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.