Good morning, everybody, and welcome back
to VG Myths: the online internet video game TV show that is beyond parody. Super Mario Bros. Wonder is a new 2D Mario,
so naturally, I'll be jumping on the bandwagon with the simplest, easiest, laziest challenge
run possible. Can You NO YOU CAN'T THE END I'M DONE Wow, that WAS lazy! To be extremely clear out of the gate, even
at the time I started this run, I expected it to be no way no how explicitly impossible,
at least with our current knowledge of the game. If you came to this video just to find out
if it's possible, congratulations, I just saved you an hour, door's over there. Buuuuut, I personally don't care if it's possible. The only way to know for sure is to do it. Can You Beat Super Mario Bros. Wonder Without
Collecting Coins? The rules are simple: we must beat the game,
by defeating Bowser, without collecting a single coin. Given this is literally impossible, we'll
also be going for a Bonus Challenge to keep things interesting: collecting the maximum
possible number of coinless Wonder Seeds. We can thankfully very easily track with absolute
certainty our current collected coin count with the counters in the upper-left of the
screen. If a coin is accidentally collected, that
level attempt is void: you'll have to either Restart Level, which very politely resets
the game state to what it was at the beginning of that life, or in scenarios where that's
not possible, close the game entirely before it has the chance to save. And yes, before you ask, a flower coin is
a coin. Additionally, an important note: some player
characters are not equal to others. The Yoshis and Nabbit are explicitly delineated
from the rest of the cast and generally considered something of an Easy Mode. These characters aren't fully banned, but
any use of them will be considered a demerit. You unfortunately will not be able to achieve
an A rank if you use Yoshi. With the rules set, let's get this run started! After selecting the only moral character,
we head into a quick and easy coinless tutorial level, followed by the quick and easy first
truelevel: Welcome to the Flower Kingdom! Just beating the level isn't enough, though,
thanks to the previously mentioned Bonus Challenge collectible, Wonder Seeds. We won't be actively going for the Bonus Challenge
in the early game, since many of these Seeds will either be more difficult or outright
impossible without later power-ups. We can't be that picky, though: specific levels
on the main path can only be played by collecting a certain number of that world's Wonder Seeds,
making them semi-required for progression. Every standard platforming level has at least
2 seeds: 1 for reaching the Main Exit, and 1 for completing the challenge presented by
that level's Wonder Flower, which morphs the game in unique ways. The Wonder Flower in this first level just
makes the environment wiggle around a bit, so coin dodging is still incredibly easy...
except for the mini flower coins that exist only during Wonder Mode, and which form a
spinning wall around this Wonder's Seed. Buuuut, hold on one second. Pay close attention to what happens when a
mini coin is collected. Our Flower Coin Counter goes up in the decimal
digit, by .1. If we exit Wonder mode having only collected
.9 total Flower Coins, the number rounds down to 0, effectively erasing the mini coins from
our inventory. Knowing this, WE DO A CROUCH JUMP WITH PRECISE TIMING NARROWLY
SQUEEZING BETWEEN TO GRAB THE SEED BECAUSE THERE WILL BE NO SEMANTIC SHENANIGANS! A Coin is a Coin, a Flower Coin is a coin,
a mini Flower Coin is a coin, a big flower Coin is a coin, a powerup that converts itself
into a Flower Coin is a coin, a coin obtained on the world map is a coin, a coin given by
Captain Toad is a coin, and Henry will be sleeping fine tonight. The moment the Wonder Seed is collected, all
mini coins despawn instantly, letting us fall safely and fully complete the first level
coinless with 2/2 Wonder Seeds! Onto level 2: Piranha Plants on Parade. Before even encountering the Wonder Flower,
we're presented with a tricky situation: every one of these note blocks contains a coin,
and said coins are automatically collected if you walk on them. The midair blocks also contain coins, limiting
our jump height. Thankfully, while it's a super tight squeeze,
if you get a running start, do a medium height crouch jump, and perform two properly timed
midair spins, you can thread the needle above and below every coin. We will not be grabbing the Wonder Flower:
this stage's Wonder places a line of mini coins along a thin hallway, essentially blocking
progression. Outside the Wonder, these coins do not exist. Be careful to jump over the final line of
note blocks, which also contain coins, and finish the level with 1/3 Wonder Seeds. Similarly, the third level, Scram, Skedaddlers!
