An area transition moves the player between parts of a game’s world. The game takes control for a moment, plays the entry, loads the next area, and plays the exit, which hides the loading behind an animation. A warp zone is a hidden one that skips ahead past several levels.

Games

Every claim about this mechanic, by game (4)
Super Mario Bros. 2 1988A thrown potion that lands makes a door in a puff of smoke, except in a vertical area, where only the smoke is left. Through the door, Subspace lasts 96 ticks of four frames, about 384 frames, and ends early if the player dies. Its grass gives coins on the level's first two visits that pull a coin, and small vegetables after.Code
Mega Man 4 1991Mega Man 4's first boss door routine follows Mega Man 3's close_boss_door step for step: the door sound, then four 16x16 blocks of tiles and attributes through the same buffer, one every 4 frames. Mega Man 4 runs it from the fixed bank, with the stage's bank mapped at $A000, and reads the door's addresses and tiles from fixed places in that bank ($B570-$B57B), where Mega Man 3 indexes tables in its door bank by the door's number.Code
Mega Man 4's second boss door routine follows Mega Man 3's open_boss_door the same way, with the same changes: it runs from the fixed bank and reads its door's data from $B57C-$B587 in the stage's bank.Code
Mega Man 6 1993Both games slide the screen to a new section when Mega Man leaves by the top or bottom, but Mega Man 6's is new code. Mega Man 5 tests the player's Y ($0378) against $08 and $E8 inside its per-frame scroll update, reads the section layout from the stage bank at $A950, and steps the slide 4 pixels a frame from there; Mega Man 6's transitions are separate routines that clear the object slots, reset the spawner, and run their own loop of 120 frames for a vertical move, drawing and waiting a frame each time.Code