Editing The Final-Final Test Badge Marathon
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{{quote|This is the final challenge. Clear it, and you'll be a truly amazing player!|Opening message tip|[[Super Mario Bros. Wonder]]}} | {{quote|This is the final challenge. Clear it, and you'll be a truly amazing player!|Opening message tip|[[Super Mario Bros. Wonder]]}} | ||
'''The Final-Final Test Badge Marathon''' is the final course in the [[Special World]] and, subsequently, the final course of ''[[Super Mario Bros. Wonder]]''. It features many challenges that require the use of [[Badge (Super Mario Bros. Wonder)|badge]]s. Beating [[The Final Test Wonder Gauntlet]] unlocks a path from there to this level, but only if the player has collected all [[Wonder Seed]]s, [[10-flower coin]]s, and [[Goal Pole#Super Mario Bros. Wonder|golden flags]] available so far, and has cleared [[The Final Battle! Bowser's Rage Stage]]. It is the equivalent to the [[Grandmaster Galaxy]]'s [[The Perfect Run]] mission from ''[[Super Mario Galaxy 2]]'', ''[[Super Mario 3D Land]]''{{'}}s [[Special 8-Crown]], ''[[Super Mario 3D World]]''{{'}}s [[Champion's Road]], and ''[[Super Mario Odyssey]]''{{'}}s [[Darker Side]], being designed to be the most challenging level in the game. This course features a single Wonder Seed, and completing the course along with collecting all 10-flower coins and reaching the top of the Goal Pole unlocks the final Poplin house [[WONDER?]]. This level's Wonder Seed, 10-flower coins, and top of the Goal Pole do not count towards their respective medal requirements on the player's save file. This is the only Special World level without a [[Wonder Effect]] | '''The Final-Final Test Badge Marathon''' is the final course in the [[Special World]] and, subsequently, the final course of ''[[Super Mario Bros. Wonder]]''. It features many challenges that require the use of [[Badge (Super Mario Bros. Wonder)|badge]]s. Beating [[The Final Test Wonder Gauntlet]] unlocks a path from there to this level, but only if the player has collected all [[Wonder Seed]]s, [[10-flower coin]]s, and [[Goal Pole#Super Mario Bros. Wonder|golden flags]] available so far, and has cleared [[The Final Battle! Bowser's Rage Stage]]. It is the equivalent to the [[Grandmaster Galaxy]]'s [[The Perfect Run]] mission from ''[[Super Mario Galaxy 2]]'', ''[[Super Mario 3D Land]]''{{'}}s [[Special 8-Crown]], ''[[Super Mario 3D World]]''{{'}}s [[Champion's Road]], and ''[[Super Mario Odyssey]]''{{'}}s [[Darker Side]], being designed to be the most challenging level in the game. This course features a single Wonder Seed, and completing the course along with collecting all 10-flower coins and reaching the top of the Goal Pole unlocks the final Poplin house [[WONDER?]]. This level's Wonder Seed, 10-flower coins, and top of the Goal Pole do not count towards their respective medal requirements on the player's save file. This is the only Special World level without a [[Wonder Effect]]. | ||
Unlike Badge Challenges, this is a regular level, meaning the player loses a life normally when defeated, but keeps 10-flower coins collected up to that point unless the level is exited before being cleared. | Unlike Badge Challenges, this is a regular level, meaning the player loses a life normally when defeated, but keeps 10-flower coins collected up to that point unless the level is exited before being cleared. It is the only level in the Special World to feature [[Checkpoint Flag]]s. | ||
==Layout== | ==Layout== | ||
The level takes place in a factory resembling the courses found in [[Castle Bowser]]. It is split into a series of rooms separated by [[Warp Pipe|pipe]]s; each room automatically changes the player's current badge to a certain Action Badge or Expert Badge, and the player must use said badge to navigate the obstacles in the room. There are a total of 10 rooms, and the level features two [[Checkpoint Flag]]s. | The level takes place in a factory resembling the courses found in [[Castle Bowser]]. It is split into a series of rooms separated by [[Warp Pipe|pipe]]s; each room automatically changes the player's current badge to a certain Action Badge or Expert Badge, and the player must use said badge to navigate the obstacles in the room. There are a total of 10 rooms, and the level features two [[Checkpoint Flag]]s. | ||
The first room uses the Parachute Cap badge, and the player must use it to dodge [[Sugarstar]]s while activating [[Wow Bud]]s to lower the [[Poison (obstacle)|poison]] until reaching safe ground. The second room uses Floating High Jump, and the player must [[jump]] and [[Ground Pound]] to propel an accordion-like [[lift]] while avoiding large poison geysers. The third room uses Dolphin Kick, which allows the player to dash away from underwater | The first room uses the Parachute Cap badge, and the player must use it to dodge [[Sugarstar]]s while activating [[Wow Bud]]s to lower the [[Poison (obstacle)|poison]] until reaching safe ground. The second room uses Floating High Jump, and the player must [[jump]] and [[Ground Pound]] to propel an accordion-like [[lift]] while avoiding large poison geysers. The third room uses Dolphin Kick, which allows the player to dash away from underwater {{conjectural|electricity block}}s that activate quickly. Clearing this room leads to the first Checkpoint Flag. | ||
The fourth room uses Crouching High Jump, where the player must quickly charge and activate its ability quickly along [[Zip Track]]s to avoid poison geysers and [[Muncher]]s. The fifth room uses Wall-Climb Jump, where the player must outrun rising poison by using the ability and jumping on the seeds from [[Melon Piranha Plant]]s, while [[Lil Sparky|Lil Sparkies]] and [[Hothead]]s move across platforms. The sixth room uses Spring Feet, and requires navigating increasingly thin platforms with large and rapidly moving [[Fire Bar]]s while subject to jumping perpetually. Clearing this room leads to the second Checkpoint Flag. | The fourth room uses Crouching High Jump, where the player must quickly charge and activate its ability quickly along [[Zip Track]]s to avoid poison geysers and [[Muncher]]s. The fifth room uses Wall-Climb Jump, where the player must outrun rising poison by using the ability and jumping on the seeds from [[Melon Piranha Plant]]s, while [[Lil Sparky|Lil Sparkies]] and [[Hothead]]s move across platforms. The sixth room uses Spring Feet, and requires navigating increasingly thin platforms with large and rapidly moving [[Fire Bar]]s while subject to jumping perpetually. Clearing this room leads to the second Checkpoint Flag. |