Editing The Final-Final Test Badge Marathon
From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 11: | Line 11: | ||
|secret= | |secret= | ||
}} | }} | ||
{{ | {{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]] | '''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. 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. | ||
==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. | ||
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== | ||
Line 107: | Line 106: | ||
|ChiTR=Zhōngjí Jǐnbiāosài Huīzhāng Zǒngdòngyuán | |ChiTR=Zhōngjí Jǐnbiāosài Huīzhāng Zǒngdòngyuán | ||
|ChiTM=Ultimate Championship: Badges All-In | |ChiTM=Ultimate Championship: Badges All-In | ||
|Dut= | |Dut= | ||
|DutM= | |DutM= | ||
|Fre=Tout dernier test : Parade des badges | |Fre=Tout dernier test : Parade des badges | ||
|FreM=Very last test: Badge parade | |FreM=Very last test: Badge parade | ||
Line 116: | Line 115: | ||
|GerM=Superfinal test: Badge parade | |GerM=Superfinal test: Badge parade | ||
|Kor=울트라 챔피언십 배지 온 퍼레이드 | |Kor=울트라 챔피언십 배지 온 퍼레이드 | ||
|KorR= | |KorR=Ulteula Chaempieonsib Baeji on Peoleideu | ||
|KorM=Ultra Championship: Badges on Parade | |KorM=Ultra Championship: Badges on Parade | ||
|PorA=Desafio final à vera: Prova das insígnas! | |PorA=Desafio final à vera: Prova das insígnas! | ||
Line 122: | Line 121: | ||
|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 | ||
|Rus= | |Rus= | ||
|RusR= | |RusR= | ||
|RusM= | |RusM= | ||
|Spa=Maratón ultrafinal: Insignias a examen | |Spa=Maratón ultrafinal: Insignias a examen | ||
|SpaM=Ultra Final Marathon: Badges to the Test | |SpaM=Ultra Final Marathon: Badges to the Test | ||
}} | }} | ||
{{SMBW levels}} | {{SMBW levels}} | ||
[[Category:Secret levels]] | [[Category:Secret levels]] | ||
[[Category:Super Mario Bros. Wonder levels]] | [[Category:Super Mario Bros. Wonder levels]] |