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.
Another memory-saving strategy I've used in Warp is to load
the graphics of each new level separately and throw them
away when they are no longer needed. This dramatically cuts down
on the number of Image
objects the applet needs to
allocate and of course reduces the download time for netsurfers
who weren't going to play all nine levels anyway. (I was actually
forced to do this because the game would have been too
big to run on my humble Macintosh Performa 6200 otherwise.)
To make the scrolling as smooth as possible, I don't update the score display and the blasted stationary objects immediately, but wait until the graphics updating has a spare cycle. I'm not sure exactly how much effect this has, but on slow machines I suppose every little bit helps.