HitboxThe invisible shape that decides whether a tap counts as a hit.
Input lagThe delay between your tap and the game reacting. Under 50 ms feels instant.
Frame rateHow many times per second the board redraws. 60 fps is the target here.
RunOne attempt from start to game over. Most boards here are one run long.
StreakConsecutive successful moves. Streaks usually multiply the score.
CooldownA short forced wait before an action can be repeated.
SpawnWhere and when a new obstacle or target appears.
HitstopA few frames of frozen animation on impact, used to make hits feel heavier.
Safe zoneThe part of the board where nothing can reach you for a moment.
RNGRandomness. Used sparingly here so that skill still decides most rounds.
PersistenceData that survives a refresh — your saved games and best scores.
TileOne cell of a grid board. Most puzzle games here are tile grids.
ComboChained successful actions before a miss. Combos are where the big scores live.
WaveA timed batch of enemies or obstacles in action boards.
BossThe end-of-stage opponent that tests everything you learned earlier.
LaneOne of eight genre groupings used to browse the hall.
BoardOne of six groupings used to browse the arcade.
FacetA cross-cut filter such as control scheme or session length.
SkeletonThe grey placeholder shown while a game frame loads.
SandboxThe isolated frame a game runs in, so it cannot touch the page around it.
TickerThe scrolling strip of recent wins shown under the masthead.
Jackpot poolA decorative counting pool. No money is involved anywhere on this site.
PreloadFetching a game before you open it, so the first round starts instantly.
SessionThe stretch of time from opening a game to closing the tab.