Editing The Final-Final Test Badge Marathon
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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 [[Li'l Sparky|Li'l 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 [[Li'l Sparky|Li'l 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 right. To aid the player in discerning their location, many | 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 right. 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 coin]]s== | ==[[10-flower coin]]s== |