|A role similar to the platforms, are also sometimes swinging rope. The hero must jump onto a rope at one end and jump from it to another (sometimes jump to the next rope). Note also springs, trampolines, trampolines and similar items used in order to allow the hero especially high jumps.
There are also elements of gaming space, impeding the hero and complicating his task. So, in a game Zeliard at some levels there are "invisible currents of warm air, which are automatically transferred to the hero who has fallen into a river at the end point of this thread. Detect the presence of this stream, you can only hit him. In most cases, these flows are a hindrance to the player, although it is sometimes necessary to take such a course to get to the part of the playing area, inaccessible by other means.
We also note an item such as conveyor moving in a certain direction. The hero, got on a conveyor, automatically moves in the direction of its motion. Move in the opposite direction, the hero can just jumps and jumps if for any reason impossible, it cannot do.
The next group of elements used to generate a sequence of passing the hero of this level, as well as for the formation of specific problems inherent in this type of games. There is also a considerable variety. One of the main elements found in different games is a door. The door is most often closed, preventing penetration of a required part of the playing area. The user must locate and bring into effect provided the means for opening this door. Such funds may be a clue or some of its analog, which is necessary to find and bring to the door, or a special lever, button or switch that controls this door, which can also be located in a completely different part of the playing area.|