|The enumeration of these elements in this article does not purport to be complete, however, the author hopes that nothing important is omitted will not. There will not be shared particularly static elements of the playing area, which are constantly on the same site, and dynamic, which the hero can take and use in any other place.|
Such dynamic elements (except for keys or similar in effect) have appeared in games only recently (eg, Titus the Fox: to Marrakesh & Back) and can significantly hinder the passage level, because the user must guess exactly how you should use the available facilities.
Size of any level may be different. This may be a horizontal surface (platform), or vertical, preventing the movement of the hero. Walls do not necessarily have to form a single structure. On the contrary, often the user must assume that every element of the static image is attached to a conditional "heel" - the background image. The length of the fragments of the wall can be any character, and always with an exact calculation can fit on a horizontal surface. Vertical walls are most often an insurmountable obstacle, however, in some games (Zool, Cosno's Adventure) hero can hang, attach to the wall and move through it jumps up.
Different types of walls, usually characterized by an image may have additional properties. For example, there are slippery (inertial) horizontal surfaces (Zeliard, Titus the Fox: to Marrakesh & Back). Some stone block surface may not be an obstacle for the hero when moving horizontally or upwards, but let stand on them (i.e., prevent the movement from top to bottom).