is easy to beat normally, but we won't be going for the Wonder: this one gives us the
Star powerup, which magnetizes nearby coins, and of course there are coins along the path
that fall within the magnet's radius no matter which way we try to squeeze. We finish with 1/2 Seeds. Getting this far opens the first mini-hub
area with a variety of levels to tackle and rewards us with our first badge: the Parachute
Cap. If you're unfamiliar, 1 badge can be equipped
at a time, and badges give the player certain bonus attributes, the best of which providing
new moves in our moveset. The Parachute Cap, which slows your descent
in midair, is one of the best for coinless. See Break Time: Hurry Hurry. The coins we're expected to run through all
very conveniently have one block's worth of empty space inbetween. Landing in these spaces would normally be
incredibly difficult, but the Parachute Cap's slowed descent makes it manageable, and thus
this level's lone Wonder Seed obtainable. In addition to descension, The Parachute Cap
excels at ascension. Heading back into Piranha Plants on Parade,
that line of note blocks we previously had to do a tricky jump across is now a joke. This still isn't enough to get us through
this level's Wonder, but there's a secret exit above this section of land. A normal player would go here after the Wonder,
which spawns a pipe usable as a platform. The Parachute Cap wall jump makes that pipe
optional. Secret Exits have their own unique Wonder
Seeds, upping our count for this level to 2/3. We're already encountering some Seeds which
are definitely truly no way no how impossible. Most obviously, every world contains at least
one shop literally selling a Wonder Seed, and in a shocking twist, the only currency
they accept is currency. There's also a Poplin running a scam to the
north, refusing to move a curiously placed rock out of your way until you slip him a
few Flower coins. Since it's impossible to own coins without
collecting coins, this bribe is impossible, and thus all Wonder Seeds in the mini hub
past this point are likewise impossible. Additionally, some levels' Seeds require the
collection of Wonder Tokens. Wonder Tokens are very explicitly not coins,
and anybody who says they're coins is wrong and evil. However, since the strem chat pointed out
they do look kind of coiny, I'm going to sidestep the semantics for now and continue the game
without Wonder Tokens as long as I can get away with. In Bulrush Coming Through, keep in mind tall
mushroom enemies are legally koopa shells when jumped on, and thus will collect any
coins they touch while expiring. If you let them live, the main exit Seed is
easy. But the Wonder Flower Seed, and the Secret
Exit Seed locked behind it, are incredibly scary, tasking the player with riding on top
of a herd of Bulrush while mini flower coins rain down. Luckily, this is only difficult if you're
good at video games. If you are, instead, bad at video games, you'll
fall behind the Bulrush, safe from the rain of coins. The Bulrush will pity you and lag behind,
keeping the trek at a leisurely pace. The rest of the level, and the 2 Wonder Seeds
locked behind it, are easy, letting us fully clear with 3/3 Seeds. Here Come the Hoppos is easy save for a minor
note on the Wonder: the Hoppos carry trails of mini coins, which you can detach by bouncing
on the Hoppo. Be patient for them to despawn and you can
clear with 2/2 Seeds. The rest of the seeds necessary to open the
next gate, and the Palace behind it, can likewise be obtained with little effort. That all includes fully completing Wiggler
Race: Mountaineering for 1 seed, Badge Challenge: Wall-Climb Jump I for 1 seed
and the new Wall-Climb Jump badge, and KO Arena: Pipe-Rock Rumble for 1 Seed. As I hope you're getting used to, clearing
this KO Arena, and all other KO Arenas, without the Flower Coin rewards for fast time requires
being bad at video games. We now have exactly 14 Wonder Seeds, the amount
necessary to unlock the Pipe-Rock Plateau Palace. Within is a tricky line of coins immediately
below a yellow flip-block. While I've been told doing a crouch jump over
these is possible, I found another strategy I'm more partial to: head into the level with
both an Elephant and a Fire Flower. Hit the block with Elephant, quickly shrink
your hitbox with the Fire Flower, and squeeze through the opened gap. Bonk Budjer on the head to bank your first
Royal Seed, and open the way to the Petal Isles. This brief trip to unlocking World 2 is easy,
and includes: 1/1 Freebie Seeds from Angler Poplin's House,
1/1 Seeds and the Dolphin Kick Badge from its first Badge Challenge,
2/2 Seeds from Robbird Cove, and 1/2 Seeds from Blewbird Roost. The Dolphin Kick Badge is highly recommended
on most water levels going forward, and not just for its speed, but for its secret secondary
mechanic: Dolphin Kicks send the player moving in a straight line, briefly ignoring gravity,
thus making underwater coin dodging consistent as you can always be confident precisely where
your hitbox lies. Within World 2: Fluff-Puff Peaks, we quickly
