Super Mario World
BACK TO GAMES
Super Mario World

Super Mario World

Nintendo
1990

A classic 2D platformer for the SNES featuring Mario and Yoshi on a quest to rescue Princess Toadstool from Bowser. Known for its tight controls, colorful worlds, secret exits, and the introduction of Yoshi as a rideable companion.

SNES
BACK TO WIKI

Credits Warp / ACE

Credits Warp (also known as Arbitrary Code Execution or ACE) is a game-breaking glitch in Super Mario World that allows players to skip directly to the end credits from the very first level. By manipulating the game's memory through precise enemy and object placement, players can essentially "program" the game to execute custom code and trigger the ending sequence.

What is Credits Warp?

The credits warp is one of the most famous examples of arbitrary code execution in speedrunning history. By defeating enemies, manipulating sprite slots, and positioning objects in precise locations (typically in Yoshi's Island 2), players can write unintended data into the game's RAM. When the game attempts to execute certain routines, it instead jumps to memory locations containing player-controlled data, which triggers the credits.


How It Works

Memory Manipulation

Super Mario World stores various game data in RAM, including:

  • Sprite positions and states
  • Item data
  • Player coordinates
  • Game state flags

The credits warp exploits how the game handles sprite data and memory addresses. By carefully arranging defeated enemy sprites, item pickups, Yoshi's eating/spitting mechanics, and player position, players can write specific byte values to memory addresses that the game later interprets as executable code.

The Execution

When the corrupted memory is read by certain game routines, instead of normal gameplay behavior, the game jumps to the credits sequence. This is achieved by:

  1. Setting up specific sprite slot configurations
  2. Manipulating Yoshi to eat/spit enemies at precise frames
  3. Creating a memory state that, when processed, points to the credits routine
  4. Triggering the corrupted code execution

Requirements

  • Original SNES version (required - this glitch does not work on all versions)
  • Yoshi (obtained in the level)
  • Precise timing and positioning
  • Knowledge of sprite manipulation mechanics

Version Differences

PlatformStatus
SNES (Original)Works
SNES (Rev 1)May require different setup
GBA PortDifferent memory layout - modified setup needed
Nintendo Switch OnlineTiming may vary
Virtual ConsoleGenerally works with original timing

Speedrun Categories

The credits warp is central to several speedrun categories:

0 Exit

Complete the game without entering any level exits. Uses credits warp to skip directly to the ending.

  • World Record territory: Under 50 seconds
  • Beginner-friendly: No, extremely difficult execution

Step-by-Step Overview

Note: This is a simplified overview. The actual execution requires frame-perfect inputs and extensive practice.

Basic Concept (Yoshi's Island 2)

  1. Enter Yoshi's Island 2 and acquire Yoshi
  2. Manipulate enemy spawns by scrolling the screen in specific patterns
  3. Use Yoshi to eat enemies at precise positions and timings
  4. Position sprites to write specific values to target memory addresses
  5. Trigger the memory corruption that redirects game execution to credits

Key Mechanics Involved

  • Sprite slot management: The game can only handle a limited number of sprites; overloading or manipulating these creates exploitable states
  • Yoshi's tongue: Eating and spitting mechanics interact with sprite data in ways that can corrupt memory
  • Object persistence: How items and enemies persist in memory after being interacted with

Tool-Assisted vs Human Execution

Tool-Assisted Speedruns (TAS)

The credits warp was first achieved through tool-assisted means, where emulator features allow frame-by-frame input, save states for testing, memory viewing, and perfect execution. TASBot has demonstrated this glitch at events like AGDQ (Awesome Games Done Quick).

Human Execution

Human players have since achieved credits warp, though it requires hundreds of hours of practice, consistent muscle memory, and understanding of the underlying mechanics.


Related Techniques

  • Item Stock Glitch: Manipulates sprite data to obtain unintended items
  • Power-up Incrementation: Changes power-up state beyond intended values
  • Yoshification: Runs Yoshi-related code on non-Yoshi objects
  • Sprite Slot Manipulation: Foundation for many ACE setups
  • Double Yoshi Glitch: Allows two Yoshis to exist simultaneously

Historical Significance

The Super Mario World credits warp represents a landmark achievement in the speedrunning and TAS communities. Years of research went into understanding the game's memory layout through community collaboration between TASers, speedrunners, and reverse engineers.