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Terms for Game Star Mechanic website

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Term
Definition
Avatar   The digital representation of a physical person in a virtual world or game.  
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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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Boss   Particularly large, strong or difficult armed, opposing character.  
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Environment Block   A block that is used as a surface or a wall.  
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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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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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Key   A key that can open locks of the same color.  
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Lock   A lock that can only be opened by keys of the same color.  
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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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Frag Counter   Counts the number of destroyed enemies and can be used as a goal.  
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Score Keeper   Counts the number of points collected and can be used as a goal.  
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Health Meter   Controls avatar health. The game is lost when health reaches zero.  
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Jumping Mechanic   Avatars can jump onto blocks and over enemies.  
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Blasting Mechanic   Avatars can blast enemies.  
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Avoiding Mechanic   Avatars can hide and avoid enemies in parts of the game space.  
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Collecting Mechanic   Avatars collect or pick up points or other environmental items.  
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Exploring Mechanic   Avatars explore the environment usually in a maze or a big, scrolling space.  
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Walking Mechanic   Avatars have a slower speed.  
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Racing Mechanic   Avatars have a very fast speed, and may seem to be racing against enemies.  
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Solving Mechanic   Players must solve puzzles in the game, such as finding the correct path or bringing the correct key to a lock.  
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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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Platformer Perspective   The view of the game is from the side. Here, the player can see sprites jumping.  
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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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Unbounded Space   The game space is open so that sprites can leave or fall out of the screen.  
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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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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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