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Controls[edit]

  • Neutral dpad: The direction pad controls the movement of Warpman. He can only move in the four cardinal directions, never diagonally.
  • A button or B button: In the space scene, pressing either button causes you to shoot in the direction Warpman is facing. In the corridor room, pressing either button causes you to drop a bomb where you are currently standing. Holding the button down extends the time that it takes for the bomb to explode.
  • Start button: Press Start to pause the game during game play.
  • Select button: Not used during game play.

Characters[edit]

Warpman[edit]

Warpman Player1.png
Warpman Player2.png

The two players on the left represent player 1 and player 2 respectively. You control these warriors as you warp from space to corridors and back. You can fire a gun in space, and you can drop time bombs in the corridors. The touch of any alien and their bullets is harmful to the players, as well as the detonation of their own bombs.

Velos[edit]

Warpman Velo LtGreen.png
Warpman Velo Blue.png
Warpman Velo DkGreen.png

The Velos are the first aliens that you will encounter. They wander around the screen, in a somewhat spiral pattern, getting closer and closer to the center. As they do, they change color. At the edge of the screen, they are light green. As they move close, they become blue. When they're close to the center, they become dark green. They behavior never changes regardless of color. They are dispatched with one shot from your gun or one explosion from your bombs.

Doppe[edit]

Warpman Doppe Orange.png
Warpman Doppe Pink.png
Warpman Doppe Red.png

Doppes are new enemies that did not exist in Warp & Warp. They behave much like Velos, changing color as they get closer to the center of the screen. They start out orange, change to pink as they get closer, and turn red when they occupy the center portion of the screen. What makes Doppes different from Velos is that they lay eggs a they wander about, and the eggs eventually hatch into more Doppes. These newly hatched Doppes count towards the remaining alien count, so it's not terrible. Just be aware of their position so you don't run into them. They hatch quickly.

Garamo[edit]

Warpman Garamo LtGreen.png
Warpman Garamo Blue.png
Warpman Garamo DkGreen.png

Garamo is the second new enemy in Warpman. Garamo's move around the screen like Velos and Doppes, but with one major difference. After taking just a couple of steps, Garamos get tired and they take a quick nap. During this nap, they are impervious to both gun fire or bomb explosions. You can only kill them during the short periods when they are mobile. So time your shots carefully. Their color scheme is identical to Velos; Light green to blue, and then to dark green.

Kuwagattan[edit]

Warpman Kuwagattan.png

The Kuwagattan appears whenever you shoot three consecutive light green Velos, orange Doppes, or light green Garamos. You must shoot three of these aliens of the same color with no break in between. The Kuwagattan will appear in one corner and walk to another (in clockwise fashion) and disappear. If you shoot it in time, you will get 500 points. Kuwagattan also occasionally appear carrying one of the letters from "EXTRA". Shoot it to gain the letter that it's carrying. If you spell out EXTRA, you get an extra life.

Onigamaran[edit]

Warpman Onigamaran.png

The Onigamaran is just like the Kuwagattan, except that it appears when you shoot three consecutive blue Velos, pink Doppes, or blue Garamos. Shooting one is worth 1000 points. They too may appear carrying one of the "EXTRA" letters. Shoot it quickly before it gets away, but don't put your life at risk to do so.

Shishitogarin[edit]

Warpman Shishitogarin.png

The Shishitogarin is the last of the three bonus aliens, which only appears when you shoot three of the third stage aliens consecutively; dark green Velos, red Doppes, or dark green Garamos. It's not any faster than the other special aliens, and it's worth a whopping 2000 points. It too can be seen carrying an "EXTRA" letter, and it's still worth the same 2000 points, so destroy it if you have the chance.

Powerups[edit]

Warpman Powerup Bomb.png
Warpman Powerup Gun.png

Powerups are also new to Warpman. They upgrade the ability of your bombs or your gun, but only for one stage. The other catch is that the powerup that appears is always the opposite of the weapon you're using. So in the space stage, you can only collect the bomb powerup (left), and in the corridor stage, you only find the gun powerup (right). Once you touch a powerup, you keep it for the duration of that stage, regardless of how many times you warp, or even if you die. You lose it upon advancing to the next stage. When you touch a powerup, the warp to the other room becomes available immediately so you can take advantage of the upgrade. The powerup comes in the form of a bigger explosion. That means you bomb explodes in a circular pattern and is not just limited to four directions, making it much more effective. The gun powerup causes the bullet to explode like a bomb when it touches anything. You must be absolutely certain that you will be clear of the blast though. You can kill yourself with these powerups, so use them carefully.

Meteorite[edit]

Warpman Meteorite.png

Meteorites only appear in space, and are an obstacle to you and aliens alike. The serve no other purpose. But it's important to be aware of their position, as it has a big influence over the direction that the three regular aliens will move in, since they will seek to continue along their path as walk around the meteorites to do so. They appear in set places according to the stage that you are on.

Scoring[edit]

Enemy Score
Regular enemy near edge 60
Regular enemy in between edge and center 90
Regular enemy near center 150
Blowing 2 enemies up with a single explosion 500
Kuwagattan 500
Onigamaran 1000
Blowing 3 enemies up with a single explosion 1000
Shishitogarin 2000

Player is awarded an extra life after gaining 30000 points.