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Some cooperative games let the players pick up and toss each other around. Sometimes this serves a purpose, like killing an enemy or leap over a gap but most of the time it just serves as an aspiration to great assholery.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
Floating Islands are land masses (anywhere from island size to continental size) that float either by the use of magic or some other force.
The ability to move over smaller gaps, given sufficient speed. Seen in may old-school platformers.
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.
Jumping puzzles are generally implemented in fast-paced action games as a way to slow down the progress of the player. Failure often results in certain death.
In many platform games the protagonist will die instantly when falling off the bottom of the map, but in some situations there are places where the protagonist can still scroll down. When it's not possible to tell which are which, it is a Leap Of Faith.
A level or sequence where the player must ride in a mine cart, and has some meaningful control over the character or the cart. The Donkey Kong Country series popularized these sequences, and gave them the stigma of frustrating difficulty at the same time.
Enemies rushing off cliffs in order to get the protagonist or enemies that are sent to the abyss by the protagonist.
Where there was once solid land, only a hole now exists. Seen mainly in old 2D games with vertical scrolling.
A race track that is suspended in mid-air or in space, usually with little to no barriers.
If the protagonist is standing on an unstable platform for a certain amount of time, it will eventually drop. Usually there is a pit below, or some other hazardous danger.
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