The digital representation of a physical person in a virtual world or game
An armed, opposing character that deals damage and has a variety of attack and movement patterns.
Particularly large, strong or difficult armed, opposing character.
A block that is used as a surface or a wall.
When this is touched the game is won. In some games, the avatar sprite must meet conditions before this is activated.
A block that hurts avatars on contact and is used as a harmful surface or wall.
A small item the Avatar can collect to meet the win conditions of a game or improve their score.
Counts seconds during gameplay.
Counts the number of destroyed enemies and can be used as a goal.
Counts the number of points collected and can be used as a goal.
Controls Avatar health. The game is lost when health reaches zero.
The game is presented in an overhead view, or bird's eye view, as if the player was seeing the game from above.
The view of the game is from the side. Here, the player can see sprites jumping.
The game space is closed on the sides so the sprites cannot leave or fall out of the screen.
The game space is open so that sprites can leave or fall out of the screen.
The game space exists so that when sprites exit off one side of the screen, they appear on the opposite side.
There are multiples screens in this game space so an Avatar can move horizontally or vertically through different environments.