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A mode that allows a game to be replayed after a first completion, carrying over items, experience, weapons, and other elements from the first playthrough.
A heads-up display is a graphical overlay of vital information used in most modern games.
A point within the game whereby the game saves its current state whether it be for the purpose of a more convenient respawn point or a gameplay design (such as in racing).
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
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.
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.
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 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.
These spooky entities are the spirits of the dead, returned from beyond their graves for generally sinister purposes. There's generally about even odds whether a particular ghost will be helpful or malevolent towards the living, but some ghosts just want to be left alone entirely.
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