Editing The Final-Final Test Badge Marathon
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{{level infobox | {{level infobox | ||
|title=The Final-Final Test<br>Badge Marathon | |title=The Final-Final Test<br>Badge Marathon | ||
|image=[[File:The Final-Final Test Badge Marathon Course.jpg|250px]]<br> | |image=[[File:The Final-Final Test Badge Marathon Course.jpg|250px]]<br>The [[Badge (Super Mario Bros. Wonder)#Expert Badges|Spring Feet expert badge]] section | ||
|world=[[Special World]] | |world=[[Special World]] | ||
|game=''[[Super Mario Bros. Wonder]]'' | |game=''[[Super Mario Bros. Wonder]]'' | ||
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|secret= | |secret= | ||
}} | }} | ||
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'''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)| | {{quote2|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]]. 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. | |||
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. | ||
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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 | The first room uses the Parachute Cap badge, and the player must use it to dodge [[Sugarstar]]s while activating {{conjectural|wonder buds}} 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. | ||
The seventh room uses Jet Run, requiring the player to repeatedly jump in mid-air after running off platforms, followed by [[Missile Meg]]s, causing the player to move at an extremely high speed, and finally platforms that slope upward, which changes the trajectory of running off their edges. The eighth room uses Boosting Spin Jump, necessitating that the player use it to prevent themselves from falling into a [[Pit|bottomless pit]], navigate tight corridors of [[Spike Trap]]s, and latch back onto a Zip Track. The ninth room uses Grappling Vine, so that the player can latch onto small walls surrounded by Spike Traps and climb along [[Hot-Hot Rock]]s while they are not emitting magma. The tenth and final room uses Invisibility; while being invisible, the player must jump across triangular [[Bumper (Super Mario series)|bumper]]s, a magenta [[Bloomp]] launched to the right from a pump, and several green Bloomps approaching from the | The seventh room uses Jet Run, requiring the player to repeatedly jump in mid-air after running off platforms, followed by [[Missile Meg]]s, causing the player to move at an extremely high speed, and finally platforms that slope upward, which changes the trajectory of running off their edges. The eighth room uses Boosting Spin Jump, necessitating that the player use it to prevent themselves from falling into a [[Pit|bottomless pit]], navigate tight corridors of [[Spike Trap]]s, and latch back onto a Zip Track. The ninth room uses Grappling Vine, so that the player can latch onto small walls surrounded by Spike Traps and climb along [[Hot-Hot Rock]]s while they are not emitting magma. The tenth and final room uses Invisibility; while being invisible, the player must jump across triangular [[Bumper (Super Mario series)|bumper]]s, a magenta [[Bloomp]] launched to the right from a pump, and several green Bloomps approaching from the left. To aid the player in discerning their location, many clouds are present in this room, which disappear when the player comes into contact with them. The end of this room has a staircase of [[Hard Block]]s and a final bumper leading to the [[Goal Pole]], where the Wonder Seed is obtained. | ||
==10-flower coins== | ==10-flower coins== | ||
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*'''10-flower coin 2''': In the Wall-Climb Jump room, on the right of the platform after the first Hothead. It can be collected by falling from a higher platform or by jumping on a Melon Piranha Plant's seeds. | *'''10-flower coin 2''': In the Wall-Climb Jump room, on the right of the platform after the first Hothead. It can be collected by falling from a higher platform or by jumping on a Melon Piranha Plant's seeds. | ||
*'''10-flower coin 3''': In the Invisibility room, above a large, rotating triangular bumper surrounded by bottomless pits. | *'''10-flower coin 3''': In the Invisibility room, above a large, rotating triangular bumper surrounded by bottomless pits. | ||
==Enemies and obstacles== | ==Enemies and obstacles== | ||
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*[[Missile Meg]] | *[[Missile Meg]] | ||
*[[Bloomp]] | *[[Bloomp]] | ||
* | *{{conjectural|Electricity block}} | ||
*[[Fire Bar]] | *[[Fire Bar]] | ||
*[[Spike Trap]] | *[[Spike Trap]] | ||
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*[[Poison tide]] (green) | *[[Poison tide]] (green) | ||
*Clouds | *Clouds | ||
* | *{{conjectural|Bloomp pump}} | ||
==Talking Flower quotes== | ==Talking Flower quotes== | ||
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Badge Marathon Dolphin Kick.jpg|The Dolphin Kick badge section | Badge Marathon Dolphin Kick.jpg|The Dolphin Kick badge section | ||
Badge Marathon Crouching High Jump.jpg|The Crouching High Jump badge section | Badge Marathon Crouching High Jump.jpg|The Crouching High Jump badge section | ||
</gallery> | </gallery> | ||
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|JapR=Urutora chanpionshippu bajji on parēdo | |JapR=Urutora chanpionshippu bajji on parēdo | ||
|JapM=Ultra Championship: A succession of badges (lit. Badge {{plain link|[https://en.m.wiktionary.org/wiki/%E3%82%AA%E3%83%B3%E3%83%91%E3%83%AC%E3%83%BC%E3%83%89 on parade]}}) | |JapM=Ultra Championship: A succession of badges (lit. Badge {{plain link|[https://en.m.wiktionary.org/wiki/%E3%82%AA%E3%83%B3%E3%83%91%E3%83%AC%E3%83%BC%E3%83%89 on parade]}}) | ||
| | |Fra=Tout dernier test : Parade des badges | ||
|FraM=Very last test: Badge parade | |||
| | |||
|Ger=Superfinal-Test: Abzeichenparade | |Ger=Superfinal-Test: Abzeichenparade | ||
|GerM=Superfinal test: Badge parade | |GerM=Superfinal test: Badge parade | ||
| | |Spa= Maratón ultrafinal: Insignias a examen | ||
|SpaM= Ultra Final Marathon: Badges to the Test | |||
| | |||
|PorA=Desafio final à vera: Prova das insígnas! | |PorA=Desafio final à vera: Prova das insígnas! | ||
|PorAM=Final challenge for real: Badge test! | |PorAM=Final challenge for real: Badge test! | ||
|PorE=Teste final (a sério): Exame das insígnias | |PorE=Teste final (a sério): Exame das insígnias | ||
|PorEM=Final test (seriously): Badges exam | |PorEM=Final test (seriously): Badges exam | ||
| | |Ita=Prova suprema: Spille a gogo | ||
|ItaM=Supreme trial: Badges galore | |||
| | |||
}} | }} | ||