![]() The game treats it at world 36-1 (since the digits are tile numbers 0-9, followed by the alphabet, then a space tile at $24 or 36). The minus world is technically an out-of-bounds level. Else, 6-7-8." This indicates that the level maps were stable when the warp code was written. * The code that decides where the warp pipes take you is implemented as: "Are we in World 1-x? Then 2-3-4. * Memory addresses assigned to warp zone control variables are at the end of their respective tables. * Each object and enemy in the game is assigned a code, and the ones used to control warp zones are assigned the last codes used in the game. And these subroutines are located at the ends of their files/sections. * Comments in original SMB source code (revealed in the 2021 "Nintendo Gigaleak") confirm that the programmer thought they were checking if Y = 0 when deciding whether to lock scrolling for the warp zone, even though the code doesn't do that. But there's a bunch of evidence that warp zones were added very late in the game's development, perhaps as a last-minute change. It's unclear whether the error was missed in testing or intentionally left unfixed because they decided they liked the erroneous behavior better. ![]() (This is all explained much more thoroughly yet accessibly, and illustrated much more brilliantly, in the video I suggest you watch it when you can.) It was originally intended to be a much more hidden secret than it turned out to be. (Unless you're walking on the ceiling.) But because of a programming error, it keeps scrolling, revealing that the warp zone room is there. The underground 1-2 level is supposed to stop scrolling as soon as the mundane return-to-surface pipe comes onto the right edge of the screen. For those who can't watch the video or just want a text summary:
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