| A | B |
| Wraparound Space | The game space wraps around 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. |
| Unbounded The Space | game space is open so that sprites can leave or fall out of the screen. |
| Bounded Space | The game space is closed on the sides so the sprites cannot leave or fall out of the screen. |
| Platformer Perspective | The view of the game is from the side. Here, the player can see sprites jumping. |
| Top-down Perspective | The game is presented in an overhead view, or bird’s eye view, as if the player was seeing the game from above. |
| ed, and may seems to be racing against enemies. Solving Mechanic | Players must solve puzzles in the game, such as finding the correct path or bringing the correct key to a lock. |
| Avatar | digital representation of a character |
| Enemy | Armed Opposing character |
| Boss | particularly large or strong opposing character |
| environmental block | a block that is used as a surface or wall |
| damage block | a block that hurts avatars on contact |
| goal block | when an active goal block is touched the game is won |
| Point | A small item the avatar can collect to win |
| Key | a key that can open locks of same color |