Warps
1-1 Warps
How It Works
Several situations can result in warping to level 1-1. When the warp is activated, you'll be falling from the sky and must flutter 8-9 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.
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 not 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.
In the video, a pipe jump is used to activate the 1-1 warp, followed by 10 consecutive flutters to survive the fall and complete the level.
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.
1-3
Enter the secret bonus room near the end of the level. Upon entering the room, begin fluttering. With enough perfect flutters and height gained, you can reach the screen transition (where you fell from). Doing this is very difficult and doesn't actually save time in a speedrun.
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.
2-1
This level has 2 different ways of activating the 1-1 Warp!
First method
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.
Second method
Jump on the bouncy arrow on the 3rd screen and hold left. After you avoid the wall, hold right to enter the screen transition from above to activate the 1-1 Warp.
Note: This 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 it's head to skip the animation where it raises it's 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.
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 (this is the same as the warp in 1-3). Hold up to re-enter the pipe and activate the 1-1 Warp.
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.
3-1
On the second screen, tongue the first monkey then do a small jump off of the post and upspit the monkey. Jump at the 2nd hanging vine then bounce on the monkey after it jumps onto the vine and do an extended flutter. Keep holding right until you enter the screen transition to activate the 1-1 Warp.
Note: Make sure to not lose speed when you do the upspit and avoid the mud, otherwise the monkey may not cooperate with you.
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 the easiest warp to execute.
5-4
Hard. Watch Tutorial. 2 frame window.
6-7
???
Time saves
Any% time saves
The following list shows how much time can be saved through 1-1 Warps in the Any% Categories if done correctly!
- 1-1: None
- 1-3: None
- 1-4: ~29s
- 2-1: ~48s
- 2-4: ~27s
- 2-5: None
- 3-1: ~10s
- 4-3: None
- 4-7: ~1s
- 5-4: ~132s = ~2m12s (Optimal 5-4 Skip)
- 5-4: ~216s = ~3m36s (No 5-4 Skip)
- 6-7: None
Total possible time save:
- ~247s = ~4m07s (Optimal 5-4 Skip)
- ~331s = ~5m31s (No 5-4 skip)
100% time saves
How much time doing optimal levels with Warps would save in 100%... -Warps are traditionally banned in 100%-
- 1-4: ~29s
- 2-1: ~48s
- 2-4: ~54s
- 2-5: ~10s
- 5-4: ~141s (Optimal 5-4 skip)
- 5-4: ~201s (No 5-4 skip)
NOTE: Unlike Any% doing a 1-1 Warp in 3-1 or 4-7 doesn't save any time.
Total possible time save:
- ~282s = ~4m42s (Optimal 5-4 skip)
- ~342s = ~5m42s (No 5-4 skip)
Left+Right Warping
Often described as "Glitched" in terms of TASing, requires emulator that allows left+right input at the same frame or a modded/broken gamepad. This glitch can cause several interesting effects such as softlocks, glitched levels, severe lag and save corruption. Different emulators(including versions), and ROMs(especially JAP/USA/EU) may grant different outcomes. Basically where you go when performing the glitch, depends on your coin count and the level you are targetting.
- Useful RAM-Adress for coin count: 7E037B
- Useful RAM-Adresses for levels: 7E021A & 7E021B
Because this is based on 2-bytes, the outcomes are believed to be at an amount of ~56k.
In-depth explanation
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: TAS Super Mario World 2: Yoshi's Island "glitched" in 06:09.03 by Masterjun
Test Results for 1-1 left/right Glitch by Hyperzoot:
Yoshi L+R Warp Glitch
All levels assumed to be from new file and all coins are from 1-1 unless otherwise stated. Levels on the world map glitch out after performing the trick (and completing the level that was warped to), and some are blank and inaccessible. This glitch is a good way to bypass levels (or go straight to 6-8 in glitched any%).
Coin counts
00 - 1-E. Dying there and trying it again results in 0 coins warping to 1-1 if done again. If 1-E is completed, Yoshi does the animation of taking Baby Mario to 1-2, but 1-1 is not completed. 1-Bonus is unlocked, and the 1-E square is glitched. Completing 1-Bonus fixes the 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 - Glitched level intro, softlocks game.
