Warps
1-1 Warps
A 1-1 warp is a trick that sends Yoshi to the top left corner of the level 1-1. Yoshi spawns high above the normal play area and will die if he falls too low. To survive, Yoshi must flutter 9 times while holding right, after which he may safely enter the final part of the level. If 1-1 is subsequently completed, the game will continue on as though you had just beaten the level in which the warp was activated.
1-1 warps exist in many levels in the game. Although each warp is performed differently, they all follow the same general principle. The area that Yoshi is sent to when he enters a screen transition is dependent on where Yoshi actually is and not which screen transition he has entered. 1-1 warps are thus generally achieved by activating screen transitions in unexpected ways. For an image explanation, see [1].
1-1 warps are useful in speedruns as it can be faster to complete 1-1 than to complete the level in which the warp was activated. In total, 1-1 warps can save 4-5 minutes in a speedrun.
In the video demonstration, a pipe jump is used to activate the 1-1 warp, followed by 9 consecutive flutters to survive the fall and complete the level.
Out-Of-Bounds Warping
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 page for more information.
How To Do Each Warp
The tutorial video will teach you how to do all the relevant warps for speedrunning.
1-1
Go to the first pipe in the level and do a pipe jump to activate the 1-1 Warp. [2]
1-2
Activate tongue glitch near the large spring just after the middle ring in the first room. After the room beings to corrupt, get hit by an enemy to prevent a crash. While still in the glitched state, climb up to the transition region to the 2nd room and enter it from above.
1-3
- Push the chomp rock near the end of the cave up the hill towards the exit. Once the rock has enough speed to reach the exit, jump on top of it and hold down to duck. Exit the cave from on top of the rock to activate the 1-1 Warp.
- Enter the secret bonus room near the end of the level. Hold B upon entering the room to begin fluttering. With enough perfect flutters and height gained you can go across the top to either the left or right side to activate the 1-1 Warp. [3]
1-4
Enter the pipe that'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. [4]
1-6
- At the end of the first cave, do a series of 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. [5]
- Alternate warp: [6]
2-1
- Go to the first pipe (the one that leads to the room with Poochy) and do a pipe jump to activate the 1-1 Warp. [7]
- 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. [8]
Note: The second method is way harder and should be used only as a backup if you fail the first method.
2-4
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'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. [9]
Note: It is possible that you won't have enough height, even though you were standing on the Boo Blah when entering the pipe.
2-5
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. [10]
Note: You have a 2 frame window to flutter and enter the pipe first try. You can also do perfect flutters to gain height if you don't make it with the first one.
2-6
Theoretical: In cave section there is a theoretical warp by entering the door (from cloud in foam) as it is falling. This is speculated to be possible with either walljump or, more practical, clipping in from corner below. (time save unknown) [11]
2-7
Enter 2-7 and make big eggs. Do tongue glitch. Step on the gray blocks (see video), scroll the screen up, tongue UP and get hit while the tongue is retracting. Yoshi HAS to be on top of the blocks and facing LEFT. Grab baby Mario and go left. Be careful not to get hit by Lakitu's projectiles. Keep holding left (never right). Scroll the screen like in the video. Stop and don't hold anything. The very moment the screen starts to corrupt, hold DOWN. You should be free of the tongue glitch state. Follow the path on the video and enter that door to 1-1 warp. [12]
2-8
Enter 2-8 with a baxtered big egg from 2-7. Enter the pipe to the key pot area. Tongue a shyguy from the pipe and make sure to run on the pipe after you do it. This is to prevent the screen from scrolling up. Do tongue glitch and keep going left. Once you reach the platform above the entrapped flower, drop down and immediately hold right. Wait while the camera pans until you can only see 1 or 2 ghost guys on the left, then tap left to lock the camera. Tongue UP while facing RIGHT, and get hit by the last ghost guy's bomb while the tongue is retracting. Right after you get hit, go right, reclaim Baby Mario, and stop around the center of the platform above the flower, letting the camera pan all the way to the right and then to the left. Once the ghost guy destroys the rightmost tile of the platform, drop down, go left to hug the wall, and then hold nothing. Wait there until the screen starts corrupting, then immediately jump. You'll get the TG cancel. Go left and DON'T have the ghost guys on screen, they'll crash the game if you do. Enter the pipe and you'll 1-1 warp. [13]
3-1
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 extended flutter. Keep holding right until you enter the screen transition to activate the 1-1 Warp. [14]
Note: Make sure to not lose speed when you do the up-spit and avoid the mud, otherwise the monkey may not cooperate with you.
