Its more a bug than a feature. The game can’t differentiate enough between the two items if their detection box is precisely lined up, so when you input the pick up command you get both.
That’s what I was thinking.
There must be some kaizo levels which require you to do this
I got really into kaizo Super Mario World romhacks for a while a handful of years back… I actually got alright at it. I got to the point where I could actually consistently finish levels in pretty difficult romhacks, though it would take me a long time. Great feeling when you finally get it though.
This and many other stupidly precise tricks, like pixel-perfect jumps against the sides of walls or a plethora of bugs involving Yoshi and his tongue.
The most common use of this particular bug is what’s shown in the image, carrying a shell and a key at the same time. You need to throw the shell against a wall while falling and land on it to extend your jump past what’s normally possible, while also carrying the key across the gap. It’s everywhere in Kaizo runs.
I didn’t know you were rewarded for holding an item.
If you want to learn more about why this is possible in excruciating technical detail (including stepping through assembly code and discussing memory layout), check out the channel Retro Game Mechanics Explained.
I think this particular bug is covered in either this video about level end glitches or its sequel.
Does it work with more than two?
Honestly, with the SNES technology the way it is, it might not be possible to get more than two item sprites on the same screen. That is to say, if you do this, the next one might not spawn in.
I don’t know for sure, though.
Super Mario World uses a sprite slot system where a limited amount of memory is set aside and reused for on-screen objects. Normally stuff simply won’t spawn if you’re at or over the object limit, but using glitches to go over this limit leads to all sorts of weird stuff, like being able to spawn a glitched item that ends the level immediately.
Super Mario 64 has a similar object limit with equally broken results when you manage to bypass it.
I wonder if this is a bug or a feature.
Bug. Definitely wasn’t intended.
Noooo… You’re kidding me, is this for real?
Yep, I remember doing this trick in SMW on my physical SNES console back in the day.
Bullshit.