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Glossary of terms used in our skill runs

Plain definitions for the words that show up in reviews and method notes. No store jargon.

Anchor

The first verb a player can act on without a tutorial wall — hold, drag, steer.

Best for

The single lever we leaned on hardest during protocol passes.

Cantilever

Our desk metaphor: a beam fixed at one end, measured by how far a session reaches before it tips.

Checked date

The day we re-ran the builds and verified every fact written on the page.

Close control

A fixed link on every hosted build that returns to the desk from menu, play, pause and over screens.

Deflection

A risk/reward bend in the line — wind, gold edge, near-miss — that changes scoring without a second mode.

Fail state

The readable end of a run: fall, crash, swallow by the crack. Must be obvious.

Hosted build

An HTML5 game served from this domain under /play/. Not a store binary.

Load test

One of five protocol steps: Anchor, Reach, Deflection, Load, Release.

Near-miss

A scored brush with danger that does not end the run — used heavily in Crack Chase.

Perfect

A precision window (ledge edge, ring centre) that raises combo. Core to Girder Span and Gust Path.

Protocol pass

A timed play session under fixed rules, logged for the review.

Reach

How far a clean first run travels before the fail state.

Skill runs

Short, verb-led browser sessions where mastery shows in timing and route, not inventory.

Store rating

A public star score from Google Play or the App Store. These three builds have none; we do not invent one.