3-4
Enter 3-4 with a baxtered big egg, and enter the 2nd door on the 2nd screen. Go to the left and eat a monkey. Get tongue glitch making sure you don't kill the right fish. This can be done either by standing next to the left or right wall of the screen. Tongue while facing RIGHT and get hit by the fish while the tongue is retracting. Reclaim baby Mario, and flutter left until you can see the winged cloud onscreen. Then, stop holding jump, hold right and keep swimming. Stop once you're around the right area (see video). You can tell where you are by the splashes Yoshi makes while swimming. The area where this works is quite large, so you should get it every time. The very moment you see the screen scroll down (it's very subtle), hold DOWN. You'll get the TG cancellation 100% of the time. Flutter left making sure to spawn the door, enter it and you'll 1-1 warp. [15]
3-7
In the submarine room [16], do a bunch of perfect flutters upon entry to get high enough to reach the screen exit above you. Should save around 1 second.
There's another warp in the coin arrow monkey room. It's slower for any% but would save around 14 seconds in 100.[17]
3-8
Theoretical: Information coming soon (double sided pipe in the pipe room).
4-3
Theoretical: 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 and go just above the bouncy arrow to do the warp. [18]
4-7
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. [19]
4-8
Not a 1-1 warp but a warp to another room nonetheless. At the end of the first room in the lower section, shoot the winged cloud, do an arrow teleport and enter the door while the winged cloud is opening to warp to the room above. This skips having to grab the key. [20]
5-3
Enter 5-3 second screen. Grab the fire melon and melt the 2 ice blocks. Eat a penguin and get tongue glitch via the midring. Go right and stand below the balloon with the bomb, while facing RIGHT (you can ground pound to stop your momentum). Tongue UP, and get hit while the tongue is retracting. Reclaim baby Mario and hold left. You'll automatically grab the superstar. As Super Baby Mario, go all the way to the start of the screen. Before the timer runs out, you want to stand exactly in this position (it's pixel perfect). [21] Use Mario's right eye and nose and the egg dispenser as visual cues. If you don't get the right pixel before before Mario transforms, you can adjust it afterwards as well. After you transform back into Yoshi, the music from the Overworld Theme will start from the beginning. You have to wait until it repeats and then press and hold LEFT and press and hold JUMP, timing it with beats 2 and 3 of the music, coinciding with the notes in the counter-melody. see the sheet music [22] to see exactly when to press. Both of these are frame perfect. Once you get the TGC, jump right, flutter 2 times, then run along those blocks and do a full jump+flutter on the edge. You'll reach the part with the coins and a pipe offscreen. Be careful to flutter close to the ceiling until you have reached the pipe, otherwise you might die. Enter the pipe and you'll 1-1 warp [23]
old alternative strat [24]
5-4
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 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 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 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. [25]
Note: It is a 2 frame window to do the extended flutter to get into the pipe. If you go too soon, you won't be able to travel far enough left to reach the pipe before bonking your head. If you go too late, you'll either fall to your death or won't have enough height to reach the pipe. This is easily the hardest warp to execute.
6-4
Theoretical: Information coming soon (transition below floor in the second room).
6-5
(Better information soon). At the end of the first room, push the chomp rock to the edge of the screen so that it comes to rest just before falling. Gently nudge the rock so that it begins falling off-screen. As it falls, jump on top of it and enter the screen transition. [26]
6-7
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. [27]
Time Saves
Any%
- 1-1: None
- 1-2: None
- 1-3: None
- 1-4: ~29s
- 1-6: ~2s
- 2-1: ~48s
- 2-4: ~27s
- 2-5: None
- 2-6: ?
- 3-1: ~10s
- 3-4: ?
- 3-7: ?
- 3-8: ?
- 4-7: ~1s
- 5-4: ~132s or 2m12s (Optimal 5-4 Skip)
- 5-4: ~216s or 3m36s (No 5-4 Skip)
- 6-4: ?
- 6-5: None
- 6-7: None
Total Possible Time Save:
- ~249s or 4m07s (Optimal 5-4 Skip)
- ~333s or 5m31s (No 5-4 skip)
100%
- 1-1: None
- 1-3: None
- 1-4: ~29s
- 1-6: None
- 2-1: ~48s
- 2-4: ~54s
- 2-5: ~10s
- 2-7: -coming soon-
- 3-1: None
- 3-7: -coming soon-
- 4-7: None
- 5-4: ~141s or 2m21s (Optimal 5-4 skip)
- 5-4: ~201s or 3m21s (No 5-4 skip)
- 6-7: None
Note: Warps are only allowed in 100% No Restrictions.
Total Possible Time Save:
- ~282s or 4m42s (Optimal 5-4 skip)
- ~342s or 5m42s (No 5-4 skip)
Tongue Glitch Wrong Warps (theoretical)
Using 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
Left+Right Warping


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're sent to when you do a left+right warp depends on your coin count.
