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	<entry>
		<id>https://yoshi.science/index.php?title=Tongue_Glitch&amp;diff=6321</id>
		<title>Tongue Glitch</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=Tongue_Glitch&amp;diff=6321"/>
		<updated>2026-04-30T07:33:17Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: /* Ways to get Tongue Glitch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Tongue glitch&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tongue_glitch.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Tongue Glitch is a glitch where the game still thinks Yoshi has a sprite in mouth but doesn&#039;t. Most common way is spitting out an enemy as you enter save ring (turning it into a star),&lt;br /&gt;
this leads to Yoshi being able to stick out their tongue but can&#039;t grab enemies or any other sprite. Getting hit in this state while tongue retracts causes the tongue to not properly reset back and will infinitely travel backwards causing the game to write too many sprite graphic entries, eventually corrupting sprite values and crashing the game (usually).&lt;br /&gt;
&lt;br /&gt;
The glitch can be resolved in one of two ways:&lt;br /&gt;
*If the enemy could normally be swallowed, pressing down will &amp;quot;eat&amp;quot; it, but will not give an egg. (Note: Does not work on uneatable things like koopa shells).&lt;br /&gt;
*Leaving the room or entering the goal ring will return Yoshi&#039;s mouth to a normal state.&lt;br /&gt;
&lt;br /&gt;
This glitch is used in 2 different ways for Yoshi Speedrunning:&lt;br /&gt;
*Can be used to rearrange the map and skip obstacles, used in [[Category_Overview#Any%_Warps|Any% Warps]]&lt;br /&gt;
*[[ACE|Arbitrary Code Execution]] in [[Category_Overview#Any%_Credits_Warp|Any% Credits Warp]]&lt;br /&gt;
&lt;br /&gt;
====Ways to get Tongue Glitch====&lt;br /&gt;
* Spit out enemy while transformation effect happens (Save Ring/POW/Cloud Item/Big Egg hit)&lt;br /&gt;
* Tonguing a Toadie while jumping on them&lt;br /&gt;
* Tonguing a Big Egg as it lands on ground&lt;br /&gt;
* [https://www.youtube.com/watch?v=IX2hlp-GcdY Tonguing a Fly Guy and Star at the same time (letting star despawn)]&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
The 3-3 map corruption trick uses the [[Glitch_List#Tongue_Glitch|tongue glitch]] to rearrange the objects in the level to allow you to reach the second middle-ring from the second screen, to skip the submarine section. You need either a POW block or a big egg to do it. Big eggs are recommended, as there is no known way to consistently get a POW block. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This trick saves around 20 seconds in the [[Category_Overview#Any.25_Warps|Any% Warps]] category and is banned in [[Category_Overview#Any.25_Warpless|Any% Warpless]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How To Do It==&lt;br /&gt;
[[File: safebaxter.gif|right|frame|&#039;&#039;&#039;2-7 Safe Baxter]]&lt;br /&gt;
You&#039;ll need to [[Eggs#Baxter_Shot|Baxter]] a [[Eggs#Big_Eggs|big egg]] in [[2-7_Any%25|2-7]] [https://youtu.be/nLBYWkeZM_o] and then again in [[3-1_Any%25|3-1]] [https://youtu.be/C_0swWQ9KEg] and [[3-2_Any%25|3-2]] [https://youtu.be/T93Ti1rxKco].&amp;lt;br/&amp;gt; &lt;br /&gt;
There are 3 methods you can use to do so:&lt;br /&gt;
* The safe method as seen in the gif on the right.&lt;br /&gt;
* [https://www.youtube.com/watch?v=P6lthnzpj58 1 up-tongue].&lt;br /&gt;
* [https://www.youtube.com/watch?v=o8T3Cro75A4 2 up-tongues].&lt;br /&gt;
* [https://youtu.be/b3AichRrssA Variation of 2 up-tongues].&lt;br /&gt;
&lt;br /&gt;
For [[2-8_Any%25|2-8]]: Simply be aiming the big egg before the boss falls off. To be safe, aim the egg when you give the boss the final push off of the edge. [https://youtu.be/RCm7uZaS0fc]&lt;br /&gt;
&lt;br /&gt;
Once you reach [[3-3_Any%25|3-3]] with the big egg, go to the 2nd screen: &lt;br /&gt;
*Grab any enemy, throw the big egg into the air and spit out the enemy right before the big egg lands. This will activate the first phase of the  [[Glitch_List#Tongue_Glitch|tongue glitch]] where Yoshi both has and does not have something in his mouth. &lt;br /&gt;
*Next, go to where the Shy Guys are on the red bridge, tongue and get hit when Yoshi&#039;s tongue is fully extended. This will activate the second phase of the tongue glitch and turn Yoshi and Baby Mario invisible as a result. {{#ev:youtube|I6IHT4Fw0BQ|389x270|right|&#039;&#039;&#039;3-3 Submarine Skip Tutorial|frame}}&lt;br /&gt;
*Reclaim Baby Mario and do a full jump followed by 3 flutters to enter the helicopter bubble.&lt;br /&gt;
*Once you transform into the helicopter, the map should be rearranged, allowing you to fly to the right and enter the middle-ring.&lt;br /&gt;
*After you get the middle-ring, hold down to die and then respawn. You have now successfully skipped the submarine room. [https://youtu.be/OPeSQcDpPGc] [https://www.youtube.com/watch?v=AX5Wk4WzVh0] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following images will show you what good and bad positioning of the big egg looks like. &amp;lt;br/&amp;gt;&lt;br /&gt;
Remember, that if the big egg is too far off-screen, it will despawn. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Big Egg Baxter Visual Cues&lt;br /&gt;
|-&lt;br /&gt;
| [[File:big_egg_baxter_visual_cues.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Map Corruption In Other Levels===&lt;br /&gt;
*[https://www.youtube.com/watch?v=QuZaUulHuG8 5-3]&lt;br /&gt;
*[https://youtu.be/a3rbBNJ39Ys?t=3 6-7]&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=God_Setup&amp;diff=6300</id>
		<title>God Setup</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=God_Setup&amp;diff=6300"/>
		<updated>2026-04-23T16:46:53Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: Added this page because it could be on wiki. Sorry to Brooklyn for poor writing :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tongue Glitch Wrong Warping information for any brave soul that wanna try their hand finding the god setup&lt;br /&gt;
&lt;br /&gt;
You should try to use BizHawk and either use hexeditor at CARTRAM @ 0F00 or just RAM watch if you prefer.&lt;br /&gt;
As TG corrupts two sprite state values in same frame we need 700F00 or 700F04 (CARTRAM 0F00/0F04) NEED to be either A2 or BC to cancel tongue glitch&lt;br /&gt;
Other value could be: (based on some old notes)&lt;br /&gt;
00/02/04/06/08/0A/0B/0C/0E/10/12&lt;br /&gt;
19/26/2A?/2B/71/78/8B/94/98/99/9A/9F/A2/AE/B2/B3/B4/B9/BC/BF/C7/CD/D5/D8/DB/E9/EE?/F8?/FB/FC&lt;br /&gt;
Some other values might not crash but it can be very dependent on what is in RAM and maybe some other values do crash&lt;br /&gt;
The Tongue Glitch seems to write 8 bytes every frame so for 0F00 the value should be [ Screen-relative X coordinate ] and 0F04 should be tile number? But honestly with my testing it seems a lot more chaotic than that...&lt;br /&gt;
&lt;br /&gt;
Now you would also need the screen IDs to also give you a screen with a pipe exit you can use. (09/0A for 2-8 for example)&lt;br /&gt;
Brunos Lua Script can show you the layout of screens to give you an idea and it is useful in general, just expect to have to toggle it on and off sometimes when you get a tongue glitch crash.&lt;br /&gt;
&lt;br /&gt;
Some things to note is that your position of course matters but if you do an uptongue or backwards, it should yield different results. The camera does jerk around a lot and the values you get do seem very chaotic but there&#039;s no reason why it should be random at least and consistency could be possible.&lt;br /&gt;
&lt;br /&gt;
https://github.com/brunovalads/yoshis-island/tree/master&lt;br /&gt;
Brunos Lua Script, very useful.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=HQhxK_fXX80 example of what the warp looks like]&lt;br /&gt;
&lt;br /&gt;
https://pastebin.com/9JMsD199&lt;br /&gt;
Some old notes about the sprite state IDs and what they do. Might not be accurate.&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=Warps&amp;diff=6299</id>
		<title>Warps</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=Warps&amp;diff=6299"/>
		<updated>2026-04-23T16:44:18Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: Added section about Tongue Glitch Wrong Warps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=1-1 Warps=&lt;br /&gt;
{{#ev:youtube|ES66FGpYWXE|240x160|right|&#039;&#039;&#039;1-1 Warp Demonstration|frame}}&lt;br /&gt;
&lt;br /&gt;
Several situations can result in warping to level 1-1. When the warp is activated, you&#039;ll be dropped from the sky and must flutter 9 times while holding right to survive. If 1-1 is completed, the game will continue on as though you had just beaten the level in which the warp was activated. 1-1 Warps can save 4-5 minutes in total in a speedrun. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each warp is performed differently depending on the level but they all follow the same general format. The area that Yoshi is sent to when he enters a pipe or screen transition is dependent on where Yoshi actually is and &#039;&#039;&#039;not&#039;&#039;&#039; which pipe/screen transition he has entered. Thus, entering a pipe from a different position than normal can result in Yoshi being sent to the coordinates 0,0, the top left corner of the first level, 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
Image explanation: [https://i.imgur.com/svyXfJh.jpg] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the video, a [[Tricks#Pipe_Jump|pipe jump]] is used to activate the 1-1 Warp, followed by 9 consecutive flutters to survive the fall and complete the level.&lt;br /&gt;
&lt;br /&gt;
===== Out-Of-Bounds Warping =====&lt;br /&gt;
&lt;br /&gt;
Sublevels are limited to screens 0x00-0x7F - if you warp above (1-6 for example) or below these, the game starts reading into the MAP16 tile data. This leads to 1-1 warps on SNES and varying results on GBA. Check out the [[GBA Info|GBA page]] for more information.&lt;br /&gt;
&lt;br /&gt;
==How To Do Each Warp==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=c5nQpY1-v4k|480x320|right|&#039;&#039;&#039;1-1 Warp Tutorial|frame}}&lt;br /&gt;
&lt;br /&gt;
The tutorial video will teach you how to do all the relevant warps for speedrunning.&lt;br /&gt;
===1-1===&lt;br /&gt;
Go to the first pipe in the level and do a [[Tricks#Pipe_Jump|pipe jump]] to activate the 1-1 Warp. [https://www.youtube.com/watch?v=ES66FGpYWXE]&lt;br /&gt;
&lt;br /&gt;
===1-3===&lt;br /&gt;
Enter the secret bonus room near the end of the level. Hold B upon entering the room to begin fluttering. With enough [[Fluttering#Perfect_Flutter|perfect flutters]] and height gained you can go across the top to either the left or right side to activate the 1-1 Warp. [https://www.youtube.com/watch?v=2hjkrlRxRSU]&lt;br /&gt;
&lt;br /&gt;
===1-4===&lt;br /&gt;
Enter the pipe that&#039;s next to the locked door (screen 2). Hug and face the wall on the right and begin aiming an egg. Shortly after the Piro Dangle enemy flames up, jump to the left and run into it to get hit. Then, quickly move back to the right. Wait for Baby Mario to touch the wall and then jump up (where you came in from). If you are high enough when you reclaim Baby Mario, the 1-1 Warp will activate. [https://youtu.be/qSDsenGO8qE?t=1]&lt;br /&gt;
&lt;br /&gt;
===1-6===&lt;br /&gt;
At the end of the first cave, do a series of [[Movement#Perfect_Jump|perfect jumps]] on the yellow moving platform to keep the screen from scrolling up. This will allow you to enter the screen transition from higher than normal to activate the 1-1 Warp. [https://youtu.be/gNft0w9BFQA]&lt;br /&gt;
This saves an estimated 1.65 seconds over the IL WR and around 2 seconds over standard full run strategy.&lt;br /&gt;
&lt;br /&gt;
Alternate warp: [https://www.youtube.com/watch?v=TRvckWrd28U]&lt;br /&gt;
&lt;br /&gt;
===2-1===&lt;br /&gt;
This level has 2 different ways of activating the 1-1 Warp! &amp;lt;br/&amp;gt;&lt;br /&gt;
*Go to the first pipe (the one that leads to the room with Poochy) and do a [[Tricks#Pipe_Jump|pipe jump]] to activate the 1-1 Warp. [https://youtu.be/3XrF_2cBOQ4] &amp;lt;br/&amp;gt;&lt;br /&gt;
*Jump on the bouncy arrow next to the midring and hold left. After you avoid the wall, hold right to enter the screen transition from above to activate the 1-1 Warp. [https://www.youtube.com/watch?v=amhaG11H6kE] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The second method is way harder and should be used only as a backup if you fail the first method.&lt;br /&gt;
&lt;br /&gt;
===2-4===&lt;br /&gt;
On the second screen just before the horizontal pipe, lure the Boo Blah as close to the pipe as possible. You can use eggs or jump on its head to skip the animation where it raises its hands up. When it&#039;s right next to the pipe, jump on it and enter the pipe. Entering the pipe this way puts you at a higher position than normal, which activates the 1-1 Warp. [https://youtu.be/FRGBWPK_J2s?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible that you won&#039;t have enough height, even though you were standing on the Boo Blah when entering the pipe.&lt;br /&gt;
&lt;br /&gt;
===2-5===&lt;br /&gt;
On the last screen of the level, enter the secret room via beanstalk and hidden !switch. Immediately start fluttering once you enter the room. Hold up to re-enter the pipe and activate the 1-1 Warp. [https://www.youtube.com/watch?v=7ibGjp0-okc] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You have a 2 frame window to flutter and enter the pipe first try. You can also do [[Fluttering#Perfect_Flutter|perfect flutters]] to gain height if you don&#039;t make it with the first one.&lt;br /&gt;
&lt;br /&gt;
===2-6===&lt;br /&gt;
In cave section there is a theoretical warp by entering the door (from cloud in foam) as it is falling.&lt;br /&gt;
This is speculated to be possible with either walljump or, more practical, clipping in from corner below.&lt;br /&gt;
(time save unknown) [https://www.youtube.com/watch?v=sAamJ38-7wI]&lt;br /&gt;
&lt;br /&gt;
===3-1===&lt;br /&gt;
On the second screen, tongue the first monkey then do a small jump off of the post and up-spit the monkey. Jump at the 2nd hanging vine and hold jump to bounce on the monkey after it jumps onto the vine, then do an [[Fluttering#Extended_Flutter|extended flutter]]. Keep holding right until you enter the screen transition to activate the 1-1 Warp. [https://youtu.be/9YwsGngSE58?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Make sure to not lose speed when you do the up-spit and avoid the mud, otherwise the monkey may not cooperate with you.&lt;br /&gt;
&lt;br /&gt;
===3-7===&lt;br /&gt;
-Information and video coming soon-&lt;br /&gt;
&lt;br /&gt;
===4-3===&lt;br /&gt;
Under normal circumstances, this 1-1 Warp cannot be activated, but it exists nonetheless. At the beginning of the last screen of the level, use the free movement feature on the [[Practice_Hack|Practice Hack]] and go just above the bouncy arrow to do the warp. [https://youtu.be/0ok-G8IqdAw]&lt;br /&gt;
&lt;br /&gt;
===4-7===&lt;br /&gt;
Hold left after jumping on the bouncy arrow. If you are far enough to the left, the 1-1 Warp activate. This is by far the easiest warp to execute. [https://youtu.be/6weakeP7bRU?t=1]&lt;br /&gt;
&lt;br /&gt;
===5-4===&lt;br /&gt;
At the start, grab a shy guy from the pipe but do not eat it, then proceed as normal. You want to have 3 eggs for the warp. Go past the 2nd pipe and stand underneath the stair cloud. Push against the wall and face left, then do 2 [[Eggs#Neutral_Egg_Shot|neutral egg shots]] to clear out the spikes. Then, stand on the left side of the pipe, on the first line on the floor, do a small jump and up-spit the shy guy. Begin an [[Eggs#Upward_Egg_Shot|up-shot]], lock the egg-aiming cursor at the very top, bounce on the shy guy and fall where you cleared out the spikes. Push against the left wall as you fall and do an [[Fluttering#Extended_Flutter|extended flutter]] just before the cursor goes off-screen. Keep holding left and aim for the underside of the pipe. Hold up to enter the pipe to activate the 1-1 Warp. [https://youtu.be/q4SXfWcLILM?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is a 2 frame window to do the extended flutter to get into the pipe. If you go too soon, you won&#039;t be able to travel far enough left to reach the pipe before bonking your head. If you go too late, you&#039;ll either fall to your death or won&#039;t have enough height to reach the pipe. This is easily the hardest warp to execute.&lt;br /&gt;
&lt;br /&gt;
===6-7===&lt;br /&gt;
In the second to last screen of the level, go to the bonus room. Get hit and then reclaim Baby Mario near the bottom of the screen to activate the 1-1 Warp. This one can be very tricky because you can either enter the bonus room or fall to your death. [https://youtu.be/CCuDQbNvct4]&lt;br /&gt;
&lt;br /&gt;
==Time Saves==&lt;br /&gt;
===Any%===&lt;br /&gt;
* &#039;&#039;&#039;1-1&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-3&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-4&#039;&#039;&#039;: ~29s&lt;br /&gt;
* &#039;&#039;&#039;1-6&#039;&#039;&#039;: ~2s&lt;br /&gt;
* &#039;&#039;&#039;2-1&#039;&#039;&#039;: ~48s&lt;br /&gt;
* &#039;&#039;&#039;2-4&#039;&#039;&#039;: ~27s&lt;br /&gt;
* &#039;&#039;&#039;2-5&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;2-5&#039;&#039;&#039;: ?&lt;br /&gt;
* &#039;&#039;&#039;3-1&#039;&#039;&#039;: ~10s&lt;br /&gt;
* &#039;&#039;&#039;3-7&#039;&#039;&#039;: -coming soon-&lt;br /&gt;
* &#039;&#039;&#039;4-7&#039;&#039;&#039;: ~1s&lt;br /&gt;
* &#039;&#039;&#039;5-4&#039;&#039;&#039;: ~132s or 2m12s (Optimal 5-4 Skip)&lt;br /&gt;
* &#039;&#039;&#039;5-4&#039;&#039;&#039;: ~216s or 3m36s  (No 5-4 Skip)&lt;br /&gt;
* &#039;&#039;&#039;6-7&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
====Total Possible Time Save:====&lt;br /&gt;
*~249s or 4m07s (Optimal 5-4 Skip) &lt;br /&gt;
*~333s or 5m31s (No 5-4 skip)&lt;br /&gt;
&lt;br /&gt;
===100%===&lt;br /&gt;
* &#039;&#039;&#039;1-1&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-3&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-4:&#039;&#039;&#039; ~29s&lt;br /&gt;
* &#039;&#039;&#039;1-6&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;2-1:&#039;&#039;&#039; ~48s&lt;br /&gt;
* &#039;&#039;&#039;2-4:&#039;&#039;&#039; ~54s&lt;br /&gt;
* &#039;&#039;&#039;2-5:&#039;&#039;&#039; ~10s&lt;br /&gt;
* &#039;&#039;&#039;3-1:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;3-7&#039;&#039;&#039;: -coming soon-&lt;br /&gt;
* &#039;&#039;&#039;4-7:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;5-4:&#039;&#039;&#039; ~141s or 2m21s (Optimal 5-4 skip)&lt;br /&gt;
* &#039;&#039;&#039;5-4:&#039;&#039;&#039; ~201s or 3m21s (No 5-4 skip)&lt;br /&gt;
* &#039;&#039;&#039;6-7&#039;&#039;&#039;: None&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Warps are only allowed in [[100%25_No_Restriction|100% No Restrictions]]. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Total Possible Time Save:====&lt;br /&gt;
*~282s or 4m42s (Optimal 5-4 skip)&lt;br /&gt;
*~342s or 5m42s (No 5-4 skip)&lt;br /&gt;
&lt;br /&gt;
==Tongue Glitch Wrong Warps (theoretical)==&lt;br /&gt;
Using [[Glitch_List#Tongue_Glitch|Tongue Glitch]] you can in theory 1-1 warp by corrupting the level terrain data and enter either a pipe or any other exit object (not sprite) on another screen. The issue is that 99.9% of the time Tongue Glitch crashes the game but there are certain value corruption that can cancel it but it would require the [[God Setup]]&lt;br /&gt;
&lt;br /&gt;
=Left+Right Warping=&lt;br /&gt;
[[File:Corrupt_Menu.png|thumb|left|x161px|Corrupt File Menu]]&lt;br /&gt;
[[File:Silly_level_order.png|thumb|right|x161px|Silly Level Order]]&lt;br /&gt;
&lt;br /&gt;
These warps require an emulator that allows left+right inputs on the same frame or a modded/broken dpad. Left+right warps can cause several interesting effects such as softlocks, glitched levels, severe lag and save file corruption. Different emulators (and different versions/ROMs) may produce different outcomes. Where you&#039;re sent to when you do a left+right warp depends on your coin count. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*RAM address for coin count: 7E037B &lt;br /&gt;
*RAM addresses for levels: 7E021A and 7E021B &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are based on 2-bytes and the outcomes are believed to be at an amount of ~56k.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-depth Explanation==&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: 1px solid #000000; background:#EEEEEE;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
The Warp Glitch is the glitch that makes this possible. It works by pressing &amp;lt; and &amp;gt; at the same time in the overworld. When you then start the level, it is determined by the amount of coins you have. The reason why this happens is because the game doesn&#039;t expect you to press both directions at once.&lt;br /&gt;
&lt;br /&gt;
So what happens when you press &amp;lt; + &amp;gt;. Well, to start things, there is an address ($36) which is input data. That means if you press &amp;gt; bit 0 and if you press &amp;lt; bit 1 of $36 is set. The game checks every frame if it should move the cursor. It does this by checking if one of the two bits in $36 is set. Since we pressed both at once, both bits will be set and the game will think it has to move the cursor.&lt;br /&gt;
&lt;br /&gt;
Next step is that the game checks where to move the cursor. The overworld data is at $030F for level 1-1, $0310 for level 1-2 to $0319 which is the &amp;quot;SCORE&amp;quot; button and $031A which is the button configuration. It goes on like that (so 2-1 is $031B). If a level is not unlocked the value for its address is 0, if it is however unlocked then the value will be its level number (so 1 for 1-1, 5 for 2-5, 9 for Extra and 12 for button config). Of course 11 and 12 will be always unlocked. So the game takes the current position and adds it with $(17E182+x). Where x is what you pressed (so it&#039;s 1 if you pressed &amp;gt;, 2 if you pressed &amp;lt; and 3 if you pressed both at the same time). The game only expects x to be 1 or 2, which is why $(17E182+1) = 0x01 (so + 1 to get the level after the current one), and $(17E182+2) = 0xFF (which will act as -1 to get the level before the current level).&lt;br /&gt;
&lt;br /&gt;
So the game checks if the next level is unlocked (it does this by bitwise ANDing the value with 0x0F), if not it will add another value until it found a level which is unlocked (which is why the cursor goes directly to the &amp;quot;SCORE&amp;quot; button when pressed right and only 1-1 is unlocked). Since we pressed both directions at the same time x is 3 which results in $(17E182+3) = 0x06, which means it will go 6 levels forward every check (which is why the cursor goes to 1-7 when it is unlocked and you try the glitch). So now it checks addresses like: $0315, $031B, $0321 ... until it reaches $037B which happens to be the current coin value and it stops there because coin amount % 0x0F is not 0 (that is the reason something different happens if you try to do the glitch with 0, 16, 32, 48, etc. coins).&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Masterjun describing the left+right warp in-depth in his TASvideos submission: [http://tasvideos.org/3881S.html Super Mario World 2: Yoshi&#039;s Island &amp;quot;glitched&amp;quot; in 06:09.03] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test Results For Left+Right Warping By Hyperzoot===&lt;br /&gt;
&lt;br /&gt;
All testing was done from a new file and all of the coins were collected in 1-1 unless otherwise stated. Levels on the over-world map glitch out after performing the warp, after completing the level that was warped to and some are just blank and inaccessible. This trick is a good way to bypass levels or go straight to 6-8 in glitched Any% speedruns.&lt;br /&gt;
&lt;br /&gt;
====Coin Counts====&lt;br /&gt;
&lt;br /&gt;
00 - 1-E. Dying here and trying it again results in warping to 1-1 if done again. If 1-E is completed, Yoshi does the animation of taking Baby Mario to 1-2 on the over-world map but 1-1 is not completed. 1-Bonus is unlocked and the 1-E square is glitched. Completing 1-Bonus fixes the over-world map. &amp;lt;br /&amp;gt;&lt;br /&gt;
01 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
02 - 1-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
03 - 1-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
04 - 1-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
05 - 1-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
06 - 1-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
07 - 1-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
08 - 1-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
09 - 1-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
10 - 1-Bonus. &amp;lt;br /&amp;gt;&lt;br /&gt;
11 - The level intro is glitched and the game softlocks. &amp;lt;br /&amp;gt;&lt;br /&gt;
12 - Tutorial level. &amp;lt;br /&amp;gt;&lt;br /&gt;
13 - 2-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
14 - 2-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
15 - 2-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
16 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
17 - 2-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
18 - 2-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
19 - 2-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
20 - 2-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
21 - 2-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
22 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
23 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
24 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
