If you were the John Henry of video games, you could in theory send executable code to the SNES via the controller after performing a kind of buffer overflow exploit in Super Mario World:
http://arstechnica.com/gaming/2014/...ot-reprogrammed-super-mario-world-on-the-fly/
http://arstechnica.com/gaming/2014/...ot-reprogrammed-super-mario-world-on-the-fly/
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 (interestingly, this data is entered more quickly by simulating the inputs of eight controllers plugged in through simulated multitaps on each controller port).