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The given name to a dynamic system that overlooks the progression and behavior of a player. It then changes the gameplay difficulty to either reward or punish the player accordingly.
There are good agents, like Elite Beat Agents and bad agents, like Agent Smith.
Written words that are used to describe sounds, sometimes used in comic book—inspired games, like XIII.
A double jump is the ability to jump while already in mid-air to get some extra lift. In reality, double jumps are not possible and violate fundamental laws of physics.
The best way to make sure even the stupidest players know that certain people, places, terms, or concepts in a game are important is to highlight those words in the text with different coloured letters, or through the use of bold, italicized, or all-caps text.
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.
Games made for a younger audience, usually between 3-9.
Games which allow players to interact with others over the internet.
Spies are the masters of espionage. They're also (usually) quite adept at the art of stealth, disguise, and assassination.
Vampires are undead, nocturnal creatures that subsist on blood. They have superhuman powers and are sometimes able to shape-shift. They are weak against sunlight, foreign objects stuck in and left in their hearts, decapitation and sometimes holy water and crosses.
Werewolves are humans that can shapeshift into wolves or wolf-like creatures. They often have strength and senses that surpasses those of both humans and wolves.
Witches are women who can perform magic. There can be good witches and bad witches.
When a protagonist/hero works for the bad guy. It may be unintentional or completely voluntary.
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