grab 1/1 Freebie Seeds and move into Outmaway Valley. I absolutely must give a shoutout to the Wonder
and Secret Exit, where the stage starts rolling under you as coins approach. There's multiple plot twists along the way
with seemingly impossible coins just barely fleeing at the last second, and somehow I
managed to reach the end first try, banking 3/3 Seeds. That gives the 4 seeds necessary to open a
level blocking the main path: Condarts Away. Reaching the Exit will be tricky: when you
get within range of a Condart, they dive in a straight line, hitting any blocks in their
path. If they hit a coin block, that coin is legally
yours. We'll have to either lure the Condarts into
hitting safe blocks, or prevent them from hitting the blocks in the first place. By memorizing coin block locations and squeezing
under Condarts' sight lines, we reach a big problem area: this downward drop, ending with
two Condarts on opposite sides of 4 coin blocks. Squeezing past is a no-go since the left Condart
will always see us, meaning we'll need to murder both Condarts before they can hit the
blocks. Bring in a Fire Flower and carefully clear
out the upper Condarts one by one. Once they and all the brick blocks are cleared
out, perform wall jumps and shoot some properly timed fireballs below. Soon after are a couple Condarts above trying
to dive into coin blocks below. We can't run past without triggering the Condarts
and the Fire Flower requires extreme precision; instead, swap to Elephant and use its much
more lenient melee attacks to swat each Condart away. I'm not even gonna bother attempting the Wonder
in this level just yet, so we finish with 1/2 Seeds. Badge Challenge: Floating High Jump I will
require a few slightly precise jumps. I recommend intentionally staying as Small
Toadette. The lower height helps with sneaking under
coins. We finish with 1/1 Seeds and the new Floating
High Jump badge. KO Arena: Fluff-Puff Kerfuff gives an easy
1/1 Seeds, then we head into Jump! Jump! Jump! which seems outlandishly difficult on
first glance: a rhythm platforming challenge with rhythmically spawning and despawning
blocks plus coins that spawn in right on top of you. But there's a special trick we can use to
cheese it: the coins aren't spawning based on the player's position, they're spawning
based on a simple timer which roughly matches up with the player's expected position. The trick is all rhythm blocks throughout
the level are turning on and off in the same looping pattern, which means the active chunk
of blocks the player is expected to be walking on isn't the only active chunk. If you enter the level with Bubble and do
a spinning jump onto it, you can perform an easy semi-infinite Bubble Bounce combo. Spin jumps coincidentally automatically spit
out bubbles with perfect timing on every bounce. It's only semi-infinite because you'll inevitably
reach the top of the screen, where continued bounces are unfeasible. That's fine, though, we don't need to go that
far: just far enough to get ahead of schedule and land on a later active chunk of rhythm
blocks. Since the player isn't expected to be along
this part of the path yet, none of the coins will be spawning in, making it near identical
to a casual playthrough and allowing you to bank 2/2 Seeds. I was feeling a bit confident in our seed
numbers at this point, so I went into lazy mode and started making the easiest progress
I could, ignoring anything that looked vaguely difficult. We beat the main path in Up 'n' Down with
Puffy Lifts for 1/2 Seeds, main path Fluff-Puff Peaks Flying Battleship
for 0/1 Seeds, Cruising with Lifting Links for 1/2 Seeds, Countdown to Drop Down with 1/2 Seeds, where
you should watch out for the Lakitu since the Spinies it drops legally grant you coins
from coin blocks, Expert Badge Challenge Spring Feet I for 1/1
Seeds and the completely useless Spring Feet Badge, and rounded off our break time with the appropriately
labeled Break Time: Kick it, Outmaway! for 1/1 Seeds. With the required 14 seeds, we enter Fluff-Puff
Peaks Palace containing the second Royal Seed and abruptly shaking us out of our break time. Halfway through is the most devastating roadblock
yet. In order to progress, we must stand on the
third of these pipes, causing it to descend, and you might possibly notice there's something
in the way making that an eensy bit difficult. We had the thought of going back for the Wonder
Flower in the hopes it would somehow change up this section for the better, but it does
not: the coins are still on the pipe, and the pipe must be stood on to get through. If only there were another way past the pipe
than standing on it. Perhaps we could, uh just maybe, phase through
solid matter? If you turn on online co-op, you'll encounter
a wild youtube.com/wariofan63, and would you look at that, youtube.com/wariofan63 is standing
on the other side of the pipe! In multiplayer mode, the player gains the
special ability to shuffle off this mortal coil by holding the L and R buttons for a
brief moment. Your soul is incapable of monetary gain, and
