The Final-Final Test Badge Marathon: Difference between revisions

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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 Thumbnail.png|200px]]
|image=
|world=[[Special World]]
|world=[[Special World]]
|game=''[[Super Mario Bros. Wonder]]''
|game=''[[Super Mario Bros. Wonder]]''
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**"''Don't give up!''"
**"''Don't give up!''"
**"''See ya!''"
**"''See ya!''"
==Gallery==
<gallery>
The Final-Final Test Badge Marathon Thumbnail.png|The course's thumbnail
</gallery>


{{SMBW levels}}
{{SMBW levels}}
[[Category:Secret levels]]
[[Category:Secret levels]]
[[Category:Super Mario Bros. Wonder levels]]
[[Category:Super Mario Bros. Wonder levels]]

Revision as of 07:47, November 26, 2023

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Level
The Final-Final Test
Badge Marathon
World Special World
Game Super Mario Bros. Wonder
Difficulty ★★★★★
<< Directory of levels >>

Template:Quote2 The Final-Final Test Badge Marathon is the final course in the Special World of Super Mario Bros. Wonder. It features many challenges that require the use of Badges. It is unlocked after beating The Final Test Wonder Gauntlet and The Final Battle! Bowser's Rage Stage, and does not require any additional Wonder Seeds to unlock. This course features a single Wonder Seed. Completing this course along with collecting all 10-flower coins and reaching the top of the Goal Pole unlocks the final Poplin house WONDER?, and 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.

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 pipes; 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 Flags.

The first room uses the Parachute Cap badge, and the player must use it to dodge Sugarstars while activating wonder buds to lower the 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 electricity blocks 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 Tracks to avoid poison geysers and Munchers. 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 Plants, while Lil Sparkies and Hotheads move across platforms. The sixth room uses Spring Feet, and requires navigating increasingly thin platforms with large and rapidly moving Fire Bars 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 Megs, 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 bottomless pit, navigate tight corridors of Spike Traps, 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 Rocks while they are not emitting magma. The tenth and final room uses Invisibility; while being invisible, the player must jump across triangular bumpers, 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 Blocks and a final bumper leading to the Goal Pole, where the Wonder Seed is obtained.

10-flower coins

  • 10-flower coin 1: In the Dolphin Kick room, at the bottom of a circle of electricity blocks. Collecting it necessitates traversing the circle a second time or taking damage in order to progress.
  • 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.

Enemies

Obstacles

Talking Flower quotes

  • "Go for it!" (in the Parachute Cap room)
    • "Float while in midair!"
  • "Ready to ride?" (in the Floating High Jump room)
    • "Thank you for riding with us."
  • "Show me what you can do!" (in the Dolphin Kick room)
    • "Focus... Take a breath."
    • "Wait! We're underwater! Just focus."
  • "Crouch, then jump!" (in the Crouching High Jump room)
    • "Great!"
  • "Jump against the wall, then jump again!" (in the Wall-Climb Jump room)
    • "You've got it!"
  • "Practice makes better." (in the Spring Feet room)
    • "I always believed in you!"
  • "Keep going..." (in the Jet Run room)
    • "Yeahhhh!"
  • "Mid! Air! Spin!" (in the Boosting Spin Jump room)
    • "Focus... Take a breath."
  • "Jump, then unleash the vine!" (in the Grappling Vine room)
    • "Deep breaths..."
    • "Don't give up!"
    • "See ya!"

Gallery