+ byte single_player_action = action[0];
+ int x, y;
+
+ subMainGameLoop_Main(single_player_action, warp_mode);
+
+ RedrawPlayfield_SP(FALSE);
+
+ for (x = 0; x < SP_MAX_PLAYFIELD_WIDTH; x++)
+ for (y = 0; y < SP_MAX_PLAYFIELD_HEIGHT; y++)
+ GfxFrame[x][y]++;