touching a living being resurrects you with some of your humanity potentially intact. Would you look at that, we're on the other
side of the pipe, and the on-screen coin counters are at 0! Buuuut hold on one second, this isn't the
win button it looks like. For unrelated reasons, I installed a camera
in Wariofan's house, and captured this shocking footage. What's up gamers, Derek here! Today on VG Myths, I'll be playing Super Mario
Bros. Wonder for the Nintendo Switch. My challenge will be to grab as many delicious
yum yum coins as I can. Hey look! It's Gamechamp from Youtube! Aw, this is awful, she hasn't grabbed an entire
coin! Well, lucky for her, I've been slurping up
all these coins so I can arrive on the other side of this pipe, thus giving Gamechamp the
boon of my incredibly good video game gameplay in which I collected thousands of yum yum
delicious coin money. Why, I'm so happy, I feel like shouting out
my credit card number! 1- The moment we interacted with Wariofan, we
made progress in our game via the progress made in his game. We're not actually getting past this pipe
without collecting coins: we just had somebody else collect the coins in our stead. And it's not even just this specific level's
coins that matter: Wariofan has been collecting coins- and making progress by doing so- in
his entire playthrough. This potentially allows him access to more
levels - and more badges - than are possible in a coinless run. The only way to play online multiplayer and
ensure that your playthrough is an absolutely pure coinless playthrough is if your online
partners are themselves on a pure coinless save file. Long story short, phasing through the pipes
in online multiplayer is only a coinless option if your partner has themselves gotten to the
other side of the pipe coinless, meaning while the strategy technically works, it only works
if you don't need it. Does that mean beating this level coinless
is impossible? No, of course it's not impossible, what in
the world could have given you that idea? All we have to do is stand on the pipe without
touching the coins, which may be difficult, but is, in fact, completely possible. The hitbox for coin collection and the hitbox
for standing on the pipe are *not* aligned, with the coin's hitbox being just barely slightly
slimmer. Skip the first two pipes with a long Parachute
Cap jump, carefully position yourself, and ground pound to end all horizontal momentum,
followed immediately by a jump. This is ultra precise and will absolutely
take a few level resets, but once you stick the landing the hard part is over. Crouchwalk as the pipe descends to reach the
other side completely coinless, thus earning the right to punch Budjer in the face for
the second Royal Seed! Important note for the Bonus Challenge: this
strategy will *not* allow us to obtain this level's optional Wonder Seed. While transformed into Luigi Toadette, the
player loses their midair badge abilities and the ground pound. No Parachute Cap means we have to do the ledge
trick three times in a row, each of those jumps being harder than the singular jump
from before, and we'll have no way of reliably stopping our momentum. Probably possible in a TAS, but nowhere near
feasible for my poor human meat puppet hands. Nevertheless, progression will be easy in
the next chunk of Petal Isles. We collect 1/1 Seeds in Badge Challenge: Dolphin
Kick II, 1/1 Seeds in Wiggle Race: Swimming, and 1/2 Seeds in Downpour Uproar, giving the 8 Petal Isles Seeds necessary to
enter World 3: Shining Falls. We start off easy with 1/1 freebie Seeds from
Master Poplin's House, Ramp up a bit with some tight Parachute Cap
jumps for 2/2 Seeds in The Hoppycat Trial: Hop Hop and Away, then encounter the completely impossible Break
Time! Unreachable Treasure. This level was properly named, and you will
never in a million years obtain 1/1 Seeds. We go back to Easy Mode with POOF! Badge Challenge: Crouching High Jump I obtaining
1/1 Seeds and the Crouching High Jump badge, Then crank it back up with The Midway Trial:
Hop to It! If you ignore the Wonder and just head straight
for the Exit, you'll arrive in this room. Like the Condarts before them, Hoppycats are
fully capable of bashing blocks, and coins obtained by doing so legally belong to the
player. Their jump is triggered if the player jumps
while within a certain range. Unfortunately, the range extends to the entrance
pipe, and we kind of *have* to jump to get over the coins. Notice the pipe above: that's where we arrive
from if we complete the Wonder. Said Wonder, where you play as a Hoppycat
yourself, is doable coinless. Take damage midway to shrink your horizontal
hitbox, making you small enough to barely squeeze past some tightly packed mini coins. With the Seed collected, be careful on the
way down, and head into the pipe. If you were thinking we'd float to the right,
that's definitely not happening. I was instead thinking we might be able to
get something done by floating to the left, which was regrettably fruitless. Wall jumps still trigger the Hoppycats, and
