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Deathtraps that alternate between being active and inactive. Usually unavoidable in active state.
Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
A scripted sequence or even an entire level where the player character is falling from a great height. Gameplay typically includes avoiding debris or battling enemies (or sometimes both).
A heads-up display is a graphical overlay of vital information used in most modern games.
In games, fire can be an obstacle, a tool, a weapon, or a solution. Just don't play with it...unless you really want to.
Some games have one kind of mini-game or bonus stage that recurs between each of the main levels. It is an extra chance to get extra points, lives or other goodies that is clearly set apart from the main action of the game.
Backtracking is the act of navigating through previously explored areas, usually for the purpose of progressing in an objective-based adventure game. Players who are lost may also backtrack to reorient themselves.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
Pixel art refers to digital images composed of visible pixels, drawn with individual pixel-level intent and precision.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
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