25 - 3-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
26 - 3-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
27 - 3-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
28 - 3-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
29 - 3-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
30 - 3-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
31 - 3-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
32 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
33 - 3-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
34 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
35 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
36 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
37 - 4-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
38 - 4-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
39 - 4-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
40 - 4-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
41 - 4-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
42 - 4-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
43 - 4-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
44 - 4-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
45 - 4-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
46 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
47 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
48 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
49 - 5-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
50 - 5-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
51 - 5-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
52 - 5-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
53 - 5-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
54 - 5-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
55 - 5-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
56 - 5-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
57 - 5-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
58 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
59 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
60 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
61 - 6-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
62 - 6-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
63 - 6-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
64 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
65 - 6-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
66 - 6-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
67 - 6-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
68 - 6-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
69 - 6-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
70 - The level intro is glitched and Yoshi spawns in the sky. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
71 - Yoshi spawns at the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
72 - The level intro is glitched and Yoshi spawns in a dark house with light around him. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
73 - The level intro is very glitchy and Yoshi spawns in the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. Yoshi&#039;s colors are an inverted type of green. &amp;lt;br /&amp;gt;&lt;br /&gt;
74 - The level intro is blank and Yoshi spawns below the middle-ring in 6-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
75 - The level intro is blank and Yoshi spawns in the sky of a boss room background with Kamek music playing. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
76 - The level intro is blank and Yoshi spawns in the sky of a waterfall background similar to 4-2. There does not appear to be a floor. Yoshi&#039;s colors are a metallic blue. &amp;lt;br /&amp;gt;&lt;br /&gt;
77 - The level intro is blank and Yoshi spawns in the sky of a jungle background. There is a very short drop to death and there does not appear to be a floor. Yoshi&#039;s colors are a mix green, blue and gray and Baby Mario is purple and orange. &amp;lt;br /&amp;gt;&lt;br /&gt;
78 - The level intro is glitchy with no text and a small Raphael is visible. The level looks like the Raphael boss fight on the moon but incredibly glitched and sideways. A text box appears slowly and Raphael rotates slowly as well. A few random sprites come from the side of the screen and then the game softlocks. &amp;lt;br /&amp;gt;&lt;br /&gt;
79 - This one is similar to 77 coins except with a brown/green/blue color palette. &amp;lt;br /&amp;gt;&lt;br /&gt;
80 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
81 - Yoshi is metallic blue and spawns in a locked section of 4-4. You can go back and play 4-4 like normally but Yoshi retains the wrong colors. &amp;lt;br /&amp;gt;&lt;br /&gt;
82 - The level intro is similar to 78 coins but the game softlocks after the level music starts to play. &amp;lt;br /&amp;gt;&lt;br /&gt;
83 - Yoshi is yellowish and spawns in the middle of some foam in 3-5. The foam pushes you left to your death. &amp;lt;br /&amp;gt;&lt;br /&gt;
84 - Yoshi is monochromatic and spawns in the sky. There does not appear to be a floor and fluttering to the right results in the screen changing. &amp;lt;br /&amp;gt;&lt;br /&gt;
85 - Yoshi is ketchup colored and spawns in the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
86 - This one is similar to 78 coins. Raphael slowly rotates all the way around the moon, looks around and pounds the ground. You have control over Yoshi and if you flutter, the moon will rotate. This will spawn a bunch of random sprites and will likely softlock the game. &amp;lt;br /&amp;gt;&lt;br /&gt;
87 - This one is very similar to 86 coins except it may spawn different sprites. &amp;lt;br /&amp;gt;&lt;br /&gt;
88 - Yoshi is glitchy colored and spawns in the sky of a jungle background. At least one invisible platform is located at the bottom of the far right of the screen. &amp;lt;br /&amp;gt;&lt;br /&gt;
89 - Yoshi is yellow/green colored and spawns in the middle of 4-6. The level appears to be normal otherwise. &amp;lt;br /&amp;gt;&lt;br /&gt;
90 - Yoshi is glitchy colored and spawns in the sky of a snow level while the bonus music plays. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
91 - Yoshi is the regular light blue color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
92 - The level intro is glitched. Yoshi is strangely colored and spawns in the &amp;quot;air&amp;quot; of an underwater background. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
93 - The level intro is blank. Yoshi is the regular purple color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
94 - This one is similar to 78 coins. A glitched Bullet Bill Cannon sprite appears in place of Raphael, which wanders in a circle around the moon (or whatever it could be) forever. Yoshi spawns on top of the level and is able to move once the glitched Raphael sprite does. Going to the left causes very bright colored lines to flood the screen. Going to the right spawns a very glitched GOAL! sprite to appear. Both directions will cause a softlock. Yoshi can get hit by the glitched Raphael sprite and can also fall to his death. Upon death, the game asks if you want to restart at the middle-ring. A glitched, orange colored Yoshi then spawns on a red coin in level 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
95 - Yoshi is a glitched purple color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
96 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
97 - Yoshi is glitched colored and spawns in the sky with a background of happy little mountains. Horizontal speed is low but vertical speed is very high. The screen appears to wrap vertically a few times. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
98 - The level intro is, similar to 92 coins. Yoshi is the regular light blue color and spawns in the sky. &amp;lt;br /&amp;gt;&lt;br /&gt;
99 - Similar to 97 coin. &amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=Warps&amp;diff=6298</id>
		<title>Warps</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=Warps&amp;diff=6298"/>
		<updated>2026-04-22T08:56:25Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: added 2-6 warp information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=1-1 Warps=&lt;br /&gt;
{{#ev:youtube|ES66FGpYWXE|240x160|right|&#039;&#039;&#039;1-1 Warp Demonstration|frame}}&lt;br /&gt;
&lt;br /&gt;
Several situations can result in warping to level 1-1. When the warp is activated, you&#039;ll be dropped from the sky and must flutter 9 times while holding right to survive. If 1-1 is completed, the game will continue on as though you had just beaten the level in which the warp was activated. 1-1 Warps can save 4-5 minutes in total in a speedrun. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each warp is performed differently depending on the level but they all follow the same general format. The area that Yoshi is sent to when he enters a pipe or screen transition is dependent on where Yoshi actually is and &#039;&#039;&#039;not&#039;&#039;&#039; which pipe/screen transition he has entered. Thus, entering a pipe from a different position than normal can result in Yoshi being sent to the coordinates 0,0, the top left corner of the first level, 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
Image explanation: [https://i.imgur.com/svyXfJh.jpg] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the video, a [[Tricks#Pipe_Jump|pipe jump]] is used to activate the 1-1 Warp, followed by 9 consecutive flutters to survive the fall and complete the level.&lt;br /&gt;
&lt;br /&gt;
===== Out-Of-Bounds Warping =====&lt;br /&gt;
&lt;br /&gt;
Sublevels are limited to screens 0x00-0x7F - if you warp above (1-6 for example) or below these, the game starts reading into the MAP16 tile data. This leads to 1-1 warps on SNES and varying results on GBA. Check out the [[GBA Info|GBA page]] for more information.&lt;br /&gt;
&lt;br /&gt;
==How To Do Each Warp==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=c5nQpY1-v4k|480x320|right|&#039;&#039;&#039;1-1 Warp Tutorial|frame}}&lt;br /&gt;
&lt;br /&gt;
The tutorial video will teach you how to do all the relevant warps for speedrunning.&lt;br /&gt;
===1-1===&lt;br /&gt;
Go to the first pipe in the level and do a [[Tricks#Pipe_Jump|pipe jump]] to activate the 1-1 Warp. [https://www.youtube.com/watch?v=ES66FGpYWXE]&lt;br /&gt;
&lt;br /&gt;
===1-3===&lt;br /&gt;
Enter the secret bonus room near the end of the level. Hold B upon entering the room to begin fluttering. With enough [[Fluttering#Perfect_Flutter|perfect flutters]] and height gained you can go across the top to either the left or right side to activate the 1-1 Warp. [https://www.youtube.com/watch?v=2hjkrlRxRSU]&lt;br /&gt;
&lt;br /&gt;
===1-4===&lt;br /&gt;
Enter the pipe that&#039;s next to the locked door (screen 2). Hug and face the wall on the right and begin aiming an egg. Shortly after the Piro Dangle enemy flames up, jump to the left and run into it to get hit. Then, quickly move back to the right. Wait for Baby Mario to touch the wall and then jump up (where you came in from). If you are high enough when you reclaim Baby Mario, the 1-1 Warp will activate. [https://youtu.be/qSDsenGO8qE?t=1]&lt;br /&gt;
&lt;br /&gt;
===1-6===&lt;br /&gt;
At the end of the first cave, do a series of [[Movement#Perfect_Jump|perfect jumps]] on the yellow moving platform to keep the screen from scrolling up. This will allow you to enter the screen transition from higher than normal to activate the 1-1 Warp. [https://youtu.be/gNft0w9BFQA]&lt;br /&gt;
This saves an estimated 1.65 seconds over the IL WR and around 2 seconds over standard full run strategy.&lt;br /&gt;
&lt;br /&gt;
Alternate warp: [https://www.youtube.com/watch?v=TRvckWrd28U]&lt;br /&gt;
&lt;br /&gt;
===2-1===&lt;br /&gt;
This level has 2 different ways of activating the 1-1 Warp! &amp;lt;br/&amp;gt;&lt;br /&gt;
*Go to the first pipe (the one that leads to the room with Poochy) and do a [[Tricks#Pipe_Jump|pipe jump]] to activate the 1-1 Warp. [https://youtu.be/3XrF_2cBOQ4] &amp;lt;br/&amp;gt;&lt;br /&gt;
*Jump on the bouncy arrow next to the midring and hold left. After you avoid the wall, hold right to enter the screen transition from above to activate the 1-1 Warp. [https://www.youtube.com/watch?v=amhaG11H6kE] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The second method is way harder and should be used only as a backup if you fail the first method.&lt;br /&gt;
&lt;br /&gt;
===2-4===&lt;br /&gt;
On the second screen just before the horizontal pipe, lure the Boo Blah as close to the pipe as possible. You can use eggs or jump on its head to skip the animation where it raises its hands up. When it&#039;s right next to the pipe, jump on it and enter the pipe. Entering the pipe this way puts you at a higher position than normal, which activates the 1-1 Warp. [https://youtu.be/FRGBWPK_J2s?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible that you won&#039;t have enough height, even though you were standing on the Boo Blah when entering the pipe.&lt;br /&gt;
&lt;br /&gt;
===2-5===&lt;br /&gt;
On the last screen of the level, enter the secret room via beanstalk and hidden !switch. Immediately start fluttering once you enter the room. Hold up to re-enter the pipe and activate the 1-1 Warp. [https://www.youtube.com/watch?v=7ibGjp0-okc] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You have a 2 frame window to flutter and enter the pipe first try. You can also do [[Fluttering#Perfect_Flutter|perfect flutters]] to gain height if you don&#039;t make it with the first one.&lt;br /&gt;
&lt;br /&gt;
===2-6===&lt;br /&gt;
In cave section there is a theoretical warp by entering the door (from cloud in foam) as it is falling.&lt;br /&gt;
This is speculated to be possible with either walljump or, more practical, clipping in from corner below.&lt;br /&gt;
(time save unknown) [https://www.youtube.com/watch?v=sAamJ38-7wI]&lt;br /&gt;
&lt;br /&gt;
===3-1===&lt;br /&gt;
On the second screen, tongue the first monkey then do a small jump off of the post and up-spit the monkey. Jump at the 2nd hanging vine and hold jump to bounce on the monkey after it jumps onto the vine, then do an [[Fluttering#Extended_Flutter|extended flutter]]. Keep holding right until you enter the screen transition to activate the 1-1 Warp. [https://youtu.be/9YwsGngSE58?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Make sure to not lose speed when you do the up-spit and avoid the mud, otherwise the monkey may not cooperate with you.&lt;br /&gt;
&lt;br /&gt;
===3-7===&lt;br /&gt;
-Information and video coming soon-&lt;br /&gt;
&lt;br /&gt;
===4-3===&lt;br /&gt;
Under normal circumstances, this 1-1 Warp cannot be activated, but it exists nonetheless. At the beginning of the last screen of the level, use the free movement feature on the [[Practice_Hack|Practice Hack]] and go just above the bouncy arrow to do the warp. [https://youtu.be/0ok-G8IqdAw]&lt;br /&gt;
&lt;br /&gt;
===4-7===&lt;br /&gt;
Hold left after jumping on the bouncy arrow. If you are far enough to the left, the 1-1 Warp activate. This is by far the easiest warp to execute. [https://youtu.be/6weakeP7bRU?t=1]&lt;br /&gt;
&lt;br /&gt;
===5-4===&lt;br /&gt;
At the start, grab a shy guy from the pipe but do not eat it, then proceed as normal. You want to have 3 eggs for the warp. Go past the 2nd pipe and stand underneath the stair cloud. Push against the wall and face left, then do 2 [[Eggs#Neutral_Egg_Shot|neutral egg shots]] to clear out the spikes. Then, stand on the left side of the pipe, on the first line on the floor, do a small jump and up-spit the shy guy. Begin an [[Eggs#Upward_Egg_Shot|up-shot]], lock the egg-aiming cursor at the very top, bounce on the shy guy and fall where you cleared out the spikes. Push against the left wall as you fall and do an [[Fluttering#Extended_Flutter|extended flutter]] just before the cursor goes off-screen. Keep holding left and aim for the underside of the pipe. Hold up to enter the pipe to activate the 1-1 Warp. [https://youtu.be/q4SXfWcLILM?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is a 2 frame window to do the extended flutter to get into the pipe. If you go too soon, you won&#039;t be able to travel far enough left to reach the pipe before bonking your head. If you go too late, you&#039;ll either fall to your death or won&#039;t have enough height to reach the pipe. This is easily the hardest warp to execute.&lt;br /&gt;
&lt;br /&gt;
===6-7===&lt;br /&gt;
In the second to last screen of the level, go to the bonus room. Get hit and then reclaim Baby Mario near the bottom of the screen to activate the 1-1 Warp. This one can be very tricky because you can either enter the bonus room or fall to your death. [https://youtu.be/CCuDQbNvct4]&lt;br /&gt;
&lt;br /&gt;
==Time Saves==&lt;br /&gt;
===Any%===&lt;br /&gt;
* &#039;&#039;&#039;1-1&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-3&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-4&#039;&#039;&#039;: ~29s&lt;br /&gt;
* &#039;&#039;&#039;1-6&#039;&#039;&#039;: ~2s&lt;br /&gt;
* &#039;&#039;&#039;2-1&#039;&#039;&#039;: ~48s&lt;br /&gt;
* &#039;&#039;&#039;2-4&#039;&#039;&#039;: ~27s&lt;br /&gt;
* &#039;&#039;&#039;2-5&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;2-5&#039;&#039;&#039;: ?&lt;br /&gt;
* &#039;&#039;&#039;3-1&#039;&#039;&#039;: ~10s&lt;br /&gt;
* &#039;&#039;&#039;3-7&#039;&#039;&#039;: -coming soon-&lt;br /&gt;
* &#039;&#039;&#039;4-7&#039;&#039;&#039;: ~1s&lt;br /&gt;
* &#039;&#039;&#039;5-4&#039;&#039;&#039;: ~132s or 2m12s (Optimal 5-4 Skip)&lt;br /&gt;
* &#039;&#039;&#039;5-4&#039;&#039;&#039;: ~216s or 3m36s  (No 5-4 Skip)&lt;br /&gt;
* &#039;&#039;&#039;6-7&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
====Total Possible Time Save:====&lt;br /&gt;
*~249s or 4m07s (Optimal 5-4 Skip) &lt;br /&gt;
*~333s or 5m31s (No 5-4 skip)&lt;br /&gt;
&lt;br /&gt;
===100%===&lt;br /&gt;
* &#039;&#039;&#039;1-1&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-3&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-4:&#039;&#039;&#039; ~29s&lt;br /&gt;
* &#039;&#039;&#039;1-6&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;2-1:&#039;&#039;&#039; ~48s&lt;br /&gt;
* &#039;&#039;&#039;2-4:&#039;&#039;&#039; ~54s&lt;br /&gt;
* &#039;&#039;&#039;2-5:&#039;&#039;&#039; ~10s&lt;br /&gt;
* &#039;&#039;&#039;3-1:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;3-7&#039;&#039;&#039;: -coming soon-&lt;br /&gt;
* &#039;&#039;&#039;4-7:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;5-4:&#039;&#039;&#039; ~141s or 2m21s (Optimal 5-4 skip)&lt;br /&gt;
* &#039;&#039;&#039;5-4:&#039;&#039;&#039; ~201s or 3m21s (No 5-4 skip)&lt;br /&gt;
* &#039;&#039;&#039;6-7&#039;&#039;&#039;: None&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Warps are only allowed in [[100%25_No_Restriction|100% No Restrictions]]. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Total Possible Time Save:====&lt;br /&gt;
*~282s or 4m42s (Optimal 5-4 skip)&lt;br /&gt;
*~342s or 5m42s (No 5-4 skip)&lt;br /&gt;
&lt;br /&gt;
=Left+Right Warping=&lt;br /&gt;
[[File:Corrupt_Menu.png|thumb|left|x161px|Corrupt File Menu]]&lt;br /&gt;
[[File:Silly_level_order.png|thumb|right|x161px|Silly Level Order]]&lt;br /&gt;
&lt;br /&gt;
These warps require an emulator that allows left+right inputs on the same frame or a modded/broken dpad. Left+right warps can cause several interesting effects such as softlocks, glitched levels, severe lag and save file corruption. Different emulators (and different versions/ROMs) may produce different outcomes. Where you&#039;re sent to when you do a left+right warp depends on your coin count. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*RAM address for coin count: 7E037B &lt;br /&gt;
*RAM addresses for levels: 7E021A and 7E021B &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are based on 2-bytes and the outcomes are believed to be at an amount of ~56k.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-depth Explanation==&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: 1px solid #000000; background:#EEEEEE;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
The Warp Glitch is the glitch that makes this possible. It works by pressing &amp;lt; and &amp;gt; at the same time in the overworld. When you then start the level, it is determined by the amount of coins you have. The reason why this happens is because the game doesn&#039;t expect you to press both directions at once.&lt;br /&gt;
&lt;br /&gt;
So what happens when you press &amp;lt; + &amp;gt;. Well, to start things, there is an address ($36) which is input data. That means if you press &amp;gt; bit 0 and if you press &amp;lt; bit 1 of $36 is set. The game checks every frame if it should move the cursor. It does this by checking if one of the two bits in $36 is set. Since we pressed both at once, both bits will be set and the game will think it has to move the cursor.&lt;br /&gt;
&lt;br /&gt;
Next step is that the game checks where to move the cursor. The overworld data is at $030F for level 1-1, $0310 for level 1-2 to $0319 which is the &amp;quot;SCORE&amp;quot; button and $031A which is the button configuration. It goes on like that (so 2-1 is $031B). If a level is not unlocked the value for its address is 0, if it is however unlocked then the value will be its level number (so 1 for 1-1, 5 for 2-5, 9 for Extra and 12 for button config). Of course 11 and 12 will be always unlocked. So the game takes the current position and adds it with $(17E182+x). Where x is what you pressed (so it&#039;s 1 if you pressed &amp;gt;, 2 if you pressed &amp;lt; and 3 if you pressed both at the same time). The game only expects x to be 1 or 2, which is why $(17E182+1) = 0x01 (so + 1 to get the level after the current one), and $(17E182+2) = 0xFF (which will act as -1 to get the level before the current level).&lt;br /&gt;
&lt;br /&gt;
So the game checks if the next level is unlocked (it does this by bitwise ANDing the value with 0x0F), if not it will add another value until it found a level which is unlocked (which is why the cursor goes directly to the &amp;quot;SCORE&amp;quot; button when pressed right and only 1-1 is unlocked). Since we pressed both directions at the same time x is 3 which results in $(17E182+3) = 0x06, which means it will go 6 levels forward every check (which is why the cursor goes to 1-7 when it is unlocked and you try the glitch). So now it checks addresses like: $0315, $031B, $0321 ... until it reaches $037B which happens to be the current coin value and it stops there because coin amount % 0x0F is not 0 (that is the reason something different happens if you try to do the glitch with 0, 16, 32, 48, etc. coins).&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Masterjun describing the left+right warp in-depth in his TASvideos submission: [http://tasvideos.org/3881S.html Super Mario World 2: Yoshi&#039;s Island &amp;quot;glitched&amp;quot; in 06:09.03] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test Results For Left+Right Warping By Hyperzoot===&lt;br /&gt;
&lt;br /&gt;
All testing was done from a new file and all of the coins were collected in 1-1 unless otherwise stated. Levels on the over-world map glitch out after performing the warp, after completing the level that was warped to and some are just blank and inaccessible. This trick is a good way to bypass levels or go straight to 6-8 in glitched Any% speedruns.&lt;br /&gt;
&lt;br /&gt;
====Coin Counts====&lt;br /&gt;
&lt;br /&gt;
00 - 1-E. Dying here and trying it again results in warping to 1-1 if done again. If 1-E is completed, Yoshi does the animation of taking Baby Mario to 1-2 on the over-world map but 1-1 is not completed. 1-Bonus is unlocked and the 1-E square is glitched. Completing 1-Bonus fixes the over-world map. &amp;lt;br /&amp;gt;&lt;br /&gt;
01 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
02 - 1-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
03 - 1-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
04 - 1-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
05 - 1-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
06 - 1-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
07 - 1-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
08 - 1-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
09 - 1-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
10 - 1-Bonus. &amp;lt;br /&amp;gt;&lt;br /&gt;
11 - The level intro is glitched and the game softlocks. &amp;lt;br /&amp;gt;&lt;br /&gt;
12 - Tutorial level. &amp;lt;br /&amp;gt;&lt;br /&gt;
13 - 2-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
14 - 2-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
15 - 2-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
16 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
17 - 2-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
18 - 2-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
19 - 2-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
20 - 2-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
21 - 2-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
22 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
23 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
24 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
25 - 3-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
26 - 3-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
27 - 3-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
28 - 3-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
29 - 3-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
30 - 3-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
31 - 3-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
32 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
33 - 3-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