we can't float to a high enough point on the left wall to avoid eye contact. There is another midair option: if we accept
a demerit and play as Yoshi, we could flutter at least over to the halfway point. Then, theoretically, we could work from there
with some fenangling shenanigans. I wasn't so ready to accept that demerit,
though, and headed back earlier in the game to see if I'd missed any potential upgrades. While searching, I cleared The Anglefish Trial:
Ready, Aim, Fly! with 1/2 Seeds, Pole Block Passage in World 2 for 1/2 Seeds. and went back to Bulrush Express in World
1 for 3/3 Seeds. This one's surprisingly easy: most coins you
actually have to jump out of your way for, and crouching gets the job done for the rest. Make sure you're Big Toadette to tank a hit
at the end, and keep a backup Elephant on hand to open up the Secret Exit. Said exit unlocks Sproings in the Twilight
Forest which we sweep for 2/2 Seeds, Cosmic Hoppos where we rush for 1/2 Seeds, and finally what we were looking for: the
Jet Run Expert Badge Challenge. Though making the game far harder to control,
the Jet Run Badge does technically give us a new ability: we enter Coyote Time for a
second after running off a ledge, during which we're allowed to jump. While Hoppycats PROBABLY respond to Coyote
Time jumps no different from any other, it's at least worth checking out. Unfortunately, we only get the Jet Run Badge
after clearing the stage, and as I quickly discovered, that is ludicrously impossible. The first jump is easy, but the second has
a line of coins perfectly blocking the way forward. Begrudgingly, I gave up on the ultimately
not-even-that-promising Jet Run idea and went back to theorycrafting. That's when we rediscovered our old secret
weapon which I'm sure you've all been waiting for: Player #2. At any moment during play, you can add in
local co-op players, up to a maximum of 4. To be honest, I didn't have much hope this
would help the run at first: in challenge runs of prior games, co-op only helped us
because Players were capable of directly causing eachother bodily harm, which they are now
unfortunately incapable of. Turns out, co-op is more broken than ever
before. Check out what happens when a player spawns
in: they jump out of Player #1. Though "jump" probably isn't the right word. As far as the Hoppycats are concerned, absolutely
no jumping has been performed. There's one major caveat to local co-op: while
you can add players mid-level, you can't remove them. Any level in which this strat is used will
have to be completed while babysitting the second controller. That's not an issue here since we're already
basically at the goal, clearing The Midway Trial: Hop to It with 2/2 Seeds. We then quickly obtain 1/2 Seeds in The Sharp
Trial: Launch to Victory, and 1/2 Seeds in The Sugarstar Trial: Across
the Night Sky. I briefly also looked at the optional Wonder
for Sugarstar Trial, which is absolutely not happening, at least not if we're unwilling
to put in effort. The Wonder inflicts the magnetizing Star powerup,
making it not even worth attempting. Regardless, we enter The Final Trial: Zip
Track Dash, which presents yet another roadblock. The Secret Exit is necessary for progression,
and the path leading there is locked behind the Hoppy-cat type Wonder Flower. Mistime your jumps to dodge the mini coins,
until you reach the sliding finale. Jumping at the coin-littered end of the slide
triggers a context-sensitive ultra high jump leading to the Secret Exit. During testing, I've been able to collect
the first of these coins and jump without triggering the context-sensitive superjump,
meaning the range for the Superjump is likely fully contained within the mini coins' hitboxes. A standard jump doesn't get far enough, ending
the Wonder and stranding us down on the main path. Don't lose hope just yet: the dev-intended
path is out, but me and the devs aren't exactly on speaking terms. Bring Bubble and Parachute Cap along the ride. At this section, you can get a few bounces
to an upper corner of track. Use Parachute Cap wall jumps to fenangle yourself
upwards. This still won't be enough, though: the devs
realized dumb stupid idiots would deliberately play the game wrong so they blocked in the
top corner. Unfortunately for them, I am a *really* stupid
idiot. Fire a ton of bubbles to the left and make
a flying leap. With a couple lucky bounces, you can round
the corner and arrive on solid Secret Exit ground. Zip under the last handful of coins and grab
the flagpole for your well undeserved victory, 1/2 Seeds on The Final Trial, and the third
Royal Seed. With World 3 cleared we return to the Petal
Isles, this trip being a little different. While Worlds 1, 2, and 3 had to be cleared
in that order, Worlds 4, 5, and 6 can be cleared in whatever order the Player chooses. We may as well rush through the hub to unlock
them all at the same time. The first level is Jewel-Block Cave, which
we clear with 1/2 seeds, and which contains the game's final, best transformation powerup:
the Drill Mushroom. Drill Form is highly underrated, and for the
