The Final-Final Test Badge Marathon: Difference between revisions

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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 [[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 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.
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 coins==
==10-flower coins==

Revision as of 02:01, March 22, 2024

Level
The Final-Final Test
Badge Marathon
The Spring Feet expert badge section (arguably the hardest one) in The Final-Final Test Badge Marathon from Super Mario Bros. Wonder
Mario in the Spring Feet section
World Special World
Game Super Mario Bros. Wonder
Difficulty ★★★★★
<< Directory of levels >>
“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 badges. Beating The Final Test Wonder Gauntlet unlocks a path from there to this level, but only if the player has collected all Wonder Seeds, 10-flower coins, and 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.

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 Wow 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 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 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 and 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)
    • "If all else fails, you just gotta..."
      • "Jump! Jump! Jump!"
    • "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."
    • "Impressive!"
  • "Jump, then unleash the vine!" (in the Grappling Vine room)
    • "Deep breaths..."
    • "Don't give up!"
    • "See ya!"

Gallery

Names in other languages

Language Name Meaning
Japanese ウルトラチャンピオンシップバッジ・オン・パレード
Urutora chanpionshippu bajji on parēdo
Ultra Championship: A succession of badges (lit. Badge on parade)

Chinese (simplified) 终极锦标赛 徽章总动员
Zhōngjí Jǐnbiāosài Huīzhāng Zǒngdòngyuán
Ultimate Championship: Badges All-In

Chinese (traditional) 終極錦標賽 徽章總動員
Zhōngjí Jǐnbiāosài Huīzhāng Zǒngdòngyuán
Ultimate Championship: Badges All-In

French Tout dernier test : Parade des badges
Very last test: Badge parade
German Superfinal-Test: Abzeichenparade
Superfinal test: Badge parade
Italian Prova suprema: Spille a gogo
Supreme trial: Badges galore
Korean 울트라 챔피언십 배지 온 퍼레이드
Ulteula Chaempieonsib Baeji on Peoleideu
Ultra Championship: Badges on Parade

Portuguese (NOA) Desafio final à vera: Prova das insígnas!
Final challenge for real: Badge test!
Portuguese (NOE) Teste final (a sério): Exame das insígnias
Final test (seriously): Badges exam
Spanish Maratón ultrafinal: Insignias a examen
Ultra Final Marathon: Badges to the Test