34 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
35 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
36 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
37 - 4-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
38 - 4-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
39 - 4-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
40 - 4-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
41 - 4-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
42 - 4-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
43 - 4-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
44 - 4-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
45 - 4-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
46 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
47 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
48 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
49 - 5-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
50 - 5-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
51 - 5-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
52 - 5-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
53 - 5-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
54 - 5-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
55 - 5-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
56 - 5-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
57 - 5-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
58 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
59 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
60 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
61 - 6-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
62 - 6-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
63 - 6-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
64 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
65 - 6-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
66 - 6-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
67 - 6-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
68 - 6-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
69 - 6-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
70 - The level intro is glitched and Yoshi spawns in the sky. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
71 - Yoshi spawns at the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
72 - The level intro is glitched and Yoshi spawns in a dark house with light around him. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
73 - The level intro is very glitchy and Yoshi spawns in the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. Yoshi&#039;s colors are an inverted type of green. &amp;lt;br /&amp;gt;&lt;br /&gt;
74 - The level intro is blank and Yoshi spawns below the middle-ring in 6-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
75 - The level intro is blank and Yoshi spawns in the sky of a boss room background with Kamek music playing. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
76 - The level intro is blank and Yoshi spawns in the sky of a waterfall background similar to 4-2. There does not appear to be a floor. Yoshi&#039;s colors are a metallic blue. &amp;lt;br /&amp;gt;&lt;br /&gt;
77 - The level intro is blank and Yoshi spawns in the sky of a jungle background. There is a very short drop to death and there does not appear to be a floor. Yoshi&#039;s colors are a mix green, blue and gray and Baby Mario is purple and orange. &amp;lt;br /&amp;gt;&lt;br /&gt;
78 - The level intro is glitchy with no text and a small Raphael is visible. The level looks like the Raphael boss fight on the moon but incredibly glitched and sideways. A text box appears slowly and Raphael rotates slowly as well. A few random sprites come from the side of the screen and then the game softlocks. &amp;lt;br /&amp;gt;&lt;br /&gt;
79 - This one is similar to 77 coins except with a brown/green/blue color palette. &amp;lt;br /&amp;gt;&lt;br /&gt;
80 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
81 - Yoshi is metallic blue and spawns in a locked section of 4-4. You can go back and play 4-4 like normally but Yoshi retains the wrong colors. &amp;lt;br /&amp;gt;&lt;br /&gt;
82 - The level intro is similar to 78 coins but the game softlocks after the level music starts to play. &amp;lt;br /&amp;gt;&lt;br /&gt;
83 - Yoshi is yellowish and spawns in the middle of some foam in 3-5. The foam pushes you left to your death. &amp;lt;br /&amp;gt;&lt;br /&gt;
84 - Yoshi is monochromatic and spawns in the sky. There does not appear to be a floor and fluttering to the right results in the screen changing. &amp;lt;br /&amp;gt;&lt;br /&gt;
85 - Yoshi is ketchup colored and spawns in the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
86 - This one is similar to 78 coins. Raphael slowly rotates all the way around the moon, looks around and pounds the ground. You have control over Yoshi and if you flutter, the moon will rotate. This will spawn a bunch of random sprites and will likely softlock the game. &amp;lt;br /&amp;gt;&lt;br /&gt;
87 - This one is very similar to 86 coins except it may spawn different sprites. &amp;lt;br /&amp;gt;&lt;br /&gt;
88 - Yoshi is glitchy colored and spawns in the sky of a jungle background. At least one invisible platform is located at the bottom of the far right of the screen. &amp;lt;br /&amp;gt;&lt;br /&gt;
89 - Yoshi is yellow/green colored and spawns in the middle of 4-6. The level appears to be normal otherwise. &amp;lt;br /&amp;gt;&lt;br /&gt;
90 - Yoshi is glitchy colored and spawns in the sky of a snow level while the bonus music plays. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
91 - Yoshi is the regular light blue color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
92 - The level intro is glitched. Yoshi is strangely colored and spawns in the &amp;quot;air&amp;quot; of an underwater background. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
93 - The level intro is blank. Yoshi is the regular purple color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
94 - This one is similar to 78 coins. A glitched Bullet Bill Cannon sprite appears in place of Raphael, which wanders in a circle around the moon (or whatever it could be) forever. Yoshi spawns on top of the level and is able to move once the glitched Raphael sprite does. Going to the left causes very bright colored lines to flood the screen. Going to the right spawns a very glitched GOAL! sprite to appear. Both directions will cause a softlock. Yoshi can get hit by the glitched Raphael sprite and can also fall to his death. Upon death, the game asks if you want to restart at the middle-ring. A glitched, orange colored Yoshi then spawns on a red coin in level 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
95 - Yoshi is a glitched purple color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
96 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
97 - Yoshi is glitched colored and spawns in the sky with a background of happy little mountains. Horizontal speed is low but vertical speed is very high. The screen appears to wrap vertically a few times. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
98 - The level intro is, similar to 92 coins. Yoshi is the regular light blue color and spawns in the sky. &amp;lt;br /&amp;gt;&lt;br /&gt;
99 - Similar to 97 coin. &amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=Warps&amp;diff=6297</id>
		<title>Warps</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=Warps&amp;diff=6297"/>
		<updated>2026-04-22T08:49:06Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: /* Time Saves */ added 1-6 to table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=1-1 Warps=&lt;br /&gt;
{{#ev:youtube|ES66FGpYWXE|240x160|right|&#039;&#039;&#039;1-1 Warp Demonstration|frame}}&lt;br /&gt;
&lt;br /&gt;
Several situations can result in warping to level 1-1. When the warp is activated, you&#039;ll be dropped from the sky and must flutter 9 times while holding right to survive. If 1-1 is completed, the game will continue on as though you had just beaten the level in which the warp was activated. 1-1 Warps can save 4-5 minutes in total in a speedrun. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each warp is performed differently depending on the level but they all follow the same general format. The area that Yoshi is sent to when he enters a pipe or screen transition is dependent on where Yoshi actually is and &#039;&#039;&#039;not&#039;&#039;&#039; which pipe/screen transition he has entered. Thus, entering a pipe from a different position than normal can result in Yoshi being sent to the coordinates 0,0, the top left corner of the first level, 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
Image explanation: [https://i.imgur.com/svyXfJh.jpg] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the video, a [[Tricks#Pipe_Jump|pipe jump]] is used to activate the 1-1 Warp, followed by 9 consecutive flutters to survive the fall and complete the level.&lt;br /&gt;
&lt;br /&gt;
===== Out-Of-Bounds Warping =====&lt;br /&gt;
&lt;br /&gt;
Sublevels are limited to screens 0x00-0x7F - if you warp above (1-6 for example) or below these, the game starts reading into the MAP16 tile data. This leads to 1-1 warps on SNES and varying results on GBA. Check out the [[GBA Info|GBA page]] for more information.&lt;br /&gt;
&lt;br /&gt;
==How To Do Each Warp==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=c5nQpY1-v4k|480x320|right|&#039;&#039;&#039;1-1 Warp Tutorial|frame}}&lt;br /&gt;
&lt;br /&gt;
The tutorial video will teach you how to do all the relevant warps for speedrunning.&lt;br /&gt;
===1-1===&lt;br /&gt;
Go to the first pipe in the level and do a [[Tricks#Pipe_Jump|pipe jump]] to activate the 1-1 Warp. [https://www.youtube.com/watch?v=ES66FGpYWXE]&lt;br /&gt;
&lt;br /&gt;
===1-3===&lt;br /&gt;
Enter the secret bonus room near the end of the level. Hold B upon entering the room to begin fluttering. With enough [[Fluttering#Perfect_Flutter|perfect flutters]] and height gained you can go across the top to either the left or right side to activate the 1-1 Warp. [https://www.youtube.com/watch?v=2hjkrlRxRSU]&lt;br /&gt;
&lt;br /&gt;
===1-4===&lt;br /&gt;
Enter the pipe that&#039;s next to the locked door (screen 2). Hug and face the wall on the right and begin aiming an egg. Shortly after the Piro Dangle enemy flames up, jump to the left and run into it to get hit. Then, quickly move back to the right. Wait for Baby Mario to touch the wall and then jump up (where you came in from). If you are high enough when you reclaim Baby Mario, the 1-1 Warp will activate. [https://youtu.be/qSDsenGO8qE?t=1]&lt;br /&gt;
&lt;br /&gt;
===1-6===&lt;br /&gt;
At the end of the first cave, do a series of [[Movement#Perfect_Jump|perfect jumps]] on the yellow moving platform to keep the screen from scrolling up. This will allow you to enter the screen transition from higher than normal to activate the 1-1 Warp. [https://youtu.be/gNft0w9BFQA]&lt;br /&gt;
This saves an estimated 1.65 seconds over the IL WR and around 2 seconds over standard full run strategy.&lt;br /&gt;
&lt;br /&gt;
Alternate warp: [https://www.youtube.com/watch?v=TRvckWrd28U]&lt;br /&gt;
&lt;br /&gt;
===2-1===&lt;br /&gt;
This level has 2 different ways of activating the 1-1 Warp! &amp;lt;br/&amp;gt;&lt;br /&gt;
*Go to the first pipe (the one that leads to the room with Poochy) and do a [[Tricks#Pipe_Jump|pipe jump]] to activate the 1-1 Warp. [https://youtu.be/3XrF_2cBOQ4] &amp;lt;br/&amp;gt;&lt;br /&gt;
*Jump on the bouncy arrow next to the midring and hold left. After you avoid the wall, hold right to enter the screen transition from above to activate the 1-1 Warp. [https://www.youtube.com/watch?v=amhaG11H6kE] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The second method is way harder and should be used only as a backup if you fail the first method.&lt;br /&gt;
&lt;br /&gt;
===2-4===&lt;br /&gt;
On the second screen just before the horizontal pipe, lure the Boo Blah as close to the pipe as possible. You can use eggs or jump on its head to skip the animation where it raises its hands up. When it&#039;s right next to the pipe, jump on it and enter the pipe. Entering the pipe this way puts you at a higher position than normal, which activates the 1-1 Warp. [https://youtu.be/FRGBWPK_J2s?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible that you won&#039;t have enough height, even though you were standing on the Boo Blah when entering the pipe.&lt;br /&gt;
&lt;br /&gt;
===2-5===&lt;br /&gt;
On the last screen of the level, enter the secret room via beanstalk and hidden !switch. Immediately start fluttering once you enter the room. Hold up to re-enter the pipe and activate the 1-1 Warp. [https://www.youtube.com/watch?v=7ibGjp0-okc] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You have a 2 frame window to flutter and enter the pipe first try. You can also do [[Fluttering#Perfect_Flutter|perfect flutters]] to gain height if you don&#039;t make it with the first one.&lt;br /&gt;
&lt;br /&gt;
===3-1===&lt;br /&gt;
On the second screen, tongue the first monkey then do a small jump off of the post and up-spit the monkey. Jump at the 2nd hanging vine and hold jump to bounce on the monkey after it jumps onto the vine, then do an [[Fluttering#Extended_Flutter|extended flutter]]. Keep holding right until you enter the screen transition to activate the 1-1 Warp. [https://youtu.be/9YwsGngSE58?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Make sure to not lose speed when you do the up-spit and avoid the mud, otherwise the monkey may not cooperate with you.&lt;br /&gt;
&lt;br /&gt;
===3-7===&lt;br /&gt;
-Information and video coming soon-&lt;br /&gt;
&lt;br /&gt;
===4-3===&lt;br /&gt;
Under normal circumstances, this 1-1 Warp cannot be activated, but it exists nonetheless. At the beginning of the last screen of the level, use the free movement feature on the [[Practice_Hack|Practice Hack]] and go just above the bouncy arrow to do the warp. [https://youtu.be/0ok-G8IqdAw]&lt;br /&gt;
&lt;br /&gt;
===4-7===&lt;br /&gt;
Hold left after jumping on the bouncy arrow. If you are far enough to the left, the 1-1 Warp activate. This is by far the easiest warp to execute. [https://youtu.be/6weakeP7bRU?t=1]&lt;br /&gt;
&lt;br /&gt;
===5-4===&lt;br /&gt;
At the start, grab a shy guy from the pipe but do not eat it, then proceed as normal. You want to have 3 eggs for the warp. Go past the 2nd pipe and stand underneath the stair cloud. Push against the wall and face left, then do 2 [[Eggs#Neutral_Egg_Shot|neutral egg shots]] to clear out the spikes. Then, stand on the left side of the pipe, on the first line on the floor, do a small jump and up-spit the shy guy. Begin an [[Eggs#Upward_Egg_Shot|up-shot]], lock the egg-aiming cursor at the very top, bounce on the shy guy and fall where you cleared out the spikes. Push against the left wall as you fall and do an [[Fluttering#Extended_Flutter|extended flutter]] just before the cursor goes off-screen. Keep holding left and aim for the underside of the pipe. Hold up to enter the pipe to activate the 1-1 Warp. [https://youtu.be/q4SXfWcLILM?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is a 2 frame window to do the extended flutter to get into the pipe. If you go too soon, you won&#039;t be able to travel far enough left to reach the pipe before bonking your head. If you go too late, you&#039;ll either fall to your death or won&#039;t have enough height to reach the pipe. This is easily the hardest warp to execute.&lt;br /&gt;
&lt;br /&gt;
===6-7===&lt;br /&gt;
In the second to last screen of the level, go to the bonus room. Get hit and then reclaim Baby Mario near the bottom of the screen to activate the 1-1 Warp. This one can be very tricky because you can either enter the bonus room or fall to your death. [https://youtu.be/CCuDQbNvct4]&lt;br /&gt;
&lt;br /&gt;
==Time Saves==&lt;br /&gt;
===Any%===&lt;br /&gt;
* &#039;&#039;&#039;1-1&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-3&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-4&#039;&#039;&#039;: ~29s&lt;br /&gt;
* &#039;&#039;&#039;1-6&#039;&#039;&#039;: ~2s&lt;br /&gt;
* &#039;&#039;&#039;2-1&#039;&#039;&#039;: ~48s&lt;br /&gt;
* &#039;&#039;&#039;2-4&#039;&#039;&#039;: ~27s&lt;br /&gt;
* &#039;&#039;&#039;2-5&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;3-1&#039;&#039;&#039;: ~10s&lt;br /&gt;
* &#039;&#039;&#039;3-7&#039;&#039;&#039;: -coming soon-&lt;br /&gt;
* &#039;&#039;&#039;4-7&#039;&#039;&#039;: ~1s&lt;br /&gt;
* &#039;&#039;&#039;5-4&#039;&#039;&#039;: ~132s or 2m12s (Optimal 5-4 Skip)&lt;br /&gt;
* &#039;&#039;&#039;5-4&#039;&#039;&#039;: ~216s or 3m36s  (No 5-4 Skip)&lt;br /&gt;
* &#039;&#039;&#039;6-7&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
====Total Possible Time Save:====&lt;br /&gt;
*~249s or 4m07s (Optimal 5-4 Skip) &lt;br /&gt;
*~333s or 5m31s (No 5-4 skip)&lt;br /&gt;
&lt;br /&gt;
===100%===&lt;br /&gt;
* &#039;&#039;&#039;1-1&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-3&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-4:&#039;&#039;&#039; ~29s&lt;br /&gt;
* &#039;&#039;&#039;1-6&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;2-1:&#039;&#039;&#039; ~48s&lt;br /&gt;
* &#039;&#039;&#039;2-4:&#039;&#039;&#039; ~54s&lt;br /&gt;
* &#039;&#039;&#039;2-5:&#039;&#039;&#039; ~10s&lt;br /&gt;
* &#039;&#039;&#039;3-1:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;3-7&#039;&#039;&#039;: -coming soon-&lt;br /&gt;
* &#039;&#039;&#039;4-7:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;5-4:&#039;&#039;&#039; ~141s or 2m21s (Optimal 5-4 skip)&lt;br /&gt;
* &#039;&#039;&#039;5-4:&#039;&#039;&#039; ~201s or 3m21s (No 5-4 skip)&lt;br /&gt;
* &#039;&#039;&#039;6-7&#039;&#039;&#039;: None&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Warps are only allowed in [[100%25_No_Restriction|100% No Restrictions]]. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Total Possible Time Save:====&lt;br /&gt;
*~282s or 4m42s (Optimal 5-4 skip)&lt;br /&gt;
*~342s or 5m42s (No 5-4 skip)&lt;br /&gt;
&lt;br /&gt;
=Left+Right Warping=&lt;br /&gt;
[[File:Corrupt_Menu.png|thumb|left|x161px|Corrupt File Menu]]&lt;br /&gt;
[[File:Silly_level_order.png|thumb|right|x161px|Silly Level Order]]&lt;br /&gt;
&lt;br /&gt;
These warps require an emulator that allows left+right inputs on the same frame or a modded/broken dpad. Left+right warps can cause several interesting effects such as softlocks, glitched levels, severe lag and save file corruption. Different emulators (and different versions/ROMs) may produce different outcomes. Where you&#039;re sent to when you do a left+right warp depends on your coin count. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*RAM address for coin count: 7E037B &lt;br /&gt;
*RAM addresses for levels: 7E021A and 7E021B &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are based on 2-bytes and the outcomes are believed to be at an amount of ~56k.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-depth Explanation==&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: 1px solid #000000; background:#EEEEEE;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
The Warp Glitch is the glitch that makes this possible. It works by pressing &amp;lt; and &amp;gt; at the same time in the overworld. When you then start the level, it is determined by the amount of coins you have. The reason why this happens is because the game doesn&#039;t expect you to press both directions at once.&lt;br /&gt;
&lt;br /&gt;
So what happens when you press &amp;lt; + &amp;gt;. Well, to start things, there is an address ($36) which is input data. That means if you press &amp;gt; bit 0 and if you press &amp;lt; bit 1 of $36 is set. The game checks every frame if it should move the cursor. It does this by checking if one of the two bits in $36 is set. Since we pressed both at once, both bits will be set and the game will think it has to move the cursor.&lt;br /&gt;
&lt;br /&gt;
Next step is that the game checks where to move the cursor. The overworld data is at $030F for level 1-1, $0310 for level 1-2 to $0319 which is the &amp;quot;SCORE&amp;quot; button and $031A which is the button configuration. It goes on like that (so 2-1 is $031B). If a level is not unlocked the value for its address is 0, if it is however unlocked then the value will be its level number (so 1 for 1-1, 5 for 2-5, 9 for Extra and 12 for button config). Of course 11 and 12 will be always unlocked. So the game takes the current position and adds it with $(17E182+x). Where x is what you pressed (so it&#039;s 1 if you pressed &amp;gt;, 2 if you pressed &amp;lt; and 3 if you pressed both at the same time). The game only expects x to be 1 or 2, which is why $(17E182+1) = 0x01 (so + 1 to get the level after the current one), and $(17E182+2) = 0xFF (which will act as -1 to get the level before the current level).&lt;br /&gt;
&lt;br /&gt;
So the game checks if the next level is unlocked (it does this by bitwise ANDing the value with 0x0F), if not it will add another value until it found a level which is unlocked (which is why the cursor goes directly to the &amp;quot;SCORE&amp;quot; button when pressed right and only 1-1 is unlocked). Since we pressed both directions at the same time x is 3 which results in $(17E182+3) = 0x06, which means it will go 6 levels forward every check (which is why the cursor goes to 1-7 when it is unlocked and you try the glitch). So now it checks addresses like: $0315, $031B, $0321 ... until it reaches $037B which happens to be the current coin value and it stops there because coin amount % 0x0F is not 0 (that is the reason something different happens if you try to do the glitch with 0, 16, 32, 48, etc. coins).&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Masterjun describing the left+right warp in-depth in his TASvideos submission: [http://tasvideos.org/3881S.html Super Mario World 2: Yoshi&#039;s Island &amp;quot;glitched&amp;quot; in 06:09.03] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test Results For Left+Right Warping By Hyperzoot===&lt;br /&gt;
&lt;br /&gt;
All testing was done from a new file and all of the coins were collected in 1-1 unless otherwise stated. Levels on the over-world map glitch out after performing the warp, after completing the level that was warped to and some are just blank and inaccessible. This trick is a good way to bypass levels or go straight to 6-8 in glitched Any% speedruns.&lt;br /&gt;
&lt;br /&gt;
====Coin Counts====&lt;br /&gt;
&lt;br /&gt;
00 - 1-E. Dying here and trying it again results in warping to 1-1 if done again. If 1-E is completed, Yoshi does the animation of taking Baby Mario to 1-2 on the over-world map but 1-1 is not completed. 1-Bonus is unlocked and the 1-E square is glitched. Completing 1-Bonus fixes the over-world map. &amp;lt;br /&amp;gt;&lt;br /&gt;
01 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
02 - 1-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
03 - 1-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
04 - 1-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
05 - 1-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
06 - 1-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
07 - 1-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
08 - 1-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
09 - 1-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
10 - 1-Bonus. &amp;lt;br /&amp;gt;&lt;br /&gt;
11 - The level intro is glitched and the game softlocks. &amp;lt;br /&amp;gt;&lt;br /&gt;
12 - Tutorial level. &amp;lt;br /&amp;gt;&lt;br /&gt;
13 - 2-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
14 - 2-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
15 - 2-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
16 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
17 - 2-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
18 - 2-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
19 - 2-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
20 - 2-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
21 - 2-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
22 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
23 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
24 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
25 - 3-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
26 - 3-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
27 - 3-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
28 - 3-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
29 - 3-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
30 - 3-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
31 - 3-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
32 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
33 - 3-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
34 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
35 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
36 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
37 - 4-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
38 - 4-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
39 - 4-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
40 - 4-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
41 - 4-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
42 - 4-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
43 - 4-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
44 - 4-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
45 - 4-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
46 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
47 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
48 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
49 - 5-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
