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In Super Mario Bros, you can access warp zones in three areas of the game. There are two of these that are important for the minus world glitch: the one at the end of World 1-2 (following the exit pipe) and the one at the end of World 4-2 (also following the exit pipe). The first warp zone takes you normally to World 2, 3, and 4, while the second one only ...


51

Warp zones exist at the end of some levels. In order to access them, you have to break through blocks at the top of the level, then run along the top until a secret area becomes visible. In order to access the warp zone below you, you have to fall through a gap at the right-most side of the level. The loading of the right-most wall is what triggers the ...


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This answer is based solely on the information here and the original Parallel Universe video. There is a part of the game's code that detects whether Mario is standing on the floor. This part of the code uses 16 bits to process Mario's position in the X, Y and Z direction (so 48 bits total, but 16 bits per direction). 16 bits is enough to store a number ...


6

After looking at the posted videos, I think that OAM layout may be the cause of the Zelda right-to-left glitch, but not the Metroid top-to-bottom glitch. In Zelda if you frame step you can see at least one frame where the left half of Link is on the right hand side of the screen and his right half is on the left. The OAM accepts only 8 bits to specify ...


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