+ byte single_player_action = action[0];
+ int x, y;
+
+ subMainGameLoop_Main(single_player_action, warp_mode);
+
+ RedrawPlayfield_SP(FALSE);
+
+ for (x = DisplayMinX; x <= DisplayMaxX; x++)
+ for (y = DisplayMinY; y <= DisplayMaxY; y++)
+ GfxFrame[x][y]++;