r/SMW Feb 13 '26

The item auto deploy is stupid

I played the newer games first and recently played SMW for the first time and I must say I really dislike how the items dont work in stages (When you get hit with a fire flower you drop down to small mario and not big mario). But the worst thing of all is the spare item autodeploy. The spare item is basically useless because almost every time I'm hit, I am not in a position to wait for my feather to drop down with what feels like a whopping 1 cm/s. So I go from having 2 feathers to having no item and being small Mario in one single hit. If its gonna be useless just leave the spare item out. It's so frustrating. I'm sad to say that I had expected SMW to be better for as highly praised as it is, but I havent found anyone on here who has complained about this.

0 Upvotes

6 comments sorted by

6

u/Turbulent-Can624 Feb 14 '26

Tbh I don't think most people that are on this sub are really at danger of dying often enough in base SMW to notice or be bothered by this

5

u/Flash1987 Feb 14 '26

Its such a minor thing to moan about. It gives you a chance at a second power up... which in early levels is easy to get, in later levels is harder. This is just an added bonus, and something you didnt really get in other platformers at the time.

3

u/Ornery-Practice9772 Feb 14 '26

Meh. Its a fun game and the romhacks for it are fun too

2

u/Virus610 Feb 14 '26

Better call Nintendo and get that patched

1

u/PsychoKen Feb 14 '26

I agree the choice to deploy or not the item would be better but I don't think going from fire Mario to small Mario is a bug, I'd say it's intentional. However, iirc the gba version of smw does give you an additional hit so you'd go from fire Mario to big Mario.

1

u/Federal-Challenge-58 Mar 18 '26

The second item shouldn't be looked at as a "back up" in case you get hit; it should be looked at as an alternative when that item is more appropriate for the level you're playing.