50 - 5-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
51 - 5-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
52 - 5-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
53 - 5-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
54 - 5-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
55 - 5-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
56 - 5-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
57 - 5-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
58 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
59 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
60 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
61 - 6-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
62 - 6-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
63 - 6-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
64 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
65 - 6-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
66 - 6-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
67 - 6-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
68 - 6-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
69 - 6-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
70 - The level intro is glitched and Yoshi spawns in the sky. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
71 - Yoshi spawns at the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
72 - The level intro is glitched and Yoshi spawns in a dark house with light around him. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
73 - The level intro is very glitchy and Yoshi spawns in the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. Yoshi&#039;s colors are an inverted type of green. &amp;lt;br /&amp;gt;&lt;br /&gt;
74 - The level intro is blank and Yoshi spawns below the middle-ring in 6-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
75 - The level intro is blank and Yoshi spawns in the sky of a boss room background with Kamek music playing. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
76 - The level intro is blank and Yoshi spawns in the sky of a waterfall background similar to 4-2. There does not appear to be a floor. Yoshi&#039;s colors are a metallic blue. &amp;lt;br /&amp;gt;&lt;br /&gt;
77 - The level intro is blank and Yoshi spawns in the sky of a jungle background. There is a very short drop to death and there does not appear to be a floor. Yoshi&#039;s colors are a mix green, blue and gray and Baby Mario is purple and orange. &amp;lt;br /&amp;gt;&lt;br /&gt;
78 - The level intro is glitchy with no text and a small Raphael is visible. The level looks like the Raphael boss fight on the moon but incredibly glitched and sideways. A text box appears slowly and Raphael rotates slowly as well. A few random sprites come from the side of the screen and then the game softlocks. &amp;lt;br /&amp;gt;&lt;br /&gt;
79 - This one is similar to 77 coins except with a brown/green/blue color palette. &amp;lt;br /&amp;gt;&lt;br /&gt;
80 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
81 - Yoshi is metallic blue and spawns in a locked section of 4-4. You can go back and play 4-4 like normally but Yoshi retains the wrong colors. &amp;lt;br /&amp;gt;&lt;br /&gt;
82 - The level intro is similar to 78 coins but the game softlocks after the level music starts to play. &amp;lt;br /&amp;gt;&lt;br /&gt;
83 - Yoshi is yellowish and spawns in the middle of some foam in 3-5. The foam pushes you left to your death. &amp;lt;br /&amp;gt;&lt;br /&gt;
84 - Yoshi is monochromatic and spawns in the sky. There does not appear to be a floor and fluttering to the right results in the screen changing. &amp;lt;br /&amp;gt;&lt;br /&gt;
85 - Yoshi is ketchup colored and spawns in the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
86 - This one is similar to 78 coins. Raphael slowly rotates all the way around the moon, looks around and pounds the ground. You have control over Yoshi and if you flutter, the moon will rotate. This will spawn a bunch of random sprites and will likely softlock the game. &amp;lt;br /&amp;gt;&lt;br /&gt;
87 - This one is very similar to 86 coins except it may spawn different sprites. &amp;lt;br /&amp;gt;&lt;br /&gt;
88 - Yoshi is glitchy colored and spawns in the sky of a jungle background. At least one invisible platform is located at the bottom of the far right of the screen. &amp;lt;br /&amp;gt;&lt;br /&gt;
89 - Yoshi is yellow/green colored and spawns in the middle of 4-6. The level appears to be normal otherwise. &amp;lt;br /&amp;gt;&lt;br /&gt;
90 - Yoshi is glitchy colored and spawns in the sky of a snow level while the bonus music plays. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
91 - Yoshi is the regular light blue color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
92 - The level intro is glitched. Yoshi is strangely colored and spawns in the &amp;quot;air&amp;quot; of an underwater background. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
93 - The level intro is blank. Yoshi is the regular purple color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
94 - This one is similar to 78 coins. A glitched Bullet Bill Cannon sprite appears in place of Raphael, which wanders in a circle around the moon (or whatever it could be) forever. Yoshi spawns on top of the level and is able to move once the glitched Raphael sprite does. Going to the left causes very bright colored lines to flood the screen. Going to the right spawns a very glitched GOAL! sprite to appear. Both directions will cause a softlock. Yoshi can get hit by the glitched Raphael sprite and can also fall to his death. Upon death, the game asks if you want to restart at the middle-ring. A glitched, orange colored Yoshi then spawns on a red coin in level 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
95 - Yoshi is a glitched purple color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
96 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
97 - Yoshi is glitched colored and spawns in the sky with a background of happy little mountains. Horizontal speed is low but vertical speed is very high. The screen appears to wrap vertically a few times. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
98 - The level intro is, similar to 92 coins. Yoshi is the regular light blue color and spawns in the sky. &amp;lt;br /&amp;gt;&lt;br /&gt;
99 - Similar to 97 coin. &amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=Warps&amp;diff=6296</id>
		<title>Warps</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=Warps&amp;diff=6296"/>
		<updated>2026-04-22T08:46:47Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: bad box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=1-1 Warps=&lt;br /&gt;
{{#ev:youtube|ES66FGpYWXE|240x160|right|&#039;&#039;&#039;1-1 Warp Demonstration|frame}}&lt;br /&gt;
&lt;br /&gt;
Several situations can result in warping to level 1-1. When the warp is activated, you&#039;ll be dropped from the sky and must flutter 9 times while holding right to survive. If 1-1 is completed, the game will continue on as though you had just beaten the level in which the warp was activated. 1-1 Warps can save 4-5 minutes in total in a speedrun. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each warp is performed differently depending on the level but they all follow the same general format. The area that Yoshi is sent to when he enters a pipe or screen transition is dependent on where Yoshi actually is and &#039;&#039;&#039;not&#039;&#039;&#039; which pipe/screen transition he has entered. Thus, entering a pipe from a different position than normal can result in Yoshi being sent to the coordinates 0,0, the top left corner of the first level, 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
Image explanation: [https://i.imgur.com/svyXfJh.jpg] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the video, a [[Tricks#Pipe_Jump|pipe jump]] is used to activate the 1-1 Warp, followed by 9 consecutive flutters to survive the fall and complete the level.&lt;br /&gt;
&lt;br /&gt;
===== Out-Of-Bounds Warping =====&lt;br /&gt;
&lt;br /&gt;
Sublevels are limited to screens 0x00-0x7F - if you warp above (1-6 for example) or below these, the game starts reading into the MAP16 tile data. This leads to 1-1 warps on SNES and varying results on GBA. Check out the [[GBA Info|GBA page]] for more information.&lt;br /&gt;
&lt;br /&gt;
==How To Do Each Warp==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=c5nQpY1-v4k|480x320|right|&#039;&#039;&#039;1-1 Warp Tutorial|frame}}&lt;br /&gt;
&lt;br /&gt;
The tutorial video will teach you how to do all the relevant warps for speedrunning.&lt;br /&gt;
===1-1===&lt;br /&gt;
Go to the first pipe in the level and do a [[Tricks#Pipe_Jump|pipe jump]] to activate the 1-1 Warp. [https://www.youtube.com/watch?v=ES66FGpYWXE]&lt;br /&gt;
&lt;br /&gt;
===1-3===&lt;br /&gt;
Enter the secret bonus room near the end of the level. Hold B upon entering the room to begin fluttering. With enough [[Fluttering#Perfect_Flutter|perfect flutters]] and height gained you can go across the top to either the left or right side to activate the 1-1 Warp. [https://www.youtube.com/watch?v=2hjkrlRxRSU]&lt;br /&gt;
&lt;br /&gt;
===1-4===&lt;br /&gt;
Enter the pipe that&#039;s next to the locked door (screen 2). Hug and face the wall on the right and begin aiming an egg. Shortly after the Piro Dangle enemy flames up, jump to the left and run into it to get hit. Then, quickly move back to the right. Wait for Baby Mario to touch the wall and then jump up (where you came in from). If you are high enough when you reclaim Baby Mario, the 1-1 Warp will activate. [https://youtu.be/qSDsenGO8qE?t=1]&lt;br /&gt;
&lt;br /&gt;
===1-6===&lt;br /&gt;
At the end of the first cave, do a series of [[Movement#Perfect_Jump|perfect jumps]] on the yellow moving platform to keep the screen from scrolling up. This will allow you to enter the screen transition from higher than normal to activate the 1-1 Warp. [https://youtu.be/gNft0w9BFQA]&lt;br /&gt;
This saves an estimated 1.65 seconds over the IL WR and around 2 seconds over standard full run strategy.&lt;br /&gt;
&lt;br /&gt;
Alternate warp: [https://www.youtube.com/watch?v=TRvckWrd28U]&lt;br /&gt;
&lt;br /&gt;
===2-1===&lt;br /&gt;
This level has 2 different ways of activating the 1-1 Warp! &amp;lt;br/&amp;gt;&lt;br /&gt;
*Go to the first pipe (the one that leads to the room with Poochy) and do a [[Tricks#Pipe_Jump|pipe jump]] to activate the 1-1 Warp. [https://youtu.be/3XrF_2cBOQ4] &amp;lt;br/&amp;gt;&lt;br /&gt;
*Jump on the bouncy arrow next to the midring and hold left. After you avoid the wall, hold right to enter the screen transition from above to activate the 1-1 Warp. [https://www.youtube.com/watch?v=amhaG11H6kE] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The second method is way harder and should be used only as a backup if you fail the first method.&lt;br /&gt;
&lt;br /&gt;
===2-4===&lt;br /&gt;
On the second screen just before the horizontal pipe, lure the Boo Blah as close to the pipe as possible. You can use eggs or jump on its head to skip the animation where it raises its hands up. When it&#039;s right next to the pipe, jump on it and enter the pipe. Entering the pipe this way puts you at a higher position than normal, which activates the 1-1 Warp. [https://youtu.be/FRGBWPK_J2s?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible that you won&#039;t have enough height, even though you were standing on the Boo Blah when entering the pipe.&lt;br /&gt;
&lt;br /&gt;
===2-5===&lt;br /&gt;
On the last screen of the level, enter the secret room via beanstalk and hidden !switch. Immediately start fluttering once you enter the room. Hold up to re-enter the pipe and activate the 1-1 Warp. [https://www.youtube.com/watch?v=7ibGjp0-okc] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You have a 2 frame window to flutter and enter the pipe first try. You can also do [[Fluttering#Perfect_Flutter|perfect flutters]] to gain height if you don&#039;t make it with the first one.&lt;br /&gt;
&lt;br /&gt;
===3-1===&lt;br /&gt;
On the second screen, tongue the first monkey then do a small jump off of the post and up-spit the monkey. Jump at the 2nd hanging vine and hold jump to bounce on the monkey after it jumps onto the vine, then do an [[Fluttering#Extended_Flutter|extended flutter]]. Keep holding right until you enter the screen transition to activate the 1-1 Warp. [https://youtu.be/9YwsGngSE58?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Make sure to not lose speed when you do the up-spit and avoid the mud, otherwise the monkey may not cooperate with you.&lt;br /&gt;
&lt;br /&gt;
===3-7===&lt;br /&gt;
-Information and video coming soon-&lt;br /&gt;
&lt;br /&gt;
===4-3===&lt;br /&gt;
Under normal circumstances, this 1-1 Warp cannot be activated, but it exists nonetheless. At the beginning of the last screen of the level, use the free movement feature on the [[Practice_Hack|Practice Hack]] and go just above the bouncy arrow to do the warp. [https://youtu.be/0ok-G8IqdAw]&lt;br /&gt;
&lt;br /&gt;
===4-7===&lt;br /&gt;
Hold left after jumping on the bouncy arrow. If you are far enough to the left, the 1-1 Warp activate. This is by far the easiest warp to execute. [https://youtu.be/6weakeP7bRU?t=1]&lt;br /&gt;
&lt;br /&gt;
===5-4===&lt;br /&gt;
At the start, grab a shy guy from the pipe but do not eat it, then proceed as normal. You want to have 3 eggs for the warp. Go past the 2nd pipe and stand underneath the stair cloud. Push against the wall and face left, then do 2 [[Eggs#Neutral_Egg_Shot|neutral egg shots]] to clear out the spikes. Then, stand on the left side of the pipe, on the first line on the floor, do a small jump and up-spit the shy guy. Begin an [[Eggs#Upward_Egg_Shot|up-shot]], lock the egg-aiming cursor at the very top, bounce on the shy guy and fall where you cleared out the spikes. Push against the left wall as you fall and do an [[Fluttering#Extended_Flutter|extended flutter]] just before the cursor goes off-screen. Keep holding left and aim for the underside of the pipe. Hold up to enter the pipe to activate the 1-1 Warp. [https://youtu.be/q4SXfWcLILM?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is a 2 frame window to do the extended flutter to get into the pipe. If you go too soon, you won&#039;t be able to travel far enough left to reach the pipe before bonking your head. If you go too late, you&#039;ll either fall to your death or won&#039;t have enough height to reach the pipe. This is easily the hardest warp to execute.&lt;br /&gt;
&lt;br /&gt;
===6-7===&lt;br /&gt;
In the second to last screen of the level, go to the bonus room. Get hit and then reclaim Baby Mario near the bottom of the screen to activate the 1-1 Warp. This one can be very tricky because you can either enter the bonus room or fall to your death. [https://youtu.be/CCuDQbNvct4]&lt;br /&gt;
&lt;br /&gt;
==Time Saves==&lt;br /&gt;
===Any%===&lt;br /&gt;
* &#039;&#039;&#039;1-1&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-3&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-4&#039;&#039;&#039;: ~29s&lt;br /&gt;
* &#039;&#039;&#039;1-6&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;2-1&#039;&#039;&#039;: ~48s&lt;br /&gt;
* &#039;&#039;&#039;2-4&#039;&#039;&#039;: ~27s&lt;br /&gt;
* &#039;&#039;&#039;2-5&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;3-1&#039;&#039;&#039;: ~10s&lt;br /&gt;
* &#039;&#039;&#039;3-7&#039;&#039;&#039;: -coming soon-&lt;br /&gt;
* &#039;&#039;&#039;4-7&#039;&#039;&#039;: ~1s&lt;br /&gt;
* &#039;&#039;&#039;5-4&#039;&#039;&#039;: ~132s or 2m12s (Optimal 5-4 Skip)&lt;br /&gt;
* &#039;&#039;&#039;5-4&#039;&#039;&#039;: ~216s or 3m36s  (No 5-4 Skip)&lt;br /&gt;
* &#039;&#039;&#039;6-7&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
====Total Possible Time Save:====&lt;br /&gt;
*~247s or 4m07s (Optimal 5-4 Skip) &lt;br /&gt;
*~331s or 5m31s (No 5-4 skip)&lt;br /&gt;
&lt;br /&gt;
===100%===&lt;br /&gt;
* &#039;&#039;&#039;1-1&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-3&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-4:&#039;&#039;&#039; ~29s&lt;br /&gt;
* &#039;&#039;&#039;1-6&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;2-1:&#039;&#039;&#039; ~48s&lt;br /&gt;
* &#039;&#039;&#039;2-4:&#039;&#039;&#039; ~54s&lt;br /&gt;
* &#039;&#039;&#039;2-5:&#039;&#039;&#039; ~10s&lt;br /&gt;
* &#039;&#039;&#039;3-1:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;3-7&#039;&#039;&#039;: -coming soon-&lt;br /&gt;
* &#039;&#039;&#039;4-7:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;5-4:&#039;&#039;&#039; ~141s or 2m21s (Optimal 5-4 skip)&lt;br /&gt;
* &#039;&#039;&#039;5-4:&#039;&#039;&#039; ~201s or 3m21s (No 5-4 skip)&lt;br /&gt;
* &#039;&#039;&#039;6-7&#039;&#039;&#039;: None&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Warps are only allowed in [[100%25_No_Restriction|100% No Restrictions]]. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Total Possible Time Save:====&lt;br /&gt;
*~282s or 4m42s (Optimal 5-4 skip)&lt;br /&gt;
*~342s or 5m42s (No 5-4 skip)&lt;br /&gt;
&lt;br /&gt;
=Left+Right Warping=&lt;br /&gt;
[[File:Corrupt_Menu.png|thumb|left|x161px|Corrupt File Menu]]&lt;br /&gt;
[[File:Silly_level_order.png|thumb|right|x161px|Silly Level Order]]&lt;br /&gt;
&lt;br /&gt;
These warps require an emulator that allows left+right inputs on the same frame or a modded/broken dpad. Left+right warps can cause several interesting effects such as softlocks, glitched levels, severe lag and save file corruption. Different emulators (and different versions/ROMs) may produce different outcomes. Where you&#039;re sent to when you do a left+right warp depends on your coin count. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*RAM address for coin count: 7E037B &lt;br /&gt;
*RAM addresses for levels: 7E021A and 7E021B &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are based on 2-bytes and the outcomes are believed to be at an amount of ~56k.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-depth Explanation==&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: 1px solid #000000; background:#EEEEEE;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
The Warp Glitch is the glitch that makes this possible. It works by pressing &amp;lt; and &amp;gt; at the same time in the overworld. When you then start the level, it is determined by the amount of coins you have. The reason why this happens is because the game doesn&#039;t expect you to press both directions at once.&lt;br /&gt;
&lt;br /&gt;
So what happens when you press &amp;lt; + &amp;gt;. Well, to start things, there is an address ($36) which is input data. That means if you press &amp;gt; bit 0 and if you press &amp;lt; bit 1 of $36 is set. The game checks every frame if it should move the cursor. It does this by checking if one of the two bits in $36 is set. Since we pressed both at once, both bits will be set and the game will think it has to move the cursor.&lt;br /&gt;
&lt;br /&gt;
Next step is that the game checks where to move the cursor. The overworld data is at $030F for level 1-1, $0310 for level 1-2 to $0319 which is the &amp;quot;SCORE&amp;quot; button and $031A which is the button configuration. It goes on like that (so 2-1 is $031B). If a level is not unlocked the value for its address is 0, if it is however unlocked then the value will be its level number (so 1 for 1-1, 5 for 2-5, 9 for Extra and 12 for button config). Of course 11 and 12 will be always unlocked. So the game takes the current position and adds it with $(17E182+x). Where x is what you pressed (so it&#039;s 1 if you pressed &amp;gt;, 2 if you pressed &amp;lt; and 3 if you pressed both at the same time). The game only expects x to be 1 or 2, which is why $(17E182+1) = 0x01 (so + 1 to get the level after the current one), and $(17E182+2) = 0xFF (which will act as -1 to get the level before the current level).&lt;br /&gt;
&lt;br /&gt;
So the game checks if the next level is unlocked (it does this by bitwise ANDing the value with 0x0F), if not it will add another value until it found a level which is unlocked (which is why the cursor goes directly to the &amp;quot;SCORE&amp;quot; button when pressed right and only 1-1 is unlocked). Since we pressed both directions at the same time x is 3 which results in $(17E182+3) = 0x06, which means it will go 6 levels forward every check (which is why the cursor goes to 1-7 when it is unlocked and you try the glitch). So now it checks addresses like: $0315, $031B, $0321 ... until it reaches $037B which happens to be the current coin value and it stops there because coin amount % 0x0F is not 0 (that is the reason something different happens if you try to do the glitch with 0, 16, 32, 48, etc. coins).&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Masterjun describing the left+right warp in-depth in his TASvideos submission: [http://tasvideos.org/3881S.html Super Mario World 2: Yoshi&#039;s Island &amp;quot;glitched&amp;quot; in 06:09.03] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test Results For Left+Right Warping By Hyperzoot===&lt;br /&gt;
&lt;br /&gt;
All testing was done from a new file and all of the coins were collected in 1-1 unless otherwise stated. Levels on the over-world map glitch out after performing the warp, after completing the level that was warped to and some are just blank and inaccessible. This trick is a good way to bypass levels or go straight to 6-8 in glitched Any% speedruns.&lt;br /&gt;
&lt;br /&gt;
====Coin Counts====&lt;br /&gt;
&lt;br /&gt;
00 - 1-E. Dying here and trying it again results in warping to 1-1 if done again. If 1-E is completed, Yoshi does the animation of taking Baby Mario to 1-2 on the over-world map but 1-1 is not completed. 1-Bonus is unlocked and the 1-E square is glitched. Completing 1-Bonus fixes the over-world map. &amp;lt;br /&amp;gt;&lt;br /&gt;
01 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
02 - 1-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
03 - 1-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
04 - 1-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
05 - 1-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
06 - 1-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
07 - 1-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
08 - 1-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
09 - 1-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
10 - 1-Bonus. &amp;lt;br /&amp;gt;&lt;br /&gt;
11 - The level intro is glitched and the game softlocks. &amp;lt;br /&amp;gt;&lt;br /&gt;
12 - Tutorial level. &amp;lt;br /&amp;gt;&lt;br /&gt;
13 - 2-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
14 - 2-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
15 - 2-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
16 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
17 - 2-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
18 - 2-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
19 - 2-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
20 - 2-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
21 - 2-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
22 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
23 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
24 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
25 - 3-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
26 - 3-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
27 - 3-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
28 - 3-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
29 - 3-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
30 - 3-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
31 - 3-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
32 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
33 - 3-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
34 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
35 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
36 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
37 - 4-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
38 - 4-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
39 - 4-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
40 - 4-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
41 - 4-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
42 - 4-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
43 - 4-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
44 - 4-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
45 - 4-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
46 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
47 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
48 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
49 - 5-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
50 - 5-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
51 - 5-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
52 - 5-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
53 - 5-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
54 - 5-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
55 - 5-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
56 - 5-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
57 - 5-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
58 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
59 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
60 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
61 - 6-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
62 - 6-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
63 - 6-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
64 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
65 - 6-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
