies.
Solving Mechanic Players must solve puzzles in the game, such as finding the correct path or bringing the correct key to a lock.
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.
Platformer Perspective The view of the game is from the side. Here, the player can see sprites jumping.
Bounded Space The game space is closed on the sides so the sprites cannot leave or fall out of the screen.
Unbounded Space The game space is open so that sprites can leave or fall out of the screen.
Wraparound Space The game space wraps around so that when sprites exit off one side of the screen, they appear on the opposite side.
Scrolling Space There are multiple screens in this game space so an avatar can move horizontally or vertically through different environments.
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