It’s at 1:39 in the video where things really start going pear-shaped, as the fabric of the game’s reality comes apart at the seams for a few seconds before inexplicably transitioning to Mario-themed versions of Pong and Snake. […] Suffice it to say that the first minute-and-a-half or so of this TAS is merely an effort to spawn a specific set of sprites into the game’s Object Attribute Memory (OAM) buffer in a specific order. The TAS runner then uses a stun glitch to spawn an unused sprite into the game, which in turn causes the system to treat the sprites in that OAM buffer as raw executable code. In this case, that code has been arranged to jump to the memory location for controller data, in essence letting the user insert whatever executable program he or she wants into memory by converting the binary data for precisely ordered button presses into assembly code.