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A level in which everything is displayed on-screen at once, with no scrolling, flip screen, or 3D movement. Many '80s games consist entirely of single-screen levels.
Games that feature an antagonist--someone who opposes the game's protagonist--that is a man.
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.
An intermission is a little scene shown between rounds to give the player a break. It may advance the storyline or just be humorous. The intermission can be seen as a grandfather to the cutscene, as they often featured humerous animations that weren't necessarily related to the gameplay at all.
The ultimate pressure feature. Players have to complete the task at hand, be it defeating opponents or cutting the right wire, in the allotted time.
Games released coinciding with new hardware.
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.
In many games there is a ranking system, the players with the highest point value are listed in a "high score" table.
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.
Platforms conveniently moving you towards your destination to allow the crossing of large expanses which would otherwise be impossible to cross.
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