rest of this playthrough will be your new normal: drilling into ground makes you functionally
immortal, and drilling into ceilings is even more broken, often allowing you to skip big
level chunks for free. Combine that with your upgraded offensive
ability to kill enemies both above and below, and you've got the most versatile powerup
in the game. You'll get another permanent upgrade in Badge
Challenge: Boosting Spin Jump, where we grab 1/1 Seeds and the Boosting Spin Jump Badge. This badge essentially gives you a double
jump that can be activated at any time, allowing for ludicrous height and midair control. You can count the number of times you'll want
to remove this badge on 0 hands. Otherwise, while rushing through the hub,
we obtain 1/1 Seeds on Petal Isles Flying Battleship, 1/2 Seeds in Muncher Fields, 1/1 Seeds in Wiggler Race: Spelunking, 1/1 Seeds in KO Arena: Petal Meddle and 1/2 Seeds in Maw-Maw Mouthful where I
must note you'll have to pay close attention to your coin counter, since if a Maw-Maw opens
its maw it might bonk a coin block, the coin within always coincidentally landing in your
wallet. I'm also going a little out of order to let
you know this since I didn't find out till later, but you can now head into World 6 and
enter its Search Party to grab free powerups whenever you want. Search Parties are a special type of level
that allow you to leave through the entrance, your loot intact. Personally, I recommend Drill Form with Bubble
in reserve. With the most versatile version of our moveset
unlocked and restockable, we head into World 4: the Sunbaked Desert. Grab the Freebie Seed and head into the world
proper. I started off easy with 2/2 Seeds in Valley
Fulla Snootles. The Crouching High Jump II Badge Challenge,
on the other hand, features this: a falling donut block with a one-block gap plugged by
coins. We'll have to drop the block to go under,
at which point we've lost too much height. Since this is a Badge Challenge, and Crouching
High Jump is worthless for wall jump shenanigans, we'll have to cheese a little bit differently. Run under the coins, perform a Crouching High
Jump, and stall along the wall until the donut block respawns, clearing the challenge for
1/1 Seeds. We continue for 1/1 Seeds in KO Arena: Sunbaked
Skirmish, then head into Color Switch Dungeon, where
you'll have to do a few precise crouch jumps over rows of coins in thin corridors. You can give yourself an easier, faster time
with Drill, burrowing past any door located along a coniguous surface. In this final zipdash tower, rather than hitting
the switch you can perform wall jumps to reach the top. This serves no practical purpose. 2/2 Seeds. Break Time! Lights Out is slightly easier than the devs
intended. 1/1 Seeds. With so many easy levels, it was about time
we reached something impossible. In comes the Parachute Cap II Badge Challenge,
featuring this basically impossible jump. We can't bring our own powerups into a Badge
Challenge, so killing Piranha Plants is a no-go. I opted instead to expend my only available
damage boost. As a reward, we get *this* jump. Since we already Damage Boosted to get through
the prior section, that's a no-go. Theoretically, Yoshi could get through easy
by eating the Piranha Plants, but I'm certainly not gonna take that demerit without theory
crafting a bit harder. The Piranha Plants' hitboxes don't quite fill
the entire platform they're placed on, so we can position ourselves there safely. Getting around is the hard part. So we got to thinking: in co-op mode, whenever
a player revives, they have invulnerabilty time just the same as when taking damage. There are coins directly above so make sure
you ground pound immediately to end your ascension. Then tiptoe to the other side of the piranha
plant, self destruct your other self and repeat the process. Once you reach the right side of the final
Piranha Plant, make your escape and abandon yourself for 1/1 Seeds. Back to Easy Mode: Rolling Ball Hall's Wonder
is Token based, so we save it for later and clear for 1/2 Seeds. Then back to Impossible Mode, but this time
it's genuinely impossible. Revver Run features this thin hallway with
zip tracks, and of course the zip track moving forward is the one lined with coins. Even if, in an ultra hypothetical scenario,
we triple double flipways hyper extended negative jumped over every coin, the Seed is locked
behind bopping a wall just below the entrance. The only way to bop the wall is a revved Revver,
which is legally a Koopa shell and will collect the coins along its linear path. Bloomps of the Desert Skies' Wonder has us
P-Ballooning upward. This is absolutely incredibly easy, until
we actually reach the Wonder Seed, which is once again surrounded by a wall of mini purples. This time they're not spinning, but that doesn't
matter: our hitbox is too big to fit here. This Seed is likely fully impossible. We settle for the Exit and 1/2 Seeds. Armads on a Roll presents an interesting challenge. Partway through we're blocked by a giant spinning
circle of coins. To bypass it, we switch to Bubble and bounce