66 - 6-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
67 - 6-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
68 - 6-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
69 - 6-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
70 - The level intro is glitched and Yoshi spawns in the sky. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
71 - Yoshi spawns at the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
72 - The level intro is glitched and Yoshi spawns in a dark house with light around him. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
73 - The level intro is very glitchy and Yoshi spawns in the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. Yoshi&#039;s colors are an inverted type of green. &amp;lt;br /&amp;gt;&lt;br /&gt;
74 - The level intro is blank and Yoshi spawns below the middle-ring in 6-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
75 - The level intro is blank and Yoshi spawns in the sky of a boss room background with Kamek music playing. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
76 - The level intro is blank and Yoshi spawns in the sky of a waterfall background similar to 4-2. There does not appear to be a floor. Yoshi&#039;s colors are a metallic blue. &amp;lt;br /&amp;gt;&lt;br /&gt;
77 - The level intro is blank and Yoshi spawns in the sky of a jungle background. There is a very short drop to death and there does not appear to be a floor. Yoshi&#039;s colors are a mix green, blue and gray and Baby Mario is purple and orange. &amp;lt;br /&amp;gt;&lt;br /&gt;
78 - The level intro is glitchy with no text and a small Raphael is visible. The level looks like the Raphael boss fight on the moon but incredibly glitched and sideways. A text box appears slowly and Raphael rotates slowly as well. A few random sprites come from the side of the screen and then the game softlocks. &amp;lt;br /&amp;gt;&lt;br /&gt;
79 - This one is similar to 77 coins except with a brown/green/blue color palette. &amp;lt;br /&amp;gt;&lt;br /&gt;
80 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
81 - Yoshi is metallic blue and spawns in a locked section of 4-4. You can go back and play 4-4 like normally but Yoshi retains the wrong colors. &amp;lt;br /&amp;gt;&lt;br /&gt;
82 - The level intro is similar to 78 coins but the game softlocks after the level music starts to play. &amp;lt;br /&amp;gt;&lt;br /&gt;
83 - Yoshi is yellowish and spawns in the middle of some foam in 3-5. The foam pushes you left to your death. &amp;lt;br /&amp;gt;&lt;br /&gt;
84 - Yoshi is monochromatic and spawns in the sky. There does not appear to be a floor and fluttering to the right results in the screen changing. &amp;lt;br /&amp;gt;&lt;br /&gt;
85 - Yoshi is ketchup colored and spawns in the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
86 - This one is similar to 78 coins. Raphael slowly rotates all the way around the moon, looks around and pounds the ground. You have control over Yoshi and if you flutter, the moon will rotate. This will spawn a bunch of random sprites and will likely softlock the game. &amp;lt;br /&amp;gt;&lt;br /&gt;
87 - This one is very similar to 86 coins except it may spawn different sprites. &amp;lt;br /&amp;gt;&lt;br /&gt;
88 - Yoshi is glitchy colored and spawns in the sky of a jungle background. At least one invisible platform is located at the bottom of the far right of the screen. &amp;lt;br /&amp;gt;&lt;br /&gt;
89 - Yoshi is yellow/green colored and spawns in the middle of 4-6. The level appears to be normal otherwise. &amp;lt;br /&amp;gt;&lt;br /&gt;
90 - Yoshi is glitchy colored and spawns in the sky of a snow level while the bonus music plays. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
91 - Yoshi is the regular light blue color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
92 - The level intro is glitched. Yoshi is strangely colored and spawns in the &amp;quot;air&amp;quot; of an underwater background. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
93 - The level intro is blank. Yoshi is the regular purple color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
94 - This one is similar to 78 coins. A glitched Bullet Bill Cannon sprite appears in place of Raphael, which wanders in a circle around the moon (or whatever it could be) forever. Yoshi spawns on top of the level and is able to move once the glitched Raphael sprite does. Going to the left causes very bright colored lines to flood the screen. Going to the right spawns a very glitched GOAL! sprite to appear. Both directions will cause a softlock. Yoshi can get hit by the glitched Raphael sprite and can also fall to his death. Upon death, the game asks if you want to restart at the middle-ring. A glitched, orange colored Yoshi then spawns on a red coin in level 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
95 - Yoshi is a glitched purple color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
96 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
97 - Yoshi is glitched colored and spawns in the sky with a background of happy little mountains. Horizontal speed is low but vertical speed is very high. The screen appears to wrap vertically a few times. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
98 - The level intro is, similar to 92 coins. Yoshi is the regular light blue color and spawns in the sky. &amp;lt;br /&amp;gt;&lt;br /&gt;
99 - Similar to 97 coin. &amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=Warps&amp;diff=6295</id>
		<title>Warps</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=Warps&amp;diff=6295"/>
		<updated>2026-04-22T08:46:05Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: /* 1-6 */ warp initial time estimate savings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=1-1 Warps=&lt;br /&gt;
{{#ev:youtube|ES66FGpYWXE|240x160|right|&#039;&#039;&#039;1-1 Warp Demonstration|frame}}&lt;br /&gt;
&lt;br /&gt;
Several situations can result in warping to level 1-1. When the warp is activated, you&#039;ll be dropped from the sky and must flutter 9 times while holding right to survive. If 1-1 is completed, the game will continue on as though you had just beaten the level in which the warp was activated. 1-1 Warps can save 4-5 minutes in total in a speedrun. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each warp is performed differently depending on the level but they all follow the same general format. The area that Yoshi is sent to when he enters a pipe or screen transition is dependent on where Yoshi actually is and &#039;&#039;&#039;not&#039;&#039;&#039; which pipe/screen transition he has entered. Thus, entering a pipe from a different position than normal can result in Yoshi being sent to the coordinates 0,0, the top left corner of the first level, 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
Image explanation: [https://i.imgur.com/svyXfJh.jpg] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the video, a [[Tricks#Pipe_Jump|pipe jump]] is used to activate the 1-1 Warp, followed by 9 consecutive flutters to survive the fall and complete the level.&lt;br /&gt;
&lt;br /&gt;
===== Out-Of-Bounds Warping =====&lt;br /&gt;
&lt;br /&gt;
Sublevels are limited to screens 0x00-0x7F - if you warp above (1-6 for example) or below these, the game starts reading into the MAP16 tile data. This leads to 1-1 warps on SNES and varying results on GBA. Check out the [[GBA Info|GBA page]] for more information.&lt;br /&gt;
&lt;br /&gt;
==How To Do Each Warp==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=c5nQpY1-v4k|480x320|right|&#039;&#039;&#039;1-1 Warp Tutorial|frame}}&lt;br /&gt;
&lt;br /&gt;
The tutorial video will teach you how to do all the relevant warps for speedrunning.&lt;br /&gt;
===1-1===&lt;br /&gt;
Go to the first pipe in the level and do a [[Tricks#Pipe_Jump|pipe jump]] to activate the 1-1 Warp. [https://www.youtube.com/watch?v=ES66FGpYWXE]&lt;br /&gt;
&lt;br /&gt;
===1-3===&lt;br /&gt;
Enter the secret bonus room near the end of the level. Hold B upon entering the room to begin fluttering. With enough [[Fluttering#Perfect_Flutter|perfect flutters]] and height gained you can go across the top to either the left or right side to activate the 1-1 Warp. [https://www.youtube.com/watch?v=2hjkrlRxRSU]&lt;br /&gt;
&lt;br /&gt;
===1-4===&lt;br /&gt;
Enter the pipe that&#039;s next to the locked door (screen 2). Hug and face the wall on the right and begin aiming an egg. Shortly after the Piro Dangle enemy flames up, jump to the left and run into it to get hit. Then, quickly move back to the right. Wait for Baby Mario to touch the wall and then jump up (where you came in from). If you are high enough when you reclaim Baby Mario, the 1-1 Warp will activate. [https://youtu.be/qSDsenGO8qE?t=1]&lt;br /&gt;
&lt;br /&gt;
===1-6===&lt;br /&gt;
At the end of the first cave, do a series of [[Movement#Perfect_Jump|perfect jumps]] on the yellow moving platform to keep the screen from scrolling up. This will allow you to enter the screen transition from higher than normal to activate the 1-1 Warp. [https://youtu.be/gNft0w9BFQA]&lt;br /&gt;
This saves an estimated 1.65 seconds over the IL WR and around 2 seconds over standard full run strategy.&lt;br /&gt;
 &amp;lt;br/&amp;gt;&lt;br /&gt;
Alternate warp: [https://www.youtube.com/watch?v=TRvckWrd28U]&lt;br /&gt;
&lt;br /&gt;
===2-1===&lt;br /&gt;
This level has 2 different ways of activating the 1-1 Warp! &amp;lt;br/&amp;gt;&lt;br /&gt;
*Go to the first pipe (the one that leads to the room with Poochy) and do a [[Tricks#Pipe_Jump|pipe jump]] to activate the 1-1 Warp. [https://youtu.be/3XrF_2cBOQ4] &amp;lt;br/&amp;gt;&lt;br /&gt;
*Jump on the bouncy arrow next to the midring and hold left. After you avoid the wall, hold right to enter the screen transition from above to activate the 1-1 Warp. [https://www.youtube.com/watch?v=amhaG11H6kE] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The second method is way harder and should be used only as a backup if you fail the first method.&lt;br /&gt;
&lt;br /&gt;
===2-4===&lt;br /&gt;
On the second screen just before the horizontal pipe, lure the Boo Blah as close to the pipe as possible. You can use eggs or jump on its head to skip the animation where it raises its hands up. When it&#039;s right next to the pipe, jump on it and enter the pipe. Entering the pipe this way puts you at a higher position than normal, which activates the 1-1 Warp. [https://youtu.be/FRGBWPK_J2s?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible that you won&#039;t have enough height, even though you were standing on the Boo Blah when entering the pipe.&lt;br /&gt;
&lt;br /&gt;
===2-5===&lt;br /&gt;
On the last screen of the level, enter the secret room via beanstalk and hidden !switch. Immediately start fluttering once you enter the room. Hold up to re-enter the pipe and activate the 1-1 Warp. [https://www.youtube.com/watch?v=7ibGjp0-okc] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You have a 2 frame window to flutter and enter the pipe first try. You can also do [[Fluttering#Perfect_Flutter|perfect flutters]] to gain height if you don&#039;t make it with the first one.&lt;br /&gt;
&lt;br /&gt;
===3-1===&lt;br /&gt;
On the second screen, tongue the first monkey then do a small jump off of the post and up-spit the monkey. Jump at the 2nd hanging vine and hold jump to bounce on the monkey after it jumps onto the vine, then do an [[Fluttering#Extended_Flutter|extended flutter]]. Keep holding right until you enter the screen transition to activate the 1-1 Warp. [https://youtu.be/9YwsGngSE58?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Make sure to not lose speed when you do the up-spit and avoid the mud, otherwise the monkey may not cooperate with you.&lt;br /&gt;
&lt;br /&gt;
===3-7===&lt;br /&gt;
-Information and video coming soon-&lt;br /&gt;
&lt;br /&gt;
===4-3===&lt;br /&gt;
Under normal circumstances, this 1-1 Warp cannot be activated, but it exists nonetheless. At the beginning of the last screen of the level, use the free movement feature on the [[Practice_Hack|Practice Hack]] and go just above the bouncy arrow to do the warp. [https://youtu.be/0ok-G8IqdAw]&lt;br /&gt;
&lt;br /&gt;
===4-7===&lt;br /&gt;
Hold left after jumping on the bouncy arrow. If you are far enough to the left, the 1-1 Warp activate. This is by far the easiest warp to execute. [https://youtu.be/6weakeP7bRU?t=1]&lt;br /&gt;
&lt;br /&gt;
===5-4===&lt;br /&gt;
At the start, grab a shy guy from the pipe but do not eat it, then proceed as normal. You want to have 3 eggs for the warp. Go past the 2nd pipe and stand underneath the stair cloud. Push against the wall and face left, then do 2 [[Eggs#Neutral_Egg_Shot|neutral egg shots]] to clear out the spikes. Then, stand on the left side of the pipe, on the first line on the floor, do a small jump and up-spit the shy guy. Begin an [[Eggs#Upward_Egg_Shot|up-shot]], lock the egg-aiming cursor at the very top, bounce on the shy guy and fall where you cleared out the spikes. Push against the left wall as you fall and do an [[Fluttering#Extended_Flutter|extended flutter]] just before the cursor goes off-screen. Keep holding left and aim for the underside of the pipe. Hold up to enter the pipe to activate the 1-1 Warp. [https://youtu.be/q4SXfWcLILM?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is a 2 frame window to do the extended flutter to get into the pipe. If you go too soon, you won&#039;t be able to travel far enough left to reach the pipe before bonking your head. If you go too late, you&#039;ll either fall to your death or won&#039;t have enough height to reach the pipe. This is easily the hardest warp to execute.&lt;br /&gt;
&lt;br /&gt;
===6-7===&lt;br /&gt;
In the second to last screen of the level, go to the bonus room. Get hit and then reclaim Baby Mario near the bottom of the screen to activate the 1-1 Warp. This one can be very tricky because you can either enter the bonus room or fall to your death. [https://youtu.be/CCuDQbNvct4]&lt;br /&gt;
&lt;br /&gt;
==Time Saves==&lt;br /&gt;
===Any%===&lt;br /&gt;
* &#039;&#039;&#039;1-1&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-3&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-4&#039;&#039;&#039;: ~29s&lt;br /&gt;
* &#039;&#039;&#039;1-6&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;2-1&#039;&#039;&#039;: ~48s&lt;br /&gt;
* &#039;&#039;&#039;2-4&#039;&#039;&#039;: ~27s&lt;br /&gt;
* &#039;&#039;&#039;2-5&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;3-1&#039;&#039;&#039;: ~10s&lt;br /&gt;
* &#039;&#039;&#039;3-7&#039;&#039;&#039;: -coming soon-&lt;br /&gt;
* &#039;&#039;&#039;4-7&#039;&#039;&#039;: ~1s&lt;br /&gt;
* &#039;&#039;&#039;5-4&#039;&#039;&#039;: ~132s or 2m12s (Optimal 5-4 Skip)&lt;br /&gt;
* &#039;&#039;&#039;5-4&#039;&#039;&#039;: ~216s or 3m36s  (No 5-4 Skip)&lt;br /&gt;
* &#039;&#039;&#039;6-7&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
====Total Possible Time Save:====&lt;br /&gt;
*~247s or 4m07s (Optimal 5-4 Skip) &lt;br /&gt;
*~331s or 5m31s (No 5-4 skip)&lt;br /&gt;
&lt;br /&gt;
===100%===&lt;br /&gt;
* &#039;&#039;&#039;1-1&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-3&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-4:&#039;&#039;&#039; ~29s&lt;br /&gt;
* &#039;&#039;&#039;1-6&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;2-1:&#039;&#039;&#039; ~48s&lt;br /&gt;
* &#039;&#039;&#039;2-4:&#039;&#039;&#039; ~54s&lt;br /&gt;
* &#039;&#039;&#039;2-5:&#039;&#039;&#039; ~10s&lt;br /&gt;
* &#039;&#039;&#039;3-1:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;3-7&#039;&#039;&#039;: -coming soon-&lt;br /&gt;
* &#039;&#039;&#039;4-7:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;5-4:&#039;&#039;&#039; ~141s or 2m21s (Optimal 5-4 skip)&lt;br /&gt;
* &#039;&#039;&#039;5-4:&#039;&#039;&#039; ~201s or 3m21s (No 5-4 skip)&lt;br /&gt;
* &#039;&#039;&#039;6-7&#039;&#039;&#039;: None&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Warps are only allowed in [[100%25_No_Restriction|100% No Restrictions]]. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Total Possible Time Save:====&lt;br /&gt;
*~282s or 4m42s (Optimal 5-4 skip)&lt;br /&gt;
*~342s or 5m42s (No 5-4 skip)&lt;br /&gt;
&lt;br /&gt;
=Left+Right Warping=&lt;br /&gt;
[[File:Corrupt_Menu.png|thumb|left|x161px|Corrupt File Menu]]&lt;br /&gt;
[[File:Silly_level_order.png|thumb|right|x161px|Silly Level Order]]&lt;br /&gt;
&lt;br /&gt;
These warps require an emulator that allows left+right inputs on the same frame or a modded/broken dpad. Left+right warps can cause several interesting effects such as softlocks, glitched levels, severe lag and save file corruption. Different emulators (and different versions/ROMs) may produce different outcomes. Where you&#039;re sent to when you do a left+right warp depends on your coin count. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*RAM address for coin count: 7E037B &lt;br /&gt;
*RAM addresses for levels: 7E021A and 7E021B &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are based on 2-bytes and the outcomes are believed to be at an amount of ~56k.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-depth Explanation==&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: 1px solid #000000; background:#EEEEEE;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
The Warp Glitch is the glitch that makes this possible. It works by pressing &amp;lt; and &amp;gt; at the same time in the overworld. When you then start the level, it is determined by the amount of coins you have. The reason why this happens is because the game doesn&#039;t expect you to press both directions at once.&lt;br /&gt;
&lt;br /&gt;
So what happens when you press &amp;lt; + &amp;gt;. Well, to start things, there is an address ($36) which is input data. That means if you press &amp;gt; bit 0 and if you press &amp;lt; bit 1 of $36 is set. The game checks every frame if it should move the cursor. It does this by checking if one of the two bits in $36 is set. Since we pressed both at once, both bits will be set and the game will think it has to move the cursor.&lt;br /&gt;
&lt;br /&gt;
Next step is that the game checks where to move the cursor. The overworld data is at $030F for level 1-1, $0310 for level 1-2 to $0319 which is the &amp;quot;SCORE&amp;quot; button and $031A which is the button configuration. It goes on like that (so 2-1 is $031B). If a level is not unlocked the value for its address is 0, if it is however unlocked then the value will be its level number (so 1 for 1-1, 5 for 2-5, 9 for Extra and 12 for button config). Of course 11 and 12 will be always unlocked. So the game takes the current position and adds it with $(17E182+x). Where x is what you pressed (so it&#039;s 1 if you pressed &amp;gt;, 2 if you pressed &amp;lt; and 3 if you pressed both at the same time). The game only expects x to be 1 or 2, which is why $(17E182+1) = 0x01 (so + 1 to get the level after the current one), and $(17E182+2) = 0xFF (which will act as -1 to get the level before the current level).&lt;br /&gt;
&lt;br /&gt;
So the game checks if the next level is unlocked (it does this by bitwise ANDing the value with 0x0F), if not it will add another value until it found a level which is unlocked (which is why the cursor goes directly to the &amp;quot;SCORE&amp;quot; button when pressed right and only 1-1 is unlocked). Since we pressed both directions at the same time x is 3 which results in $(17E182+3) = 0x06, which means it will go 6 levels forward every check (which is why the cursor goes to 1-7 when it is unlocked and you try the glitch). So now it checks addresses like: $0315, $031B, $0321 ... until it reaches $037B which happens to be the current coin value and it stops there because coin amount % 0x0F is not 0 (that is the reason something different happens if you try to do the glitch with 0, 16, 32, 48, etc. coins).&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Masterjun describing the left+right warp in-depth in his TASvideos submission: [http://tasvideos.org/3881S.html Super Mario World 2: Yoshi&#039;s Island &amp;quot;glitched&amp;quot; in 06:09.03] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test Results For Left+Right Warping By Hyperzoot===&lt;br /&gt;
&lt;br /&gt;
All testing was done from a new file and all of the coins were collected in 1-1 unless otherwise stated. Levels on the over-world map glitch out after performing the warp, after completing the level that was warped to and some are just blank and inaccessible. This trick is a good way to bypass levels or go straight to 6-8 in glitched Any% speedruns.&lt;br /&gt;
&lt;br /&gt;
====Coin Counts====&lt;br /&gt;
&lt;br /&gt;
00 - 1-E. Dying here and trying it again results in warping to 1-1 if done again. If 1-E is completed, Yoshi does the animation of taking Baby Mario to 1-2 on the over-world map but 1-1 is not completed. 1-Bonus is unlocked and the 1-E square is glitched. Completing 1-Bonus fixes the over-world map. &amp;lt;br /&amp;gt;&lt;br /&gt;
01 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
02 - 1-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
03 - 1-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
04 - 1-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
05 - 1-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
06 - 1-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
07 - 1-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
08 - 1-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
09 - 1-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
10 - 1-Bonus. &amp;lt;br /&amp;gt;&lt;br /&gt;
11 - The level intro is glitched and the game softlocks. &amp;lt;br /&amp;gt;&lt;br /&gt;
12 - Tutorial level. &amp;lt;br /&amp;gt;&lt;br /&gt;
13 - 2-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
14 - 2-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
15 - 2-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
16 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
17 - 2-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
18 - 2-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
19 - 2-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
20 - 2-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
21 - 2-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
22 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
23 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
24 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
25 - 3-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
26 - 3-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
27 - 3-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
28 - 3-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
29 - 3-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
30 - 3-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
31 - 3-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
32 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
33 - 3-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
34 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
35 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
36 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
37 - 4-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
38 - 4-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
39 - 4-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
40 - 4-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
41 - 4-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
42 - 4-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
43 - 4-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
44 - 4-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
45 - 4-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
46 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
47 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
48 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
49 - 5-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
50 - 5-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
51 - 5-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
52 - 5-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
53 - 5-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
54 - 5-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
55 - 5-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
56 - 5-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
57 - 5-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
58 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
59 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
60 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
61 - 6-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
62 - 6-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
63 - 6-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
64 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
65 - 6-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
66 - 6-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
67 - 6-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
68 - 6-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
69 - 6-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
70 - The level intro is glitched and Yoshi spawns in the sky. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
71 - Yoshi spawns at the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
72 - The level intro is glitched and Yoshi spawns in a dark house with light around him. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
73 - The level intro is very glitchy and Yoshi spawns in the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. Yoshi&#039;s colors are an inverted type of green. &amp;lt;br /&amp;gt;&lt;br /&gt;
74 - The level intro is blank and Yoshi spawns below the middle-ring in 6-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