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. Intro is glitched, but level appears normal.
23 - 1-1. Intro is glitched, but level appears normal.
24 - 1-1. Intro is glitched, but 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. Intro is glitched, but level appears normal.
35 - 1-1. Intro is glitched, but level appears normal.
36 - 1-1. Intro is glitched, but 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. Intro is glitched, but level appears normal.
47 - 1-1. Intro is glitched, but 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. Intro is glitched, but level appears normal.
59 - 1-1. Intro is glitched, but level appears normal.
60 - 1-1. Intro is glitched, but 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 - Glitched intro, Yoshi spawns in the sky. Does not appear to be a floor.
71 - Top of 1-1, same as doing a pipe warp glitch.
72 - Glitched intro, Yoshi spawns in a dark house with light around him. Does not appear to be a floor.
73 - Very glitchy intro, Yoshi spawns in 1-1 sky similar to pipe warp glitch. Yoshi's colors are a type of inverted green.
74 - Blank intro. Yoshi spawns below the middle ring of 6-2.
75 - Blank intro. Yoshi spawns in the sky of a boss room background with Kamek music playing. Does not appear to be a floor.
76 - Blank intro. Yoshi spawns in the sky of a waterfall background similar to 4-2. Does not appear to be a floor. Yoshi's colors are metallic blue-ish.
77 - Blank intro. Yoshi spawns in the sky of a jungle background. There is a very short drop to death, and does not appear to be a floor. Yoshi's colors are a strange green/blue/gray, and Baby Mario is purple/orange.
78 - Intro is glitchy, no text and a small Raphael is visible. Level looks like the Raphael 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 the game softlocks.
79 - Similar to 77 coins, except with a brown/green/blue color palette.
80 - 1-1
81 - Metallic blue Yoshi spawns in a locked section of 4-4. It appears Yoshi can go back to do 4-4 normally, but appears to retain the wrong colors.
82 - Intro appears similar to 78 coins, but game softlocks after level music starts to play.
83 - A yellow-ish Yoshi spawns in the middle of foam in 3-5. Being clipped into the foam pushes Yoshi left to his death.
84 - A monochromatic Yoshi spawns in the sky. Does not appear to be a floor, but fluttering right results in a screen change.
85 - A ketchup colored Yoshi spawns in the top of 1-1, similar to a pipe warp glitch.
86 - Simliar to 78 coins. Raphael slowly rotates all the way around, looks around, and pounds. Control is given to Yoshi, and if fluttering around, the level (moon) will rotate. This spawns a bunch of random sprites, and will likely softlock the game.
87 - Very similar to 86 coins, except may spawn different sprites.
88 - Glitchy colored Yoshi spawns in the sky of the jungle. At least one invisible platform is located at the bottom of the far right of the screen.
89 - Yellow/green Yoshi spawns in the middle of 4-6. Level appears to be normal.
90 - Glitchy colored Yoshi spawns in the sky of a snow level while bonus music plays. Does not appear to be a floor.
91 - Regularly colored light blue Yoshi spawns in the sky of 1-1, similar to a pipe warp glitch.
92 - Glitched intro. Strangely colored Yoshi spawns in the "air" of an underwater background. Does not appear to be a floor.
93 - Blank intro. Regularly colored purple Yoshi spawns in the sky of 1-1, similar to a pipe warp glitch.
94 - Similar to 78 coins. A glitched Bullet Bill cannon sprite appears in place of Raphael, which wanders in a circle around the moon (or where it would be) forever. Yoshi appears to spawn on top of the level, and is able to move once the glitched Raphael sprite does. Going left causes very bright colored lines to flood the screen. Going right spawns a very glitched GOAL! to appear. Both directions cause softlocks. Yoshi can get hit by the glitched Raphael sprite, and also fall to his death. Upon death, the game asks to restart at the middle ring. A glitched orange colored Yoshi then spawns on a red coin in 1-1.
95 - A glitched purple Yoshi spawns in the sky of 1-1, similar to a pipe warp glitch.
96 - 1-1
97 - Glitched colored Yoshi 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. Does not appear to be a floor.
98 - Blank intro. Similar to 92 coins. A normally colored light blue Yoshi spawns in the sky.
99 - Similar to 97.