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The ability to move from one area to another instantaneously - typically through some sort of special power or device.
A non-interactive sequence within a game most often used for plot advancement.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
A heads-up display is a graphical overlay of vital information used in most modern games.
Whether by item or otherwise, temporary invincibility provides the user a brief moment where they are impervious to attack.
It's the designer's go-to guy. If they want to steer a player in a given direction they'll lock an in game door and force the player to find a way to either unlock it or find an alternate route.
A two-dimensional image or animation overlaid into a scene. The foundation of early 2D games, making up everything from props to the player-controlled character.
A door that players must go through to exit the level
Power Ups can be used to give the controlling character, or any other character, temporary or permanent upgrades.
A situation where the player-controlled character loses their life immediately. The quickness of that demise is often a stark departure from the balance of power, and sometimes the rules, established by the developers during the rest of the game.
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