75 - The level intro is blank and Yoshi spawns in the sky of a boss room background with Kamek music playing. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
76 - The level intro is blank and Yoshi spawns in the sky of a waterfall background similar to 4-2. There does not appear to be a floor. Yoshi&#039;s colors are a metallic blue. &amp;lt;br /&amp;gt;&lt;br /&gt;
77 - The level intro is blank and Yoshi spawns in the sky of a jungle background. There is a very short drop to death and there does not appear to be a floor. Yoshi&#039;s colors are a mix green, blue and gray and Baby Mario is purple and orange. &amp;lt;br /&amp;gt;&lt;br /&gt;
78 - The level intro is glitchy with no text and a small Raphael is visible. The level looks like the Raphael boss fight on the moon but incredibly glitched and sideways. A text box appears slowly and Raphael rotates slowly as well. A few random sprites come from the side of the screen and then the game softlocks. &amp;lt;br /&amp;gt;&lt;br /&gt;
79 - This one is similar to 77 coins except with a brown/green/blue color palette. &amp;lt;br /&amp;gt;&lt;br /&gt;
80 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
81 - Yoshi is metallic blue and spawns in a locked section of 4-4. You can go back and play 4-4 like normally but Yoshi retains the wrong colors. &amp;lt;br /&amp;gt;&lt;br /&gt;
82 - The level intro is similar to 78 coins but the game softlocks after the level music starts to play. &amp;lt;br /&amp;gt;&lt;br /&gt;
83 - Yoshi is yellowish and spawns in the middle of some foam in 3-5. The foam pushes you left to your death. &amp;lt;br /&amp;gt;&lt;br /&gt;
84 - Yoshi is monochromatic and spawns in the sky. There does not appear to be a floor and fluttering to the right results in the screen changing. &amp;lt;br /&amp;gt;&lt;br /&gt;
85 - Yoshi is ketchup colored and spawns in the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
86 - This one is similar to 78 coins. Raphael slowly rotates all the way around the moon, looks around and pounds the ground. You have control over Yoshi and if you flutter, the moon will rotate. This will spawn a bunch of random sprites and will likely softlock the game. &amp;lt;br /&amp;gt;&lt;br /&gt;
87 - This one is very similar to 86 coins except it may spawn different sprites. &amp;lt;br /&amp;gt;&lt;br /&gt;
88 - Yoshi is glitchy colored and spawns in the sky of a jungle background. At least one invisible platform is located at the bottom of the far right of the screen. &amp;lt;br /&amp;gt;&lt;br /&gt;
89 - Yoshi is yellow/green colored and spawns in the middle of 4-6. The level appears to be normal otherwise. &amp;lt;br /&amp;gt;&lt;br /&gt;
90 - Yoshi is glitchy colored and spawns in the sky of a snow level while the bonus music plays. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
91 - Yoshi is the regular light blue color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
92 - The level intro is glitched. Yoshi is strangely colored and spawns in the &amp;quot;air&amp;quot; of an underwater background. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
93 - The level intro is blank. Yoshi is the regular purple color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
94 - This one is similar to 78 coins. A glitched Bullet Bill Cannon sprite appears in place of Raphael, which wanders in a circle around the moon (or whatever it could be) forever. Yoshi spawns on top of the level and is able to move once the glitched Raphael sprite does. Going to the left causes very bright colored lines to flood the screen. Going to the right spawns a very glitched GOAL! sprite to appear. Both directions will cause a softlock. Yoshi can get hit by the glitched Raphael sprite and can also fall to his death. Upon death, the game asks if you want to restart at the middle-ring. A glitched, orange colored Yoshi then spawns on a red coin in level 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
95 - Yoshi is a glitched purple color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
96 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
97 - Yoshi is glitched colored and spawns in the sky with a background of happy little mountains. Horizontal speed is low but vertical speed is very high. The screen appears to wrap vertically a few times. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
98 - The level intro is, similar to 92 coins. Yoshi is the regular light blue color and spawns in the sky. &amp;lt;br /&amp;gt;&lt;br /&gt;
99 - Similar to 97 coin. &amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=GBA_Info&amp;diff=6291</id>
		<title>GBA Info</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=GBA_Info&amp;diff=6291"/>
		<updated>2026-04-17T08:58:42Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: /* Wrong Warps differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Super Mario Advance 3: Yoshi&#039;s Island is the port of Yoshi&#039;s Island to the GBA. It&#039;s a very faithful port but it &#039;&#039;does&#039;&#039; have some differences like minor level changes, new sound effects, and unfortunately, a lower screen resolution.&lt;br /&gt;
&lt;br /&gt;
Most importantly due to it being a new system, there are differences in how some glitches that corrupt memory work especially OAM overflow and Out-Of-Bounds wrong warps.&lt;br /&gt;
This leads to GBA having unique speedruns that may be interesting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that this is under investigation and information may change and this is still not fully understood&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Relevant Glitch Differences ==&lt;br /&gt;
&lt;br /&gt;
[[Glitch_List#Tongue_Glitch|Tongue Glitch]] can not be achieved at save rings in the same way but can still be done with toadies. However tongue glitch does not boundlessly create OAM entries causing memory corruption.&lt;br /&gt;
&lt;br /&gt;
[[Null Egg]] is still possible but the majority of sprites crash on goal entry and as of now, there is no known way to bring a null egg out of level. There&#039;s also some unique stuff that can happen when carrying a null egg.&lt;br /&gt;
&lt;br /&gt;
== Goal OAM Overflow Corruption (unlocking new levels) ==&lt;br /&gt;
&lt;br /&gt;
On the GBA version of Yoshi&#039;s Island, following the OAM tables (sprite graphic entry data) is data for the current played level ID (IWRAM: 6288) and current World Map Cursor (IWRAM: 633E). This means if you overflow the OAM table with enough sprites, you start writing arbitrary data into these addresses and on level completion can end up on other level tiles on world map (including glitched worlds/levels).&lt;br /&gt;
&lt;br /&gt;
This is usually done by gathering a lot of enemies at goal ring, using a cloud item to turn them into clouds and then entering the goal at the same time.&lt;br /&gt;
This causes too many sprite graphics loaded at the same time which goes past the normal table and corrupts World Map data.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=MS7jjJG8oyI Warping to 6-8 from 2-7]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=kvwftYPLWPo 1-1 Warp to 3-2]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=p1EQRSOecxo 1-1 warp to 3-7]&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
== Wrong Warps differences ==&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
GBA doesn&#039;t clear previous screen exits from levels you visited so wrong warping can bring you there. This means if you previously played a level, even from another file, you can warp to those exits. This also means doing runs that utilizes warps need to do it from a hard reset to avoid warping to already completed exits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Out-of-bounds warps read into current screen VRAM table so it can be manipulated into going different exits depending on what graphic tiles are available to load.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=p1EQRSOecxo 3-7 (OoB) Warp to 6-8 Room 2]&lt;br /&gt;
&lt;br /&gt;
== World Records ==&lt;br /&gt;
&lt;br /&gt;
Somebody has done it&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=GBA_Info&amp;diff=6290</id>
		<title>GBA Info</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=GBA_Info&amp;diff=6290"/>
		<updated>2026-04-17T08:57:46Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: Added information about the Goal OAM Overflow Corruption - I leave some more guides to Pablo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Super Mario Advance 3: Yoshi&#039;s Island is the port of Yoshi&#039;s Island to the GBA. It&#039;s a very faithful port but it &#039;&#039;does&#039;&#039; have some differences like minor level changes, new sound effects, and unfortunately, a lower screen resolution.&lt;br /&gt;
&lt;br /&gt;
Most importantly due to it being a new system, there are differences in how some glitches that corrupt memory work especially OAM overflow and Out-Of-Bounds wrong warps.&lt;br /&gt;
This leads to GBA having unique speedruns that may be interesting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that this is under investigation and information may change and this is still not fully understood&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Relevant Glitch Differences ==&lt;br /&gt;
&lt;br /&gt;
[[Glitch_List#Tongue_Glitch|Tongue Glitch]] can not be achieved at save rings in the same way but can still be done with toadies. However tongue glitch does not boundlessly create OAM entries causing memory corruption.&lt;br /&gt;
&lt;br /&gt;
[[Null Egg]] is still possible but the majority of sprites crash on goal entry and as of now, there is no known way to bring a null egg out of level. There&#039;s also some unique stuff that can happen when carrying a null egg.&lt;br /&gt;
&lt;br /&gt;
== Goal OAM Overflow Corruption (unlocking new levels) ==&lt;br /&gt;
&lt;br /&gt;
On the GBA version of Yoshi&#039;s Island, following the OAM tables (sprite graphic entry data) is data for the current played level ID (IWRAM: 6288) and current World Map Cursor (IWRAM: 633E). This means if you overflow the OAM table with enough sprites, you start writing arbitrary data into these addresses and on level completion can end up on other level tiles on world map (including glitched worlds/levels).&lt;br /&gt;
&lt;br /&gt;
This is usually done by gathering a lot of enemies at goal ring, using a cloud item to turn them into clouds and then entering the goal at the same time.&lt;br /&gt;
This causes too many sprite graphics loaded at the same time which goes past the normal table and corrupts World Map data.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=MS7jjJG8oyI Warping to 6-8 from 2-7]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=kvwftYPLWPo 1-1 Warp to 3-2]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=p1EQRSOecxo 1-1 warp to 3-7]&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
== Wrong Warps differences ==&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
GBA doesn&#039;t clear previous screen exits from levels you visited so wrong warping can bring you there. This means if you previously played a level, even from another file, you can warp to those exits. This also means doing runs that utilizes warps need to do it from a hard reset to avoid warping to already completed exits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Out-of-bounds warps read into current screen VRAM table so it can be manipulated into going different exits depending on what graphic tiles are available to load.&lt;br /&gt;
&lt;br /&gt;
== World Records ==&lt;br /&gt;
&lt;br /&gt;
Somebody has done it&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=Glitch_List&amp;diff=6289</id>
		<title>Glitch List</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=Glitch_List&amp;diff=6289"/>
		<updated>2026-04-17T08:33:11Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: /* Tongue Glitch */ Rewrote some stuff and added the ways to get tongue glitch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;What exactly is a glitch?&#039;&#039; Two common opinions are:&lt;br /&gt;
:*If it&#039;s unintentional it&#039;s a glitch, such as &amp;quot;Cannonless&amp;quot; in Super Mario 64.&lt;br /&gt;
:*The game has to load nonexistent or wrong data for it to be a glitch, for example &amp;quot;MissingNo.&amp;quot; in Pokémon. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This list MOSTLY contains Glitches that are &#039;&#039;not used&#039;&#039; in any Yoshi Speedruns (yet).&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
Exceptions:&lt;br /&gt;
*[[Glitch_List#Tongue_Glitch|Tongue Glitch]]&lt;br /&gt;
*[[Glitch_List#Item_Clipping|Item Clipping (6-6 Key Clip)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Semi-Useful Glitches==&lt;br /&gt;
These are the sort of Glitches that might eventually find their way into speedruns or have already on a small scale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tongue Glitch===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Tongue glitch&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tongue_glitch.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Tongue Glitch is a glitch where the game still thinks Yoshi has a sprite in mouth but doesn&#039;t. Most common way is spitting out an enemy as you enter save ring (turning it into a star),&lt;br /&gt;
this leads to Yoshi being able to stick out their tongue but can&#039;t grab enemies or any other sprite. Getting hit in this state while tongue retracts causes the tongue to not properly reset back and will infinitely travel backwards causing the game to write too many sprite graphic entries, eventually corrupting sprite values and crashing the game (usually).&lt;br /&gt;
&lt;br /&gt;
The glitch can be resolved in one of two ways:&lt;br /&gt;
*If the enemy could normally be swallowed, pressing down will &amp;quot;eat&amp;quot; it, but will not give an egg. (Note: Does not work on uneatable things like koopa shells).&lt;br /&gt;
*Leaving the room or entering the goal ring will return Yoshi&#039;s mouth to a normal state.&lt;br /&gt;
&lt;br /&gt;
This glitched is used in 2 different ways for Yoshi Speedrunning:&lt;br /&gt;
*Can be used to rearrange the map and skip obstacles, see [[3-3_Glitch|3-3 Glitch (submarine skip)]] used in [[Category_Overview#Any%_Warps,_No_Null_Egg|Any% Warps, No Null Egg]]&lt;br /&gt;
*[[ACE|Arbitrary Code Execution]] in [[Category_Overview#Any%|Any% (Credits Warp)]]&lt;br /&gt;
&lt;br /&gt;
====Ways to get Tongue Glitch====&lt;br /&gt;
* Spit out enemy while transformation effect happens (Save Ring/POW/Cloud Item/Big Egg hit&lt;br /&gt;
* Tonguing a Toadie while jumping on them&lt;br /&gt;
* Tonguing a Big Egg as it lands on ground&lt;br /&gt;
* [https://www.youtube.com/watch?v=IX2hlp-GcdY Tonguing a Fly Guy and Star at the same time (letting star despawn)]&lt;br /&gt;
&lt;br /&gt;
===Walljumping===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Corner Walljump&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Corner_walljump.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Only corner walljumps are possible for real-time. Wall-jumping is performed by just barely missing an edge to delay [[TAS Tricks#Pixel Porting.2FAuto Correction Of Movement|Pixel Porting]], going at least ~3.068 pixels into the wall, getting velocity like you&#039;re travelling out of the wall to avoid [[TAS Tricks#Pixel Porting.2FAuto Correction Of Movement|Pixel Porting]], and then jumping on the tile below (16 pixels lower).&lt;br /&gt;
&lt;br /&gt;
Technically clipping through a wall and jumping from it or jumping from a Flatbed Ferry to achieve high speed to go more than 3 pixels into a wall and then jumping are also walljumps. &lt;br /&gt;
&lt;br /&gt;
For more information, visit the [[TAS_Tricks#Walljumping|TAS tricks page regarding walljumps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Clipping===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 1-1 Piranha Clip&lt;br /&gt;
|-&lt;br /&gt;
| [[File:1 1 piranha clip.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Wall Clipping====&lt;br /&gt;
The game has many variations of clipping or travelling through walls. Keep in mind that the game pushes you to the left while standing inside walls. Pressing right/left will only make Yoshi push against the tiles. If you travel beyond the level width, the game kills you instantly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 1-5 Clipping Swag&lt;br /&gt;
|-&lt;br /&gt;
| [[File:1_5_swag_clip.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some objects that are known to cause clipping are: Arrow Lifts, Chomp Rocks, Melon Bugs, Crates, Piranha Plants and Spinning/Moving Platforms. Salvo the Slime and Poochy are unconfirmed. Combinations of those may also increase chance of clipping. One of the more useful clips is performed in &#039;&#039;&#039;3-E&#039;&#039;&#039;, and is used in pretty much every 100% run. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 3-E Wall Clip&lt;br /&gt;
|-&lt;br /&gt;
| [[File:3_E_wall_clip.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Shortly into the level, there is a rotating pinwheel directly below a wall. Yoshi can pass through the wall by simply standing on one of the pinwheel&#039;s platforms, and when he collides with the wall, the player can tap left a couple of times. Tapping left makes Yoshi walk on the platform, and the game tries to keep him there while disregarding the wall. When done properly, Yoshi will not be hit by the watermelon seeds spit from the right. Once the wall has been clipped through, Yoshi can jump up into the secret area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Item Clipping====&lt;br /&gt;
Many levels have eggs that are completely walled off, and appear to be unable to grab. However, Yoshi&#039;s tongue can pass through walls. If the egg is directly above Yoshi, the player must hold up, press Y, and then jump shortly after. The trick can initially take a bit of practice.  A major skip can be done in &#039;&#039;&#039;6-6&#039;&#039;&#039; using this, resulting in getting the level&#039;s first key early. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 6-6 Key Clip&lt;br /&gt;
|-&lt;br /&gt;
| [[File:6_6_key_clip.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The rock needs to mostly obscure the keyhole. Yoshi must then get below it and stand slightly on the incline. The player must then hold right, hold Y, and then jump in roughly the same manner as the egg-grabbing section. The key should now be much closer, possibly inside the wall, or have come all the way back to Yoshi. If it is stuck in the wall, simply push the rock to the left and tongue at the key again. It should now be able to pick up, thus saving a lot of time. There are several methods to getting the key with and without the rock, with varying degrees of difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Stair Clipping====&lt;br /&gt;
&lt;br /&gt;
Holding a direction (towards stairs) and tapping tongue very quickly multiple times can clip you through stairs. The tongue animation allows up to a couple pixels of movement before &amp;quot;remembering&amp;quot; that Yoshi is on stairs. See [[TAS_Tricks#Stairs]] for more information.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Stair Clip (Tongue)&lt;br /&gt;
|-&lt;br /&gt;
| [[File: 1_1_stair_clip_tongue.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stairs can also be clipped through by fluttering at the right time, similar to cape flying through stairs in SMW.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Stair Clip (Flutter)&lt;br /&gt;
|-&lt;br /&gt;
| [[File: 5_4_stair_clip_flutter.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arrow Teleport===&lt;br /&gt;
Stand on the far right side of a spinning arrow, and tongue it while stopped standing on it. If the arrow is pointing the right way, you will eat the arrow while standing on it. Up spit the arrow and stand below it, and you will teleport on top of it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Arrow Teleport&lt;br /&gt;
|-&lt;br /&gt;
| {{#ev:youtube|njeRPrd3NFw|480x320}}&lt;br /&gt;
|-&lt;br /&gt;
| https://www.youtube.com/watch?v=njeRPrd3NF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This trick has not found its way into speedruning since it is seen as too hard to be consistent at. But who knows, maybe this will change in the future.&lt;br /&gt;
&lt;br /&gt;
===Dr. Freezegood Teleporting===&lt;br /&gt;
Pushing a snowman in &#039;&#039;&#039;5-2&#039;&#039;&#039; while it&#039;s sliding towards you can sometimes teleport Yoshi to the far right side of the map, similar to the glitches in Sonic 2.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Dr. Freezegood Teleporting&lt;br /&gt;
|-&lt;br /&gt;
| {{#ev:youtube|N1BrkcCMPvY|480x320}}&lt;br /&gt;
|-&lt;br /&gt;
| https://www.youtube.com/watch?v=N1BrkcCMPvY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This has no practical use (yet), because the screen scrolls slower than it would take for you to finish the level normally, and the goal ring would not have spawned yet (camera position).&lt;br /&gt;
&lt;br /&gt;
==More Glitches==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Zombie Yoshi===&lt;br /&gt;
Zombie Yoshi is a glitch that can be used to avoid death and max out lives. The player must be in [[6-8_Any%25|6-8]] and have entered door 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Zombie Yoshi&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Zombie_yoshi.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Yoshi must touch the lava while against the wall. The game allows Yoshi to press the button during the death animation, which revives him and returns control to the player. After performing the glitch, the level music stops, and the life counter in the pause menu is subtracted by one. The glitch can be repeated by going offscreen to the left to respawn the button. Lives can be maxed out by doing the glitch while the amount of lives is zero, rolling it back to 999 lives. While this has no practical use in a speedrun, it is useful for practice.&lt;br /&gt;
&lt;br /&gt;
===Fuzzy Menu===&lt;br /&gt;
This glitch is caused by exiting a level using start+select while getting hit by a Fuzzy. The effect can be fixed by entering a level and either completing it or start+selecting out.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Fuzzy Menu&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fuzzy_menu.png|thumb|left|205px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drunken Mode (Fuzzyless)===&lt;br /&gt;
Normally, Yoshi must touch a Fuzzy to become dizzy/drunk. However, it is possible for Yoshi to behave like that in levels with Big Shy Guys ([[2-7_Any%25|2-7]]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Drunken Mode (Fuzzyless)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Drunk_fuzzyless.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Yoshi is preparing to throw a big egg, he stumbles around as if he touched a Fuzzy. (Note: It can be annoying to aim a big egg for any length of time, as Yoshi wants to constantly run forward due to inebriation. Either use fluttering to minimize that, or cancel the egg.) As demonstrated, Yoshi must be aiming a big egg and run into something that pops it. In this case, a falling stone block is used. This destroys the egg, even though the aiming reticle is still visible. Pressing either A or Y will cancel aiming. Yoshi will remain &amp;quot;drunk&amp;quot; until exiting the current room.&lt;br /&gt;
&lt;br /&gt;
Drunk mode is useful for getting a little extra level optimization. Yoshi runs slightly faster at full speed, but acceleration seems to decrease. Try aiming a giant egg while running to save precious frames.&lt;br /&gt;
&lt;br /&gt;
===Eating Baby Mario===&lt;br /&gt;
In any room with enemies and a transformation bubble, Baby Mario can become glitched and eaten. Yoshi cannot leave the current room, transform again, or enter the goal ring without Mario. In preparation, the player should have a +10 or +20 stars item from a bonus game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Glitched Baby Mario&lt;br /&gt;
|-&lt;br /&gt;
| {{#ev:youtube|nNxBg63cR70|480x320}}&lt;br /&gt;
|-&lt;br /&gt;
| https://www.youtube.com/watch?v=nNxBg63cR70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Yoshi must be hit by an enemy, which starts the timer. Wait for the timer to zero, and retrieve Baby Mario. While the timer is still zero, enter the transformation bubble. When the Toadies grab Mario and pop the bubble, pause the game and use the additional stars item. This will cause them to drop Mario, and Yoshi can retreive him while still in transformation. Baby Mario will then be in a glitched state, and the player must wait until the transformation ends.&lt;br /&gt;
&lt;br /&gt;
Once the transformation is over, Yoshi can do a couple different things.&lt;br /&gt;
*Baby Mario can be eaten and turned into a regular egg.&lt;br /&gt;
*If Baby Mario is in Yoshi&#039;s mouth and an info. block is hit, it will return Mario to Yoshi&#039;s back, although with very glitchy graphics. Running into an enemy in this state will result in the timer not appearing, and Baby Mario will be in the bubble forever until grabbed by Yoshi.&lt;br /&gt;
&lt;br /&gt;
The glitch can be undone by one of three ways while carrying the glitched Mario sprite.&lt;br /&gt;
*Yoshi can simply leave the room or enter the goal ring.&lt;br /&gt;
*Yoshi can get hit, triggering the timerless Mario bubble, and re-grab Mario.&lt;br /&gt;
*Yoshi can enter the transformation bubble again.&lt;br /&gt;
All of these will return the sprite to normal and the level can be completed.&lt;br /&gt;
&lt;br /&gt;
===Piranha Slide===&lt;br /&gt;
