Transition glitches are any glitch that involves bypassing or corrupting a transition. Generally speaking, major glitch categories impose rules on overworld transition glitches separately from underworld transition glitches. For example, in the RMG ruleset, mirror corruptions are allowed on the overworld, but not in the underworld.
- 1 Anywhere
- 2 Overworld Only
- 3 Underworld Only
- 4 Common Consequences
- 5 More advanced explanation
Yuzuhara's Bottle Adventure
- Main article: Yuzuhara's Bottle Adventure
Using bottle on the same frame as a transition.
- Main article: Deathhole
A glitch that arises when Link falls into a pit and triggers the transition on the same frame he dies. Causes more corruption in underworld than overworld.
- Main article: Quadrant Glitch
Causing a desync between Link's actual position and where the game thinks he is in a way that corrupts future transitions. Much easier to understand the underworld applications.
Teleporting or jumping past a screen transition trigger.
Hitting a transition at the edge of the overworld and going to a screen in an invalid way.
Using mirror on the same frame as a transition, causing a screen wrap.
- Main article: Door Juke
A glitch that allows Link to bypass subtile door transitions.
- Main article: Somaria Door
A class of glitches performed by pushing a somaria block on a door transition.
Includes several subclasses:
- Somaria YBA
- Spin somaria
- Medallion somaria
- Main article: Mirror Door
Using mirror on the same frame as a transition.
- Main article: Jingle glitch
A usually accidental glitch caused by using stairs as a shutter door opens or closes.
All door glitches behave uniquely, but there are common consequences shared between some of them.
- Main article: Data spoofing
Many door glitches can spoof data between rooms. This may cause unintended behavior such as chests changing content, doors unlocking/relocking, or pit flags changing. The latter allows for Wrong Warps.
Door glitches can result in Link's supertile position being offset, such that when he next transitions, he may move to a tile not adjacent to where he currently is. Position offsets can also change the location of sprites, making it appear as if no sprites are spawned. They are, in fact, spawned; they are off screen, but may be briefly visible during transitions.
When the camera is offset, Link will appear to be in one room but with the collision of another.
Door Behavior Changes
Door glitches can change the behavior of super- and subtile doors. Causing them to act like the opposite; i.e. subtile transitions act like supertiles, and vice versa.
Game Mode changes
A handful of door glitches execute different scripts as a result of game mode corruption, usually with visible results. Generally, a variable related to the script needs to be set in some way for a desired result or to avoid an 18 minute timer lock.
More advanced explanation
- Main article: Game mode
By transitioning on the same time as drinking a bottle or walking over a Somaria Block, the player animation of doing a transition is interrupted (Link is not "dragged" into the next room). However, the game will still recognize the transition and update certain memory addresses to indicate that you have now transitioned to the next room.
If you then keep moving towards the direction of the next room, the game will recognize yet another transition from the same door. This makes Link transition past screens, halfway into a room or similar. It is as if you were in the next room already when you started the transition.
If you don't keep moving towards the transition (for example performing transition+bottle on the same frame, but then releasing your dpad), Link will stay put, but the game thinks you entered a new room. This is what causes chests to have the wrong contents.
Note that you can stack Door Juke's - by performing multiple YBA's (and releasing dpad before bottle animation is over) you can trick the game to think you've transitioned multiple times. This can for example be used to fetch chest contents from "far-away" rooms.