A warp, also known as a portal or teleporter, is an element in video game design that allows a player character instant travel between two locations or levels. Specific area that allow such travel is referred to as warp zone. A warp zone might be a secret passage, accessible only to players capable of finding it, but they are also commonly used as a primary mean of travel in certain games. Warps might be deliberately installed within puzzles, be used to avoid danger in sections of a game that have been previously accomplished, be something a player can abuse for cheating, or be used as a punishment to a player straying from the "correct" path. In some games, a player can only use warps to travel to locations they have visited before. Because of this, a player has to make the journey by normal route at least once, but are not required to travel the same paths again if they need to revisit earlier areas in the game. Finding warp zones might become a natural goal of a gaming session, being used as a checkpoint. History Though it is unclear which video game first made use of teleportation areas or devices, the element has been traced back to MUDs, where it allowed connected rooms to not be "topologically correct" if necessary. A predecessor appears in the board game Cluedo (1949), where secret passages connect the rooms in the corner of the floorplan to each other. The element was later popularized by Super Mario Bros., in which secret areas referred to within the game as warp zones allowed players to skip forward through the game. Advantages and criticism Author Luke Cuddy states that warps are used to keep the players entertained by "allowing them to jump to the next gameplay goal, straight into the action." However, he has also criticized them for robbing the player of the sensation of "being in" a virtual world, stating that "[b]y emphasizing destination over the places in between, warping encourages a 'quick visit, move-on-to-the-next-place' mentality that frames space as disposable." Warps discourage exploration and may weaken the player's knowledge of spatial relationships. Ernest Adams critiques possible unexpected behavior by warp zones: "Teleporters can further complicate matters by not always working the same way, teleporting the player to one place the first time they are used, but to somewhere else the second time, and so on.