over. The Wonder presents exactly the same challenge,
but this time the game is running at double speed. There's no special trick to it: you're just
going to have to perform the Bubble cheese three times as fast. There will also be new rings of spinning purples
to avoid, which is easier said than done thanks to your jumps lasting a microsecond. Nevertheless, we acquire 2/2 Seeds. For Break Time: Raise the Stage, enter with
the Boosting Spin Jump badge. That's it. We beat The Desert Mystery for 1/2 Seeds, reaching the 15 required for the Sunbaked
Desert Palace. There are a few tricky jumps, but none that
should give you any issues thanks to the Drill cap's instant immortality. We bank Royal Seed 4 and move on to World
5: Fungi Mines. First grab the 1/1 Freebie Seeds from Loyal
Poplin's House. Congratulations! You have officially collected every single
possible Wonder Seed from World 5! We're all so proud of you. To put it another way, we've finally reached
the point that makes a true coinless run absolutely no way no how impossible, with zero wiggle
room. In order to truly enter World 5 proper, and
thus obtain World 5's Royal Seed, and thus beat the game, you must pay 10 Flower Coins
to the Poplin at the bridge. As covered before, it's impossible to pay
10 Flower Coins without obtaining 10 Flower Coins. This is where the Mission Failed finally becomes
canon... or... is it? I'm not quite ready to throw in the flaming
towel yet. For now, there's a separate accessible World
we've yet to explore. Welcome to World 6: Deep Magma Bog. Start off with 1/1 Freebie Seeds at Observatory
#1, then... Dagnabbit. Dagnabbit, Past Gamechamp, do you have any
attention span? Turns out, Past Me got an idea into her stupid
little head and really just couldn't wait to try it out, so suddenly we're at the Jet
Run I Badge Challenge again even though we really don't need to be. That specific stupid idea was a repurposing
of co-op shenanigans. Previously, we abused a co-op player's spawning
jump from a static grounded state, which obviously has very little practical use since we can
obviously already jump from that state in 99% of scenarios. But what if we want more height in a different
state, for example if we had just barely missed a ledge in midair? Getting the proper timing on a standard spawn
is difficult, but a Ghosted player can be positioned right where we need them to bounce
from. There's an obvious problem doing this in the
Jet Run Badge Challenge since you'll have to babysit two Jet Running players simultaneously,
but notice neither player is effected by Jet Run until they manually start moving. Spawn Player 2 before the big jump without
touching their controller, then execute Player 1. Position Player 1's Ghost past the coins,
swap to Controller 2, run through the gap, and enjoy the show as your carefully constructed
row of dominoes falls directly into a row of coins. Immediately on executing the prior jump, drop
Player 2's controller and swap it with Player 1, then perform two extremely precisely timed
jumps and ground pounds in a row to clear both sets of coins and complete the journey
across the next gap. We're not done yet, and will have to do even
more jumps mimicking the first one, with the added difficulty of both players being in
permanent Jet Run mode. Properly positioning a ghost while babysitting
the other controller is a brainthinking feat my brain is simply incapable of feating. But what if I told you Super Mario Bros. Wonder
has a game mechanic we have yet to make a single use of in this entire run? A game mechanic which completely solves this
final obstacle and allows us to clear the level for free? "Holding the X button". Wh- what? Wh- what? What? What? Wha- wha- what? What- in what scenario does this even make
any sense? Aaaaha, and then you just start moving immediately
after! The emoji button overrides Jet Run. The EMOJI button. The emoji button serves a genuine practical
purpose in beating a level in this video game without collecting coins. Since holding the Emoji Button is a relatively
simple action, we can brainthink two controllers at once, keeping one Player ready to jump
while the other positions their soul. With a viable strat found for every section
of the level, all that remains is chaining it together. Ohohohohoho... "What's Jet Run required for?" It's a level in this video game. Hahahahahahahaaa! Ahahahahahahaha! Ahahahahahahaaaahaha, ahhh that's good. I like that. With that incredibly satisfying and stupidly
unnecessary detour over, we get back to Deep Magma Bog and enter the Floating High Jump
II Badge Challenge. The main plaforms at the start are both difficult
and unnecessary, so jump for the right wall. The Floating High Jump normally allows for
infinite wall climbing, but there's a row of coins above the ledge preventing that strategy
from working on its own, neither does the angle allow for jumping from the platforms
the intended way. We're going to have to bring back our secret
weapon. If you time the respawn juuuuuust right, and
maybe hold right on their controller for good measure, they'll bounce over the ledge and