- RAM address for coin count: 7E037B
- RAM addresses for levels: 7E021A and 7E021B
These are based on 2-bytes and the outcomes are believed to be at an amount of ~56k.
In-depth Explanation
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The Warp Glitch is the glitch that makes this possible. It works by pressing < and > 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't expect you to press both directions at once. So what happens when you press < + >. Well, to start things, there is an address ($36) which is input data. That means if you press > bit 0 and if you press < 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. 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 "SCORE" 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's 1 if you pressed >, 2 if you pressed < 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). 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 "SCORE" 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)." |
- Masterjun describing the left+right warp in-depth in his TASvideos submission: Super Mario World 2: Yoshi's Island "glitched" in 06:09.03
Test Results For Left+Right Warping By Hyperzoot
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.
Coin Counts
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.
01 - 1-1.
02 - 1-2.
03 - 1-3.
04 - 1-4.
05 - 1-5.
06 - 1-6.
07 - 1-7.
08 - 1-8.
09 - 1-E.
10 - 1-Bonus.
11 - The level intro is glitched and the game softlocks.
12 - Tutorial level.
13 - 2-1.
14 - 2-2.
15 - 2-3.
16 - 1-1.
17 - 2-5.
18 - 2-6.
19 - 2-7.
20 - 2-8.
21 - 2-E.
22 - 1-1. The intro is glitched but the level appears normal.
23 - 1-1. The intro is glitched but the level appears normal.
24 - 1-1. The intro is glitched but the level appears normal.
25 - 3-1.
26 - 3-2.
27 - 3-3.
28 - 3-4.
29 - 3-5.
30 - 3-6.
31 - 3-7.
32 - 1-1.
33 - 3-E.
34 - 1-1. The intro is glitched but the level appears normal.
35 - 1-1. The intro is glitched but the level appears normal.
36 - 1-1. The intro is glitched but the level appears normal.
37 - 4-1.
38 - 4-2.
39 - 4-3.
40 - 4-4.
41 - 4-5.
42 - 4-6.
43 - 4-7.
44 - 4-8.
45 - 4-E.
46 - 1-1. The intro is glitched but the level appears normal.
47 - 1-1. The intro is glitched but the level appears normal.
48 - 1-1.
49 - 5-1.
50 - 5-2.
51 - 5-3.
52 - 5-4.
53 - 5-5.
54 - 5-6.
55 - 5-7.
56 - 5-8.
57 - 5-E.
58 - 1-1. The intro is glitched but the level appears normal.
59 - 1-1. The intro is glitched but the level appears normal.
60 - 1-1. The intro is glitched but the level appears normal.
61 - 6-1.
62 - 6-2.
63 - 6-3.
64 - 1-1.
65 - 6-5.
66 - 6-6.
67 - 6-7.
68 - 6-8.
69 - 6-E.
70 - The level intro is glitched and Yoshi spawns in the sky. There does not appear to be a floor.
71 - Yoshi spawns at the top left of 1-1, similar to having done a pipe jump.
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.
73 - The level intro is very glitchy and Yoshi spawns in the top left of 1-1, similar to having done a pipe jump. Yoshi's colors are an inverted type of green.
74 - The level intro is blank and Yoshi spawns below the middle-ring in 6-2.
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.
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's colors are a metallic blue.
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's colors are a mix green, blue and gray and Baby Mario is purple and orange.
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.
79 - This one is similar to 77 coins except with a brown/green/blue color palette.
80 - 1-1.
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.
82 - The level intro is similar to 78 coins but the game softlocks after the level music starts to play.
83 - Yoshi is yellowish and spawns in the middle of some foam in 3-5. The foam pushes you left to your death.
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.
85 - Yoshi is ketchup colored and spawns in the top left of 1-1, similar to having done a pipe jump.
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.
87 - This one is very similar to 86 coins except it may spawn different sprites.
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.
89 - Yoshi is yellow/green colored and spawns in the middle of 4-6. The level appears to be normal otherwise.
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.
91 - Yoshi is the regular light blue color and spawns in the sky of 1-1, similar to having done a pipe jump.
92 - The level intro is glitched. Yoshi is strangely colored and spawns in the "air" of an underwater background. There does not appear to be a floor.
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 pipe jump.
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.
95 - Yoshi is a glitched purple color and spawns in the sky of 1-1, similar to having done a pipe jump.
96 - 1-1.
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.
98 - The level intro is, similar to 92 coins. Yoshi is the regular light blue color and spawns in the sky.
99 - Similar to 97 coin.