
Here we find a map unlike any in the programmed levels. There is a one-sided doorhovering on the neighbor map. Below Samus is acid that eventually turns
Samus back up through the ceiling to fall again.
We all remember Metroid, back in the good ol' days of the NES. That spirit-crushing game with tough platforms to jump and even tougher enemies to deal with. Well, in case that wasn't enough, there is a whole other world to explore by exploiting a wall-climbing glitch. With this glitch, the hidden worlds, with all their glitches, one-ways, and infinite bees, is revealed.When I was younger I experimented a lot with the glitch, but found that all in all it was rather tedious to do on the NES. There was a lot of getting stuck in walls and having to re-enter passwords and backtrack. I gave up on it after a while and went back to enjoying the game for what it was.

Which brings me to recently: experimenting with the rom. Save states and screen-capturing are made of pure awesome. When you find a room like this one to the right and you're sick of killing off an infinite number of bees and have worn out the entertainment potential of running off the right and appearing on the left, you can just open the last save state right before you ascended up the wall.
My goal is to eventually map out the entirety of the hidden worlds. It's going to be a slow process and an ongoing project. And although I would not be the first to do or explain it, I would be the first to include pictures/screenshots rather than cold explanations. Because lets be honest here, describing an 8-bit world in text can't be anything but dull.
First post! There, got that out of the way. Got the blog up. The name is an anagram of our names, and as Berge put it: "I like the implication that ours is one of many tabs open... and that it is geekier."