action-mini-game mechanic tags

Describe the mechanics included in action mini-games using categorized tags. Press the [Detail] button to view the details of the tag and a list of sample games tagged with it.

player

Category of characters controlled by the player. It pertains to the movements and forms of the player character. Actions performed by the player fall under a separate category, as indicated by the another tags. This also includes the content of characters that cooperate with the player character.

rotate
rotate

The player character rotates.

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reciprocate
reciprocate

The player character reciprocates horizontally or vertically.

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reflect
reflect

The player character reflects upon colliding with a wall or object.

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bounce
bounce

The player character is constantly bouncing.

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automatic
automatic

The player character moves automatically without requiring input.

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string
string

The player character has the shape of a string or spring.

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bar
bar

The player character has a rod-shaped form.

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circle
circle

The player character has a circular shape.

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multiple
multiple

There exist multiple player characters within the game.

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follow
follow

To follow the player character.

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inverted
inverted

The player character exists in a reversed state.

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limited vision
limited vision

The player's vision is limited.

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scaffold
scaffold

The player character moves along the scaffolds or terrain.

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step on
step on

The player character can stomp on enemies.

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paint
paint

Painting the terrain.

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weapon

Category of weapons used by player characters to eliminate obstacles such as enemies. This includes the behavior of bullets fired by player characters as well as the behavior of weapons used by enemies.

artillery
artillery

The object follows a parabolic trajectory due to the effect of gravity.

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chase
chase

Tracking enemies.

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vertical
vertical

The projectile is fired in a direction that the player character is not facing, such as vertically.

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reflect
reflect

Reflected by walls.

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auto aiming
auto aiming

The projectiles are automatically aimed at the direction of the enemy and fired.

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explosion
explosion

Initiate an explosion.

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blow off
blow off

Propel the character away.

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wipe
wipe

Mow down the enemy.

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arc
arc

The weapon has an arched shape.

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ray
ray

The line indicating the direction of fire is displayed.

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smoke
smoke

The effect of smoke that obstructs the line of sight can be observed.

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time limit
time limit

It detonates after a set period of time.

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disablement
disablement

Disable the enemy upon impact.

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interference
interference

Interfere with enemy attacks.

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change field
change field

Alter the terrain.

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obstacle

Category of obstacles that impede player characters, with enemies that cause the game to end upon contact being the most representative example.

fall
fall

Descend from a height.

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chase
chase

Pursue the player character.

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bounce
bounce

Continuously leaping.

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split
split

Splitting occurs.

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stack
stack

Stacking occurs.

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foresee
foresee

Anticipate the movements of the player character.

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well up
well up

Characters are spawning.

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penalty
penalty

There are objects interspersed that incur penalties upon contact or destruction.

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field

Category of fields in which player characters operate, including objects placed in the field and content related to the view.

floors
floors

Multiple platforms are suspended in the air.

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holes
holes

There are holes in the ground.

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bottomless
bottomless

When the character falls off the bottom of the screen, the game is over.

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roughness
roughness

The terrain is uneven.

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spike
spike

There are terrains in the game that result in game over upon contact.

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outpost
outpost

There are points in the game where reaching an enemy or an item leads to a game over.

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lanes
lanes

The character moves on multiple lanes.

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pins
pins

Multiple pins are arranged in various configurations.

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rotate
rotate

The field is in a state of rotation.

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press
press

The terrain is capable of crushing the character.

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gravity
gravity

Gravity and attraction forces are at work.

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space
space

The cosmos serves as a field.

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water
water

The surface and the depths of water serve as the field.

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weather
weather

Weather and wind are relevant factors.

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connected
connected

Multiple objects are interconnected.

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regenerate
regenerate

The terrain undergoes regeneration.

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1D
1D

The field is confined to one dimension.

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3D
3D

An expansive three-dimensional view with depth.

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multiple
multiple

Multiple fields are displayed simultaneously.

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rule

Category of rules in a game, including the game's objectives, themes, and special behaviors.

match
match

Matching colors, numbers, and shapes.

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find
find

Distinguishing the target object.

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classify
classify

Classifying characters.

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surround
surround

Enclosing with characters.

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shelter
shelter

Hiding behind cover.

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pass through gap
pass through gap

Passing through gaps.

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balance
balance

Achieving equilibrium.

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mathematics
mathematics

The subject matter pertains to mathematics and numerical elements.

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physics
physics

Incorporate the principles of physics.

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geometry
geometry

Incorporate the principles of geometry.

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time limit
time limit

Depletion of time and resources leads to the game's termination.

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control weapons
control weapons

Manipulate weapons.

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proximity bonus
proximity bonus

Proximity to risk yields points.

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time manipulation
time manipulation

The flow of time undergoes alterations.

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chain
chain

An occurrence ensues from a cascading effect.

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friendly fire
friendly fire

Even allies can be hit by weapons.

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on pressed

Category of events that occur when a player presses a button.

turn
turn

Change direction.

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jump
jump

Perform a jump.

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flap
flap

Accelerate upwards by flapping wings.

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reverse state
reverse state

Invert attributes or states.

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shoot
shoot

Fire a projectile.

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pierce
pierce

Pierce through in a group.

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split
split

Divide into multiple parts.

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select route
select route

To determine the route of advancement.

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go forward
go forward

Propel forward in the intended direction.

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jump into another
jump into another

Leap to the next waypoint. Teleport instantly.

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fall
fall

Drop down, fall.

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change field
change field

Alter the field.

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attack
attack

Attack by extending the weapon or otherwise.

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on holding

Category of events that occur when a player holds down a button.

adjust angle
adjust angle

Adjust the direction and distance.

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thrust
thrust

Accelerate forward or upward with the player character.

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move
move

Movement.

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shoot
shoot

Fire a projectile.

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extend
extend

Extend and expand an object.

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charge
charge

Charge energy.

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defend
defend

Entering a defensive stance.

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defenseless
defenseless

The defense diminishes and weakens.

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reverse state
reverse state

Invert attributes and statuses.

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avoid
avoid

Capable of evading enemies and projectiles or traversing through them.

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on released

Category of events that occur when a player releases a button.

throw
throw

Throw or move forward.

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erase
erase

Erase or nullify characters within a specified range.

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on sliding

Category of events that occur when the player slides the pointer.

move
move

Transport to the location of the slide.

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thrust
thrust

Accelerate in the direction of the slide.

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on tapped location

Category of events triggered when a player taps on a specific location.

select
select

Select a character or an item.

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detach
detach

Detach or attach a character.

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erase
erase

Eliminate the character.

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locate
locate

Arrange characters and relocate them.

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on got item

Category of events that occur when a player character acquires an item.

reverse state
reverse state

Invert attributes, status, and direction.

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power up
power up

Upgrade and gain power.

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spawn
spawn

Spawn a character.

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