I run a YouTube account called RedSouthCity that contains a number of different segments. The one's known here are Bugged Out and my most "famous" segment, Glitchbusters. I’ve been a huge fan of glitches, bugs, and exploits for as long as I can remember, and now I’m giving back and working hard for the next batch of glitch fans.
digger is right. The way you trigger it is by dashing south between screens. Then as long as you don’t go north or south between screens after that (or enter a door or anything), it will stay active – you can go east or west all you want. Entering a hole from the south will then send you to the room. (I’ve also done it with the fairy fountain hole next to the graveyard. To my knowledge, that and the Hyrule Castle secret entrance are the only places you can pull it off. And I’m only considering the Light World here.)
It has to do with the fact that Link’s speed is 4 pixels per frame while dashing, but alternates between 1 and 2 pixels per frame when walking normally. Apparently the programmers forgot to account for those extra pixels when writing the screen transition code, so your position gets screwed up somehow. When you fall into the hole, the game tries to send you somewhere, but because your vertical position is messed up, the game doesn’t recognize the destination, so it sends you to Chris’s room by default. As to why it only works going south, I don’t know.
This document is where I originally got the above information (it’s towards the end, and I’ve paraphrased a little). I’ve subsequently confirmed all of this through play (on an emulator, mind you, but still… it was bsnes, does that count?)
These guys have it completely wrong. It doesn’t matter how fast you get to the hole.
Do you have any additional information on your claim? There’s a bit more information about this easter egg/glitch here: http://www.glitchgamer.com/the-legend-of-zelda-a-link-to-the-past-snes
digger is right. The way you trigger it is by dashing south between screens. Then as long as you don’t go north or south between screens after that (or enter a door or anything), it will stay active – you can go east or west all you want. Entering a hole from the south will then send you to the room. (I’ve also done it with the fairy fountain hole next to the graveyard. To my knowledge, that and the Hyrule Castle secret entrance are the only places you can pull it off. And I’m only considering the Light World here.)
It has to do with the fact that Link’s speed is 4 pixels per frame while dashing, but alternates between 1 and 2 pixels per frame when walking normally. Apparently the programmers forgot to account for those extra pixels when writing the screen transition code, so your position gets screwed up somehow. When you fall into the hole, the game tries to send you somewhere, but because your vertical position is messed up, the game doesn’t recognize the destination, so it sends you to Chris’s room by default. As to why it only works going south, I don’t know.
This document is where I originally got the above information (it’s towards the end, and I’ve paraphrased a little). I’ve subsequently confirmed all of this through play (on an emulator, mind you, but still… it was bsnes, does that count?)
Thanks for the info!