This part is so simple it doesn't really warrant any explanation. Shoot at everything that moves and some of the things that don't. You'll soon learn which objects can be blown up and which ones just absorb the blasts. Avoid flying into anything that looks bulky and sticks out of the ground.
Keep in mind that most Java-enabled browsers require that the cursor is located within the current applet area for the keyboard input to be directed to the applet. Some may even insist on an initial mouse click.
I didn't spend weeks preparing the graphics of Warp just to have them gather dust because most people are too lousy players to get any further than level one. You can start any of the first five levels by pressing the SHIFT key plus A, B, C, D or E.
On certain machines with slow graphics cards but fast processors, the "curtain" effect between levels and when losing a life will not look right. It will appear to take only two or three steps before the screen goes blank. This is because the main loop has a period of no less than 70 milliseconds and the computer can't redraw the screen that often, so it will simply ignore the update request and wait for the next one ... or the next after that. However, during actual play, the loop has a lot more to do and will usually be delayed for so many extra milliseconds that the computer does have time to carry out the updates.
Warp needs ten graphics files - one for each level and one that holds the parts that
make up the control panel and the things that remain constant at each level, like
explosions. They are named warp0.gif
through warp9.gif
and can
be found in the current directory. The game also needs sounds. KA-PEOOO!, CRASH!
and BING! come in individual audio files named warpsnd0.au
, etc.
Back to the GAME.