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Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
Bosses are enemies that fight you at the end of a level or at a significant point in the story.
The concept of lives in video games evolved to let the player get a second chance after failing once. The most recognizable symbol is the heart.
Platforms conveniently moving you towards your destination to allow the crossing of large expanses which would otherwise be impossible to cross.
Collectibles are items such as coins, rings, gems, packages etc. that can be gathered, usually for some kind of reward, or sometimes to simply beat a level. Often (almost too often) the source of earning achievements and trophies on the Xbox 360 and PlayStation 3.
The act of bending at the knees from a standing position. Crouching is an essential part of many shooters and platformers, and can be used by players to stay behind cover or avoid incoming projectiles.
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.
A gameplay mechanic allowing players to store their items and freely carry them around.
Dragons were originally messengers from heaven, according to early Buddhist texts. In games, they can be among the most fearsome of adversaries, but there are some exceptions.
A mechanical system designed to capture or cause harm. Either the player can set traps for their enemies or others set them for the player.
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