&lt;br /&gt;
The piranha slide is only known to occur in &#039;&#039;&#039;2-2&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Piranha Slide&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Piranha_slide.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Performing the glitch is believed to be a combination of the 2-2 Null Egg and 3-8 Softlock. However, this does not appear to freeze the game, only providing entertainment value. It appears to be caused by the null egg glitch, followed by a frame-perfect hit on the piranha plant right before the goal ring. Yoshi must be eaten by it at the same time an egg hits it. Doing so causes the piranha&#039;s sprite to glitch out, spit out Baby Mario and Yoshi, then slide away. This glitch has only happened to Hyperzoot and has not been reproduced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shy Guy Super Bounce===&lt;br /&gt;
The stretched, taller shy guy in &#039;&#039;&#039;3-3&#039;&#039;&#039; can cause Yoshi to jump very high.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shy Guy Super Bounce&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Superbounce.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When Yoshi is on top of him, he compresses down and shoots melon seeds. A normal jump/flutter will act as if Yoshi had been on the ground (i.e. not an extended flutter). Holding A will make Yoshi jump, even if there are no eggs to throw. After a jump due to aiming or dry firing, pressing B will make Yoshi do an [[Fluttering#Extended_Flutter|extended flutter]]. The glitch is done by pressing (and holding) A and B in quick succession. It is not believed to be frame perfect, but likely a couple frame window. Yoshi will then launch high into the air.&lt;br /&gt;
&lt;br /&gt;
Note: This trick also works on the &amp;quot;Boo Blahs&amp;quot; in [[2-4_Any%25|2-4]], although there is not enough room in the level for it to be useful. Some romhacks provide enough room to do this effectively (sometimes on purpose).&lt;br /&gt;
&lt;br /&gt;
===Infinite Monkey Bonks===&lt;br /&gt;
If a monkey collides with another monkey in just the right way, they will continually bonk into each other.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Gif&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Infinitemonkeybonk.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinite Shy Guy Rolling===&lt;br /&gt;
Caused by hitting a rolling shy guy with another sprite on the same frame as his roll stops.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! &amp;quot;Hikkup&amp;quot; - Infinite Sprite Rolling Glitch&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Infinite_shy_guy_rolling.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shy Guy Spit Despawn===&lt;br /&gt;
Most notably seen in 1-2. Spitting a Shyguy makes the goal ring not spawn until going offscreen and returning.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Shy Guy Spit Despawn&lt;br /&gt;
|-&lt;br /&gt;
| {{#ev:youtube|DOkR9Xj3dSA|480x320}}&lt;br /&gt;
|-&lt;br /&gt;
| https://www.youtube.com/watch?v=DOkR9Xj3dSA&lt;br /&gt;
|}&lt;br /&gt;
This glitch needs more testing. One theory is that spitting either Shyguy (rolls after being spit), in addition to the Chomp about to spawn up close (sprite scaling from background), results in a sprite overload. The idea is supported by the Chomp and rolling Shyguy both using Mode 7 for their animations (maybe also the goal ring?). You can also despawn the info box above the chomp rock in 1-1 using this glitch. This glitch is also said to occur in 6-3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Upside-down/Floating Shy Guy===&lt;br /&gt;
The cause appears to be spitting or shooting a shy guy as a moving object is spawning. May be related to Mode 7 issues, as seen with the [[Glitch_List#Shy_Guy_Spit_Despawn|shy guy spit despawn]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Upside Down Shy Guy in 1-2&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Upsidedown_shy_guy.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upside-down Bowser===&lt;br /&gt;
Let Giant Bowser get to you and keep fluttering to survive. After a while, he will start walking backwards and upside-down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Glitchy Artificial Intelligence===&lt;br /&gt;
Scrolling the screen up (by holding up) and jumping for even more screen scroll during 6-4 Slime fight, may cause the Slime to appear glitchy and &amp;quot;teleport&amp;quot; around the room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bad Sprite Load===&lt;br /&gt;
Some seem random; some don&#039;t. Below is a list of bad sprite loads seen so far:&lt;br /&gt;
*Lava bubble in 4-4 to a Door when being tounged&lt;br /&gt;
*Riding a cloud into 5-1 goal ring&lt;br /&gt;
*BG1-Slime part in 6-4 not completely gone after starting Slime fight&lt;br /&gt;
*Exclamation Mark Switch in 6-8 to a Spike Ball&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 1-2 Bad Sprite&lt;br /&gt;
|-&lt;br /&gt;
| [[File:1_2_bad_sprite.png]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2-5 Bad Sprite&lt;br /&gt;
|-&lt;br /&gt;
| [[File:2_5_bad_sprite.png]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 5-1 Bad Sprite&lt;br /&gt;
|-&lt;br /&gt;
| [[File:5_1_bad_sprite.png]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 6-2 Bad Sprite&lt;br /&gt;
|-&lt;br /&gt;
| [[File:6_2_bad_sprite.png]]&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 6-4 Bad Sprite&lt;br /&gt;
|-&lt;br /&gt;
| [[File:6_4_bad_sprite.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Softlocks/Crashes==&lt;br /&gt;
The game can be &amp;quot;softlocked&amp;quot; in a few different ways. This means that the player permanently loses control of Yoshi, and must reset the console.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Goal Ring Softlock===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Goal Ring Softlock&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Goal_ring_softlock.gif]]&lt;br /&gt;
|}&lt;br /&gt;
Entering a goal ring simultaneously as taking a hit causes the game to softlock. Upon jumping into the goal ring, the game transfers control to the other Yoshi, so initially the game is fine with losing Baby Mario and continues the GOAL! animation. The problem is that Mario&#039;s bubble tries to return (similar to getting hit while beating a boss), and tends to miss the second Yoshi. It may be possible to do a &amp;quot;Baby Mario Baxter&amp;quot; and transfer Mario to the other Yoshi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Message Block Softlock===&lt;br /&gt;
Triggering the same textbox twice on the same frame(eggshot and head bonk) softlocks the game. Triggering the flower textbox and Message Block in 1-1 on the same frame causes different results almost every time. Throwing either a big egg or a chicken into the info. block can result in the text becoming glitched and &amp;quot;stuck&amp;quot; on the screen. The Message Block will repeat itself over the course of the level, causing the level to be much harder to complete. The glitch also has the potential to render all sprites invisible.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Message Block Glitch (Chicken)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Message_box_chicken.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 1-4 ===&lt;br /&gt;
This glitch is more of a crash than a softlock, but entertaining nonetheless. At the beginning of the level, there are a couple walls in the background that will fall when Yoshi runs past them. If you somehow get hit and then tongue Baby Mario at about the same time as being crushed by a falling wall, the game will crash, with varying glitchy results.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 1-4 Softlock&lt;br /&gt;
|-&lt;br /&gt;
| [[File:1_4_softlock.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2-2 ===&lt;br /&gt;
This level was infamous for ending runs before anyone knew what was causing it.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 2-2 Softlock&lt;br /&gt;
|-&lt;br /&gt;
| [[File:2_2_null_egg.gif]]&lt;br /&gt;
|}&lt;br /&gt;
The player must steal the egg from the rat near the end of the level without killing the rat. It is believed that the rat falls offscreen thinking it is still holding the egg, causing Yoshi to receive an invisible egg. If the player is unaware of collecting the egg and proceeds normally, it is very likely that the game will crash when entering the goal ring. It is possible to avoid the crash by &amp;quot;throwing&amp;quot; the invisible egg, though this may waste time.&lt;br /&gt;
See [[Null_Egg|Null Egg]] page for more details on how this invented a new category.&lt;br /&gt;
&lt;br /&gt;
=== 3-7 ===&lt;br /&gt;
The cause for this glitch is still being researched. So far this has only happened to Trihex who has experienced other odd glitches on that particular cartridge. It could be a glitch specific to a corrupt cartridge. As shown in the gif, the next level&#039;s Yoshi spawns below the ground and is unable to catch Baby Mario.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 3-7 Softlock&lt;br /&gt;
|-&lt;br /&gt;
| [[File:3_7_softlock.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3-8 ===&lt;br /&gt;
This level can end the run of people not expecting a fish to appear. This commonly happens to new players/blind runners.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! 3-8 Softlock&lt;br /&gt;
|-&lt;br /&gt;
| [[File:3_8_softlock.gif]]&lt;br /&gt;
|}&lt;br /&gt;
The player must run into the fish at approximately the same time an egg hits it. Control is removed from the player due to being &amp;quot;eaten&amp;quot;, and Yoshi becomes stuck. The fish is known to do several different, and very strange, actions as a result of the glitch.&lt;br /&gt;
&lt;br /&gt;
It is also possible to softlock at the 3-8 boss (Naval Piranha). Needs more testing, but the theories are:&lt;br /&gt;
*Scrolling the screen to the left at the same frame as starting the boss fight.&lt;br /&gt;
*Having the screen scrolled to certain x-positions while starting the boss fight.&lt;br /&gt;
NOTE: regarding the 3-8 Piranha softlock, if this is the softlock wherein the [https://www.twitch.tv/videos/48072447 Kamek music plays yet he never comes on screen], he will in about 25-30 minutes. Of course, this isn&#039;t at all useful for a speedrun, but is technically not a softlock as the game will resume eventually ([https://www.twitch.tv/videos/48072381 albeit with a glitched boss room]).&lt;br /&gt;
&lt;br /&gt;
=== 4-4 ===&lt;br /&gt;
During the 4-4 boss fight, some runners fire eggs at the bigger Milde forms to bunch them up so they can be ground pounded faster. In some cases, the Milde can fall through the floor when hit by the egg. It appears to be impossible to complete the level because the enemy does not die, although some runners have reported that it may eventually die. It seems to happen as a result of pixel-perfect positioning and the egg causing a speed that makes walljumps (clipping into solid objects) possible.&lt;br /&gt;
&lt;br /&gt;
=== 4-8 ===&lt;br /&gt;
This glitch is only a softlock if you&#039;re crazy enough to do it during a run. After the save ring before the boss fight, you can fall through the hole and flutter until the fight spawns. Since Yoshi is not at the correct Y position, nothing will happen &#039;&#039;for a while&#039;&#039;. The screen very slowly scrolls to the left until eventually Kamek appears, says his message, and casts magic on nothing. Yoshi will die shortly after. It is possible to start+select while waiting for Kamek, which you wouldn&#039;t be able to do in a run so if you find yourself below the floor for some reason, it is much faster to just die.&lt;br /&gt;
&lt;br /&gt;
=== 5-4 ===&lt;br /&gt;
It is possible to flutter below the floor of the boss fight, similar to 4-8. It appears to have the same result and same options to avoid wasting a lot of time.&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=GBA_Info&amp;diff=6288</id>
		<title>GBA Info</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=GBA_Info&amp;diff=6288"/>
		<updated>2026-04-17T08:19:27Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: Some information about differences in glitches&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Super Mario Advance 3: Yoshi&#039;s Island is the port of Yoshi&#039;s Island to the GBA. It&#039;s a very faithful port but it &#039;&#039;does&#039;&#039; have some differences like minor level changes, new sound effects, and unfortunately, a lower screen resolution.&lt;br /&gt;
&lt;br /&gt;
Most importantly due to it being a new system, there are differences in how some glitches that corrupt memory work especially OAM overflow and Out-Of-Bounds wrong warps.&lt;br /&gt;
This leads to GBA having unique speedruns that may be interesting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that this is under investigation and information may change and this is still not fully understood&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Relevant Glitch Differences ==&lt;br /&gt;
&lt;br /&gt;
[[Glitch_List#Tongue_Glitch|Tongue Glitch]] can not be achieved at save rings in the same way but can still be done with toadies. However tongue glitch does not boundlessly create OAM entries causing memory corruption.&lt;br /&gt;
&lt;br /&gt;
[[Null Egg]] is still possible but the majority of sprites crash on goal entry and as of now, there is no known way to bring a null egg out of level. There&#039;s also some unique stuff that can happen when carrying a null egg.&lt;br /&gt;
&lt;br /&gt;
== Goal OAM Overflow Corruption (unlocking new levels) ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
Explain, link some pablo stuff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
== Wrong Warps differences ==&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
GBA doesn&#039;t clear previous screen exits from levels you visited so 1-1 warping can bring you there.&lt;br /&gt;
Out-of-bounds warps read into VRAM table so it can be manipulated into many places&lt;br /&gt;
&lt;br /&gt;
== World Records ==&lt;br /&gt;
&lt;br /&gt;
Somebody has done it&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=Warps&amp;diff=6286</id>
		<title>Warps</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=Warps&amp;diff=6286"/>
		<updated>2026-04-17T07:58:51Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: Added section about Out-Of-Bounds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=1-1 Warps=&lt;br /&gt;
{{#ev:youtube|ES66FGpYWXE|240x160|right|&#039;&#039;&#039;1-1 Warp Demonstration|frame}}&lt;br /&gt;
&lt;br /&gt;
Several situations can result in warping to level 1-1. When the warp is activated, you&#039;ll be dropped from the sky and must flutter 9 times while holding right to survive. If 1-1 is completed, the game will continue on as though you had just beaten the level in which the warp was activated. 1-1 Warps can save 4-5 minutes in total in a speedrun. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each warp is performed differently depending on the level but they all follow the same general format. The area that Yoshi is sent to when he enters a pipe or screen transition is dependent on where Yoshi actually is and &#039;&#039;&#039;not&#039;&#039;&#039; which pipe/screen transition he has entered. Thus, entering a pipe from a different position than normal can result in Yoshi being sent to the coordinates 0,0, the top left corner of the first level, 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
Image explanation: [https://i.imgur.com/svyXfJh.jpg] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the video, a [[Tricks#Pipe_Jump|pipe jump]] is used to activate the 1-1 Warp, followed by 9 consecutive flutters to survive the fall and complete the level.&lt;br /&gt;
&lt;br /&gt;
===== Out-Of-Bounds Warping =====&lt;br /&gt;
&lt;br /&gt;
Sublevels are limited to screens 0x00-0x7F - however if you warp below (1-6 for example) or above these, the game starts reading into the MAP16 tiledata. In vanilla game this is all just normal 1-1 warps but on GBA this is different. See [[GBA Info]].&lt;br /&gt;
&lt;br /&gt;
==How To Do Each Warp==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=c5nQpY1-v4k|480x320|right|&#039;&#039;&#039;1-1 Warp Tutorial|frame}}&lt;br /&gt;
&lt;br /&gt;
The tutorial video will teach you how to do all the relevant warps for speedrunning.&lt;br /&gt;
===1-1===&lt;br /&gt;
Go to the first pipe in the level and do a [[Tricks#Pipe_Jump|pipe jump]] to activate the 1-1 Warp. [https://www.youtube.com/watch?v=ES66FGpYWXE]&lt;br /&gt;
&lt;br /&gt;
===1-3===&lt;br /&gt;
Enter the secret bonus room near the end of the level. Hold B upon entering the room to begin fluttering. With enough [[Fluttering#Perfect_Flutter|perfect flutters]] and height gained you can go across the top to either the left or right side to activate the 1-1 Warp. [https://www.youtube.com/watch?v=2hjkrlRxRSU]&lt;br /&gt;
&lt;br /&gt;
===1-4===&lt;br /&gt;
Enter the pipe that&#039;s next to the locked door (screen 2). Hug and face the wall on the right and begin aiming an egg. Shortly after the Piro Dangle enemy flames up, jump to the left and run into it to get hit. Then, quickly move back to the right. Wait for Baby Mario to touch the wall and then jump up (where you came in from). If you are high enough when you reclaim Baby Mario, the 1-1 Warp will activate. [https://youtu.be/qSDsenGO8qE?t=1]&lt;br /&gt;
&lt;br /&gt;
===1-6===&lt;br /&gt;
At the end of the first cave, do a series of [[Movement#Perfect_Jump|perfect jumps]] on the yellow moving platform to keep the screen from scrolling up. This will allow you to enter the screen transition from higher than normal to activate the 1-1 Warp. [https://youtu.be/gNft0w9BFQA] &amp;lt;br/&amp;gt;&lt;br /&gt;
Alternate warp: [https://www.youtube.com/watch?v=TRvckWrd28U]&lt;br /&gt;
&lt;br /&gt;
===2-1===&lt;br /&gt;
This level has 2 different ways of activating the 1-1 Warp! &amp;lt;br/&amp;gt;&lt;br /&gt;
*Go to the first pipe (the one that leads to the room with Poochy) and do a [[Tricks#Pipe_Jump|pipe jump]] to activate the 1-1 Warp. [https://youtu.be/3XrF_2cBOQ4] &amp;lt;br/&amp;gt;&lt;br /&gt;
*Jump on the bouncy arrow next to the midring and hold left. After you avoid the wall, hold right to enter the screen transition from above to activate the 1-1 Warp. [https://www.youtube.com/watch?v=amhaG11H6kE] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The second method is way harder and should be used only as a backup if you fail the first method.&lt;br /&gt;
&lt;br /&gt;
===2-4===&lt;br /&gt;
On the second screen just before the horizontal pipe, lure the Boo Blah as close to the pipe as possible. You can use eggs or jump on its head to skip the animation where it raises its hands up. When it&#039;s right next to the pipe, jump on it and enter the pipe. Entering the pipe this way puts you at a higher position than normal, which activates the 1-1 Warp. [https://youtu.be/FRGBWPK_J2s?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is possible that you won&#039;t have enough height, even though you were standing on the Boo Blah when entering the pipe.&lt;br /&gt;
&lt;br /&gt;
===2-5===&lt;br /&gt;
On the last screen of the level, enter the secret room via beanstalk and hidden !switch. Immediately start fluttering once you enter the room. Hold up to re-enter the pipe and activate the 1-1 Warp. [https://www.youtube.com/watch?v=7ibGjp0-okc] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You have a 2 frame window to flutter and enter the pipe first try. You can also do [[Fluttering#Perfect_Flutter|perfect flutters]] to gain height if you don&#039;t make it with the first one.&lt;br /&gt;
&lt;br /&gt;
===3-1===&lt;br /&gt;
On the second screen, tongue the first monkey then do a small jump off of the post and up-spit the monkey. Jump at the 2nd hanging vine and hold jump to bounce on the monkey after it jumps onto the vine, then do an [[Fluttering#Extended_Flutter|extended flutter]]. Keep holding right until you enter the screen transition to activate the 1-1 Warp. [https://youtu.be/9YwsGngSE58?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Make sure to not lose speed when you do the up-spit and avoid the mud, otherwise the monkey may not cooperate with you.&lt;br /&gt;
&lt;br /&gt;
===3-7===&lt;br /&gt;
-Information and video coming soon-&lt;br /&gt;
&lt;br /&gt;
===4-3===&lt;br /&gt;
Under normal circumstances, this 1-1 Warp cannot be activated, but it exists nonetheless. At the beginning of the last screen of the level, use the free movement feature on the [[Practice_Hack|Practice Hack]] and go just above the bouncy arrow to do the warp. [https://youtu.be/0ok-G8IqdAw]&lt;br /&gt;
&lt;br /&gt;
===4-7===&lt;br /&gt;
Hold left after jumping on the bouncy arrow. If you are far enough to the left, the 1-1 Warp activate. This is by far the easiest warp to execute. [https://youtu.be/6weakeP7bRU?t=1]&lt;br /&gt;
&lt;br /&gt;
===5-4===&lt;br /&gt;
At the start, grab a shy guy from the pipe but do not eat it, then proceed as normal. You want to have 3 eggs for the warp. Go past the 2nd pipe and stand underneath the stair cloud. Push against the wall and face left, then do 2 [[Eggs#Neutral_Egg_Shot|neutral egg shots]] to clear out the spikes. Then, stand on the left side of the pipe, on the first line on the floor, do a small jump and up-spit the shy guy. Begin an [[Eggs#Upward_Egg_Shot|up-shot]], lock the egg-aiming cursor at the very top, bounce on the shy guy and fall where you cleared out the spikes. Push against the left wall as you fall and do an [[Fluttering#Extended_Flutter|extended flutter]] just before the cursor goes off-screen. Keep holding left and aim for the underside of the pipe. Hold up to enter the pipe to activate the 1-1 Warp. [https://youtu.be/q4SXfWcLILM?t=1] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; It is a 2 frame window to do the extended flutter to get into the pipe. If you go too soon, you won&#039;t be able to travel far enough left to reach the pipe before bonking your head. If you go too late, you&#039;ll either fall to your death or won&#039;t have enough height to reach the pipe. This is easily the hardest warp to execute.&lt;br /&gt;
&lt;br /&gt;
===6-7===&lt;br /&gt;
In the second to last screen of the level, go to the bonus room. Get hit and then reclaim Baby Mario near the bottom of the screen to activate the 1-1 Warp. This one can be very tricky because you can either enter the bonus room or fall to your death. [https://youtu.be/CCuDQbNvct4]&lt;br /&gt;
&lt;br /&gt;
==Time Saves==&lt;br /&gt;
===Any%===&lt;br /&gt;
* &#039;&#039;&#039;1-1&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-3&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-4&#039;&#039;&#039;: ~29s&lt;br /&gt;
* &#039;&#039;&#039;1-6&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;2-1&#039;&#039;&#039;: ~48s&lt;br /&gt;
* &#039;&#039;&#039;2-4&#039;&#039;&#039;: ~27s&lt;br /&gt;
* &#039;&#039;&#039;2-5&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;3-1&#039;&#039;&#039;: ~10s&lt;br /&gt;
* &#039;&#039;&#039;3-7&#039;&#039;&#039;: -coming soon-&lt;br /&gt;
* &#039;&#039;&#039;4-7&#039;&#039;&#039;: ~1s&lt;br /&gt;
* &#039;&#039;&#039;5-4&#039;&#039;&#039;: ~132s or 2m12s (Optimal 5-4 Skip)&lt;br /&gt;
* &#039;&#039;&#039;5-4&#039;&#039;&#039;: ~216s or 3m36s  (No 5-4 Skip)&lt;br /&gt;
* &#039;&#039;&#039;6-7&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
====Total Possible Time Save:====&lt;br /&gt;
*~247s or 4m07s (Optimal 5-4 Skip) &lt;br /&gt;
*~331s or 5m31s (No 5-4 skip)&lt;br /&gt;
&lt;br /&gt;
===100%===&lt;br /&gt;
* &#039;&#039;&#039;1-1&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-3&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;1-4:&#039;&#039;&#039; ~29s&lt;br /&gt;
* &#039;&#039;&#039;1-6&#039;&#039;&#039;: None&lt;br /&gt;
* &#039;&#039;&#039;2-1:&#039;&#039;&#039; ~48s&lt;br /&gt;
* &#039;&#039;&#039;2-4:&#039;&#039;&#039; ~54s&lt;br /&gt;
* &#039;&#039;&#039;2-5:&#039;&#039;&#039; ~10s&lt;br /&gt;
* &#039;&#039;&#039;3-1:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;3-7&#039;&#039;&#039;: -coming soon-&lt;br /&gt;
* &#039;&#039;&#039;4-7:&#039;&#039;&#039; None&lt;br /&gt;
* &#039;&#039;&#039;5-4:&#039;&#039;&#039; ~141s or 2m21s (Optimal 5-4 skip)&lt;br /&gt;
* &#039;&#039;&#039;5-4:&#039;&#039;&#039; ~201s or 3m21s (No 5-4 skip)&lt;br /&gt;
* &#039;&#039;&#039;6-7&#039;&#039;&#039;: None&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Warps are only allowed in [[100%25_No_Restriction|100% No Restrictions]]. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Total Possible Time Save:====&lt;br /&gt;
*~282s or 4m42s (Optimal 5-4 skip)&lt;br /&gt;
*~342s or 5m42s (No 5-4 skip)&lt;br /&gt;
&lt;br /&gt;
=Left+Right Warping=&lt;br /&gt;
[[File:Corrupt_Menu.png|thumb|left|x161px|Corrupt File Menu]]&lt;br /&gt;
[[File:Silly_level_order.png|thumb|right|x161px|Silly Level Order]]&lt;br /&gt;
&lt;br /&gt;
These warps require an emulator that allows left+right inputs on the same frame or a modded/broken dpad. Left+right warps can cause several interesting effects such as softlocks, glitched levels, severe lag and save file corruption. Different emulators (and different versions/ROMs) may produce different outcomes. Where you&#039;re sent to when you do a left+right warp depends on your coin count. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*RAM address for coin count: 7E037B &lt;br /&gt;
*RAM addresses for levels: 7E021A and 7E021B &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are based on 2-bytes and the outcomes are believed to be at an amount of ~56k.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-depth Explanation==&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: 1px solid #000000; background:#EEEEEE;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
The Warp Glitch is the glitch that makes this possible. It works by pressing &amp;lt; and &amp;gt; at the same time in the overworld. When you then start the level, it is determined by the amount of coins you have. The reason why this happens is because the game doesn&#039;t expect you to press both directions at once.&lt;br /&gt;
&lt;br /&gt;
So what happens when you press &amp;lt; + &amp;gt;. Well, to start things, there is an address ($36) which is input data. That means if you press &amp;gt; bit 0 and if you press &amp;lt; bit 1 of $36 is set. The game checks every frame if it should move the cursor. It does this by checking if one of the two bits in $36 is set. Since we pressed both at once, both bits will be set and the game will think it has to move the cursor.&lt;br /&gt;
&lt;br /&gt;
Next step is that the game checks where to move the cursor. The overworld data is at $030F for level 1-1, $0310 for level 1-2 to $0319 which is the &amp;quot;SCORE&amp;quot; button and $031A which is the button configuration. It goes on like that (so 2-1 is $031B). If a level is not unlocked the value for its address is 0, if it is however unlocked then the value will be its level number (so 1 for 1-1, 5 for 2-5, 9 for Extra and 12 for button config). Of course 11 and 12 will be always unlocked. So the game takes the current position and adds it with $(17E182+x). Where x is what you pressed (so it&#039;s 1 if you pressed &amp;gt;, 2 if you pressed &amp;lt; and 3 if you pressed both at the same time). The game only expects x to be 1 or 2, which is why $(17E182+1) = 0x01 (so + 1 to get the level after the current one), and $(17E182+2) = 0xFF (which will act as -1 to get the level before the current level).&lt;br /&gt;
&lt;br /&gt;
So the game checks if the next level is unlocked (it does this by bitwise ANDing the value with 0x0F), if not it will add another value until it found a level which is unlocked (which is why the cursor goes directly to the &amp;quot;SCORE&amp;quot; button when pressed right and only 1-1 is unlocked). Since we pressed both directions at the same time x is 3 which results in $(17E182+3) = 0x06, which means it will go 6 levels forward every check (which is why the cursor goes to 1-7 when it is unlocked and you try the glitch). So now it checks addresses like: $0315, $031B, $0321 ... until it reaches $037B which happens to be the current coin value and it stops there because coin amount % 0x0F is not 0 (that is the reason something different happens if you try to do the glitch with 0, 16, 32, 48, etc. coins).&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Masterjun describing the left+right warp in-depth in his TASvideos submission: [http://tasvideos.org/3881S.html Super Mario World 2: Yoshi&#039;s Island &amp;quot;glitched&amp;quot; in 06:09.03] &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test Results For Left+Right Warping By Hyperzoot===&lt;br /&gt;
&lt;br /&gt;
All testing was done from a new file and all of the coins were collected in 1-1 unless otherwise stated. Levels on the over-world map glitch out after performing the warp, after completing the level that was warped to and some are just blank and inaccessible. This trick is a good way to bypass levels or go straight to 6-8 in glitched Any% speedruns.&lt;br /&gt;
&lt;br /&gt;
====Coin Counts====&lt;br /&gt;
&lt;br /&gt;
00 - 1-E. Dying here and trying it again results in warping to 1-1 if done again. If 1-E is completed, Yoshi does the animation of taking Baby Mario to 1-2 on the over-world map but 1-1 is not completed. 1-Bonus is unlocked and the 1-E square is glitched. Completing 1-Bonus fixes the over-world map. &amp;lt;br /&amp;gt;&lt;br /&gt;
01 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
02 - 1-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
03 - 1-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
04 - 1-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
05 - 1-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
06 - 1-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
07 - 1-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
08 - 1-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
09 - 1-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
10 - 1-Bonus. &amp;lt;br /&amp;gt;&lt;br /&gt;
11 - The level intro is glitched and the game softlocks. &amp;lt;br /&amp;gt;&lt;br /&gt;
12 - Tutorial level. &amp;lt;br /&amp;gt;&lt;br /&gt;
13 - 2-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
14 - 2-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
15 - 2-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
16 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
17 - 2-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
18 - 2-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
19 - 2-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
20 - 2-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
21 - 2-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
22 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
23 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
24 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
25 - 3-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
26 - 3-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
27 - 3-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
28 - 3-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
29 - 3-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
30 - 3-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
31 - 3-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
32 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
33 - 3-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
34 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
35 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
36 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
37 - 4-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
38 - 4-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
39 - 4-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
40 - 4-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
41 - 4-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
42 - 4-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
43 - 4-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
44 - 4-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
45 - 4-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
46 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
47 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
48 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
49 - 5-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
50 - 5-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
51 - 5-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
52 - 5-4. &amp;lt;br /&amp;gt;&lt;br /&gt;
53 - 5-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
54 - 5-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
55 - 5-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
56 - 5-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
57 - 5-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
58 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
59 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
60 - 1-1. The intro is glitched but the level appears normal. &amp;lt;br /&amp;gt;&lt;br /&gt;
61 - 6-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
62 - 6-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
63 - 6-3. &amp;lt;br /&amp;gt;&lt;br /&gt;
64 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
65 - 6-5. &amp;lt;br /&amp;gt;&lt;br /&gt;
66 - 6-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
67 - 6-7. &amp;lt;br /&amp;gt;&lt;br /&gt;
68 - 6-8. &amp;lt;br /&amp;gt;&lt;br /&gt;
69 - 6-E. &amp;lt;br /&amp;gt;&lt;br /&gt;
70 - The level intro is glitched and Yoshi spawns in the sky. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
71 - Yoshi spawns at the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
72 - The level intro is glitched and Yoshi spawns in a dark house with light around him. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
73 - The level intro is very glitchy and Yoshi spawns in the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. Yoshi&#039;s colors are an inverted type of green. &amp;lt;br /&amp;gt;&lt;br /&gt;
74 - The level intro is blank and Yoshi spawns below the middle-ring in 6-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
75 - The level intro is blank and Yoshi spawns in the sky of a boss room background with Kamek music playing. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
76 - The level intro is blank and Yoshi spawns in the sky of a waterfall background similar to 4-2. There does not appear to be a floor. Yoshi&#039;s colors are a metallic blue. &amp;lt;br /&amp;gt;&lt;br /&gt;
77 - The level intro is blank and Yoshi spawns in the sky of a jungle background. There is a very short drop to death and there does not appear to be a floor. Yoshi&#039;s colors are a mix green, blue and gray and Baby Mario is purple and orange. &amp;lt;br /&amp;gt;&lt;br /&gt;
78 - The level intro is glitchy with no text and a small Raphael is visible. The level looks like the Raphael boss fight on the moon but incredibly glitched and sideways. A text box appears slowly and Raphael rotates slowly as well. A few random sprites come from the side of the screen and then the game softlocks. &amp;lt;br /&amp;gt;&lt;br /&gt;
79 - This one is similar to 77 coins except with a brown/green/blue color palette. &amp;lt;br /&amp;gt;&lt;br /&gt;
80 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
81 - Yoshi is metallic blue and spawns in a locked section of 4-4. You can go back and play 4-4 like normally but Yoshi retains the wrong colors. &amp;lt;br /&amp;gt;&lt;br /&gt;
82 - The level intro is similar to 78 coins but the game softlocks after the level music starts to play. &amp;lt;br /&amp;gt;&lt;br /&gt;
83 - Yoshi is yellowish and spawns in the middle of some foam in 3-5. The foam pushes you left to your death. &amp;lt;br /&amp;gt;&lt;br /&gt;
84 - Yoshi is monochromatic and spawns in the sky. There does not appear to be a floor and fluttering to the right results in the screen changing. &amp;lt;br /&amp;gt;&lt;br /&gt;
85 - Yoshi is ketchup colored and spawns in the top left of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
86 - This one is similar to 78 coins. Raphael slowly rotates all the way around the moon, looks around and pounds the ground. You have control over Yoshi and if you flutter, the moon will rotate. This will spawn a bunch of random sprites and will likely softlock the game. &amp;lt;br /&amp;gt;&lt;br /&gt;
87 - This one is very similar to 86 coins except it may spawn different sprites. &amp;lt;br /&amp;gt;&lt;br /&gt;
88 - Yoshi is glitchy colored and spawns in the sky of a jungle background. At least one invisible platform is located at the bottom of the far right of the screen. &amp;lt;br /&amp;gt;&lt;br /&gt;
89 - Yoshi is yellow/green colored and spawns in the middle of 4-6. The level appears to be normal otherwise. &amp;lt;br /&amp;gt;&lt;br /&gt;
90 - Yoshi is glitchy colored and spawns in the sky of a snow level while the bonus music plays. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
91 - Yoshi is the regular light blue color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
92 - The level intro is glitched. Yoshi is strangely colored and spawns in the &amp;quot;air&amp;quot; of an underwater background. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
93 - The level intro is blank. Yoshi is the regular purple color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
94 - This one is similar to 78 coins. A glitched Bullet Bill Cannon sprite appears in place of Raphael, which wanders in a circle around the moon (or whatever it could be) forever. Yoshi spawns on top of the level and is able to move once the glitched Raphael sprite does. Going to the left causes very bright colored lines to flood the screen. Going to the right spawns a very glitched GOAL! sprite to appear. Both directions will cause a softlock. Yoshi can get hit by the glitched Raphael sprite and can also fall to his death. Upon death, the game asks if you want to restart at the middle-ring. A glitched, orange colored Yoshi then spawns on a red coin in level 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
95 - Yoshi is a glitched purple color and spawns in the sky of 1-1, similar to having done a [[Tricks#Pipe_Jump|pipe jump]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
96 - 1-1. &amp;lt;br /&amp;gt;&lt;br /&gt;
97 - Yoshi is glitched colored and spawns in the sky with a background of happy little mountains. Horizontal speed is low but vertical speed is very high. The screen appears to wrap vertically a few times. There does not appear to be a floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
98 - The level intro is, similar to 92 coins. Yoshi is the regular light blue color and spawns in the sky. &amp;lt;br /&amp;gt;&lt;br /&gt;
99 - Similar to 97 coin. &amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=GBA_Info&amp;diff=6284</id>
		<title>GBA Info</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=GBA_Info&amp;diff=6284"/>
		<updated>2026-04-17T07:44:15Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: Start of page,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Super Mario Advance 3: Yoshi&#039;s Island is the port of Yoshi&#039;s Island to GBA, It is a very faithful port but has some small differences in levels with new sounds but with the downside of a smaller screen.&lt;br /&gt;
&lt;br /&gt;
Most importantly due to it being a new system, there are differences in how some glitches that corrupt memory work especially OAM overflow and Out-Of-Bounds wrong warps.&lt;br /&gt;
This leads to GBA having unique speedruns that may be interesting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that this is under investigation and information may change and this is still not fully understood&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Goal OAM Overflow Corruption (unlocking new levels) ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
Explain, link some pablo stuff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
== Wrong Warps differences ==&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
GBA doesn&#039;t clear previous screen exits from levels you visited so 1-1 warping can bring you there.&lt;br /&gt;
Out-of-bounds warps read into VRAM table so it can be manipulated into many places&lt;br /&gt;
&lt;br /&gt;
== World Records ==&lt;br /&gt;
&lt;br /&gt;
Somebody has done it&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=3-6_Any%25&amp;diff=6278</id>
		<title>3-6 Any%</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=3-6_Any%25&amp;diff=6278"/>
		<updated>2026-04-05T16:50:15Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: Added comparison video by Leonis for bottom vs top, good for strat reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Warpless ==&lt;br /&gt;
{{#ev:youtube|3jXAjP5H2Ws|360x240|right|Top Route: https://youtu.be/3jXAjP5H2Ws|frame}}&lt;br /&gt;
{{#ev:youtube|xgyix-GAHag|360x240|right|ANY% WR (bottom route): https://youtu.be/xgyix-GAHag|frame}}&lt;br /&gt;
{{#ev:youtube|u4ZTHUGaUfI|360x240|right|Bottom vs. Top route comparison: https://youtu.be/u4ZTHUGaUfI|frame}}&lt;br /&gt;
In the beginning of the level take a path on top of the trees that leads directly to the key. Tonguing the key (see IL) saves about a half a second. Just flutter into the ceiling, then tongue when you hit the ceiling and immediately hold left. You may need to tongue the key a second time to bring it all the way to Yoshi.&lt;br /&gt;
&lt;br /&gt;
There are two ways to skip pushing the chomp rock through this level. The top route is easier, but about 2.5 seconds slower (this includes a half second on the score screen from collecting red coins). Come to a complete stop just a bit to the right of the peak of the hill and upspit the rat. Then bounce on him to get an [[Fluttering#Perfect_Flutter|extended flutter]] to the ledge, skipping the stairs (see video).&lt;br /&gt;
&lt;br /&gt;
The harder bottom route is shown in the IL record. If you have extra eggs from 3-5 you can shoot the first hedgehog out of your way instead of tonguing him. The bounce off the rat to skip pushing the rock requires you to press B just a bit after landing on the rat because if you bonk the ceiling you will lose your extended flutter. You can also spit a rat to the right of the final hedgehog and bounce off of it but this doesn&#039;t save as much time. &lt;br /&gt;
&lt;br /&gt;
The mushroom platform that the key door is on is higher in the middle than on the sides, meaning that you won&#039;t be able to make it onto the platform if the peak of your flutter is too far right. Shooting the last hedgehog allows you to jump to the door from farther left, meaning you don&#039;t have to left-right to get up onto it.&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=Main_Page&amp;diff=15</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=Main_Page&amp;diff=15"/>
		<updated>2016-08-21T20:44:07Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: /* Speedruns (RTA &amp;amp; TAS) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background:none; border-spacing: 6px 3px; text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;border: 1px solid #ffffff; background:#FFFFFF; width: 100%; padding: 6px; vertical-align: top;&amp;quot; | &amp;lt;center&amp;gt;&amp;lt;span style=&amp;quot;font-size: 120%; font-weight: bold;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:YoshisIslandLogo.png|center|800px]] &amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Welcome to Yoshi.science o/&#039;&#039;&#039; &amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt; &lt;br /&gt;
Here you can find in-depth technical information on Yoshi&#039;s Island and how to speedrun the game! &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:100%;text-align:center;font-size:85%;color:#000&amp;quot;&amp;gt;Currently there are &#039;&#039;&#039;[[Special:Statistics|{{NUMBEROFARTICLES}}]]&#039;&#039;&#039; articles.&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[File:GreenEgg.png|20px]] [http://www.speedrun.com/yi RTA Leaderboards]   [[File:YellowEgg.png|20px]] [[IL Leaderboards]]   [[File:RedEgg.png|20px]] &#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background:none; border-spacing: 6px 3px&amp;quot;&lt;br /&gt;
| style=&amp;quot;border: 3px solid #1155CC; background:#BFD7FF; width: 50%; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
== General ==&lt;br /&gt;
;Tricks&lt;br /&gt;
:* &#039;&#039;&#039;[[Controls | Controls]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Basic_Tricks | Basic Tricks]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Advanced_Tricks | Advanced Tricks]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Small_Time_Savers | Small Time Savers]]&#039;&#039;&#039; &lt;br /&gt;
:* &#039;&#039;&#039;[[Glitch_List | Glitch List]]&#039;&#039;&#039; &lt;br /&gt;
:* &#039;&#039;&#039;[[TAS_Tricks | TAS Tricks]]&#039;&#039;&#039; &lt;br /&gt;
:* &#039;&#039;&#039;[[Egg_Types | Egg Types]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Egg_Mechanics | Egg Mechanics]]&#039;&#039;&#039; &lt;br /&gt;
:* &#039;&#039;&#039;[[Swag | Swag]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Category_Definitions | Category Definitions]]&#039;&#039;&#039;&lt;br /&gt;
;Community&lt;br /&gt;
:* &#039;&#039;&#039; [https://discordapp.com/invite/0SlKcDn4zPM71sh8 #Yoshi Discord] &#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039; [http://widget.mibbit.com/?settings=e7bf68f17a4f32cc02bf4518a7a46369&amp;amp;server=irc.speedrunslive.com&amp;amp;channel=%23Yoshi #Yoshi IRC] &#039;&#039;&#039;&lt;br /&gt;
;Other Links&lt;br /&gt;
:* &#039;&#039;&#039; [http://speeddemosarchive.com/YoshisIsland.html SDA Game Page (Not used anymore)] &#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039; [https://forum.speeddemosarchive.com/post/yoshis_island_snes_%E2%80%A2_%E2%80%A2_%E2%80%A2_%E3%81%8B%E3%81%88%E3%81%A7s_100_wr_is_now_24535._usas_best_is_24738_.html SDA Forum Thread (Outdated)] &#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039; [http://www34.atwiki.jp/y_island/ Japanese Speedrunning Wiki] &#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039; [http://www40.atwiki.jp/niconamarta/pages/90.html Japanese Records Page] &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: 3px solid #B95600; background:#FFBF86; width: 50%; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
== Speedruns (RTA &amp;amp; TAS) ==&lt;br /&gt;
;RTA World Records&lt;br /&gt;
:* &#039;&#039;&#039; [https://www.youtube.com/watch?v=hYOEO-4YNbU 100% - 2:30:12] &#039;&#039;&#039; &lt;br /&gt;
:* &#039;&#039;&#039; [https://www.youtube.com/watch?v=X4BT99yavRU Any% Warpless - 1:43:34] &#039;&#039;&#039; &lt;br /&gt;
:* &#039;&#039;&#039; [http://www.twitch.tv/mt76907/v/14831451 Any% Warps, No Null Egg - 1:38:43] &#039;&#039;&#039; &lt;br /&gt;
:* &#039;&#039;&#039; [https://www.youtube.com/watch?v=xT6sg0xbbMA Any% Null Egg - 27:02] &#039;&#039;&#039; &lt;br /&gt;
:* &#039;&#039;&#039; [https://www.youtube.com/watch?v=O_VI263sUik Any% - 2:43.76] &#039;&#039;&#039; &lt;br /&gt;
;TAS (Theory - For real time reference)&lt;br /&gt;
:* &#039;&#039;&#039; [https://www.youtube.com/watch?v=XVEQSH2gcwE Any% Magical Journey Theory TAS - 38:11] &#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039; [https://www.youtube.com/watch?v=wVwJKFEJl3M Any% Warpless Theory TAS - 1:41:15] &#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039; [http://www.youtube.com/watch?v=7-obEgZ9Zvc 100% Theory TAS] - 2:23:26 &#039;&#039;&#039;&lt;br /&gt;
;TAS&lt;br /&gt;
:* &#039;&#039;&#039; [http://www.youtube.com/watch?v=a7-p_-shmDg Any% Warps TAS - 1:33:40] &#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039; [http://www.youtube.com/watch?v=Jp7Z2zdu9Zw 100% TAS - 1:59:35] &#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background:none; border-spacing: 6px 3px&amp;quot;&lt;br /&gt;
| style=&amp;quot;border: 3px solid #38761D; background:#B6D7A8; width: 50%; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Any% ==&lt;br /&gt;
;Individual Worlds&lt;br /&gt;
:* &#039;&#039;&#039;[[Any_W1 | World 1]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Any_W2 | World 2]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Any_W3 | World 3]]&#039;&#039;&#039; &lt;br /&gt;
:* &#039;&#039;&#039;[[Any_W4 | World 4]]&#039;&#039;&#039; &lt;br /&gt;
:* &#039;&#039;&#039;[[Any_W5 | World 5]]&#039;&#039;&#039; &lt;br /&gt;
:* &#039;&#039;&#039;[[Any_W6 | World 6]]&#039;&#039;&#039; &lt;br /&gt;
;Other&lt;br /&gt;
:* &#039;&#039;&#039;[[Any_Warps | Warps]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[Null_Egg | Null Egg (Magical Journey &amp;amp; Save Corruption)]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[ACE | Arbitrary Code Execution (Credits Warp)]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;border: 3px solid #7F7400; background:#FFF59B; width: 50%; padding: 6px; vertical-align: top;&amp;quot; |&lt;br /&gt;
== 100% ==&lt;br /&gt;
;Individual Worlds&lt;br /&gt;
:* &#039;&#039;&#039;[[100_W1 | World 1]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[100_W2 | World 2]]&#039;&#039;&#039;&lt;br /&gt;
:* &#039;&#039;&#039;[[100_W3 | World 3]]&#039;&#039;&#039; &lt;br /&gt;
:* &#039;&#039;&#039;[[100_W4 | World 4]]&#039;&#039;&#039; &lt;br /&gt;
:* &#039;&#039;&#039;[[100_W5 | World 5]]&#039;&#039;&#039; &lt;br /&gt;
:* &#039;&#039;&#039;[[100_W6 | World 6]]&#039;&#039;&#039; &lt;br /&gt;
:* &#039;&#039;&#039;[[Extras | Extras]]&#039;&#039;&#039; &lt;br /&gt;
;Other&lt;br /&gt;
:* &#039;&#039;&#039;[[Bonus_Avoidance | Bonus Avoidance]]&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background:none; border-spacing: 6px 3px&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; border: 3px solid #990000; background:#EA9999; padding: 6px; vertical-align: top; text-align:left;&amp;quot; |&lt;br /&gt;
== ASM Stuff ==&lt;br /&gt;
:* hi ArneTheQuick&lt;br /&gt;
:* hi RaidenTheGreat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== OLD MAIN PAGE ==&lt;br /&gt;
&amp;lt;strong&amp;gt;MediaWiki has been successfully installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
[[File:797632705 740010.gif|thumbnail]]&lt;br /&gt;
Consult the [//meta.wikimedia.org/wiki/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Localisation#Translation_resources Localise MediaWiki for your language]&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=Main_Page&amp;diff=4</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=Main_Page&amp;diff=4"/>
		<updated>2016-08-05T00:46:13Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;MediaWiki has been successfully installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
[[File:797632705 740010.gif|thumbnail]]&lt;br /&gt;
Consult the [//meta.wikimedia.org/wiki/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Localisation#Translation_resources Localise MediaWiki for your language]&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=File:797632705_740010.gif&amp;diff=3</id>
		<title>File:797632705 740010.gif</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=File:797632705_740010.gif&amp;diff=3"/>
		<updated>2016-08-05T00:42:56Z</updated>

		<summary type="html">&lt;p&gt;Arnethegreat: test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;test&lt;/div&gt;</summary>
		<author><name>Arnethegreat</name></author>
	</entry>
</feed>