under the coins. The rest of the level is easy solo, just make
sure whenever your partner respawns they quickly die painfully and horribly. 1/1 Seeds. Where the Rrrumbas Rule's Wonder is absolutely
definitively no way no how impossible: no matter how good at movement you are, you're
not fitting your transformed butt through this tunnel without intersecting with at least
one mini coin. We give up and clear the Main and Secret Exits
for 2/3 Seeds. Badge Challenge: Boosting Spin Jump II is
an ultra easy 1/1 Seed clear, Raarghs in the Ruins is a 2/2 clear, Pull, Turn, Burn is a 1/2 clear with Tokens
blocking the Wonder, and Observatory #4 is a 1/1 Freebie Clear,
and our stopping point. The only remaining accessible level is Badge
Challenge: Grapple Vine II, which, while not impossible, is impossible. Right at the start, we'd have to do a co-op
jump, then a super precise glide across an extra long gap, then we'd have to find some
way to gain an astronomical amount of height over a vertical line of coins on the next
zipdash. And then, even if we got past that, there
are even more ultra precise grapples and co-op launches. I'm not doing it. I'm not that good at video games. But since we've given up there, and have explored
every accessible World 9 level, it's finally time to throw in that burning towel. Similar to World 5, a huge chunk of World
6 is blocked behind a Mafia Poplin. The Palace happens to be on our side of the
map, but that doesn't functionally matter. We need 15 total Wonder Seeds to open the
Palace, and by sheer happenstance, the number of Wonder Seeds accessible on this side of
the map, coinless or otherwise, is 14. By design, the World is explicitly no way
no how impossible without paying the toll, and thus collecting coins. With all hope thoroughly lost, this run is
at its final stretch. Let's mop up the Wonder Seeds we passed by
for the Bonus Challenge. Back in World 1's Piranha Plants on Parade,
the Wonder Seed is now Ultra Easy Mode. That previously impossible line of Mini Purples
can be bypassed with Drill Form and Boosting Spin Jump, updating the level total to 3/3
Seeds. Scram, Skedaddlers with the magnetizing Star
powerup is less easy, but totally doable. Enter with Bubble and Fire Flower. Bubble is used solely to bounce over the opening
set of coins. Otherwise, swap to Fire Flower, carefully
inch your way forward, and kill any Skedaddlers in your way. The coins they carry will drop and eventually
despawn. If honey barrels are directly in your path,
Skedaddlers can destroy them for you, or you can super quickly touch them and retreat before
the coins inside realize they exist. Don't rush and you can update to 2/2 Seeds. Cosmic Hoppos we update to 2/2 Seeds. Angry Spikes and Sinkin' Pipes' we newly clear
with 2/2 Seeds. Swamp Pipe Crawl looks like it'll have to
be 1/2 Seeds, since the Wonder is locked behind a pushable pipe. While pushing pipes, you're periodically rewarded
with coins. However, very stupidly, these coins are specifically
rewarded for pushing the pipe a certain distance in one singular push. If you push a single unit, give up, push a
single unit again, and repeat the process, you will never be rewarded. We clear with 2/2 Seeds. In Pipe-Rock Plateau Palace, the Wonder is
stupid easy. 1/1 Seeds. In Petal Isles, we start a new level Leaping
Smackerel and avoid the Token-based Wonder for 1/2 Seeds. Then, a level we DID clear before, Blewbird
Roost. The Wonder has us bouncing up this chasm until
we reach the Wonder Seed, surrounded by a spinning wall of mini coins. The gaps between are definitely big enough,
but we don't have any way of reliably timing our jump inside since there's no ground directly
below. It's probably best to not even bother with
intentional timing and just Restart Level over and over. Eventually, fate will decide it's bored of
your shenanigans and grant 2/2 Seeds. Next: Badge Challenge: Wall-Climb Jump 2. This is one of the most intense coinless challenges
yet, because we have zero cheese. You've got to reach the top of a giant coin-littered
tower with a badge that ironically does not allow for infinite wall climbing. If you wanna try any specific level in the
game coinless just for fun, this is the one I most recommend. I've got a quest- oh wait yeah. I was think- I was gonna ask- hey did person
who did- the person who only did yellow coins, how did they do this section? Did they do it or say it was impossible? They just landed on the purple coins in the
middle. They just jumped around. Assuming they did Max%, they could just also
not do this level. Mah. Easy! Are there coins up here? Okay good, there aren't. 0000! After managing that ludicrous task on strem,
I called it a night, and spent a few days away expecting we were in the home stretch. Soon I could finally stop playing the game
and start making this video which would already be coming out long after multiple challenge
'tubers got in on the ground floor. Then.... something terrible happened. Super Mario Bros. Wonder was murdered. The Mission Failed is revoked! The Super Mario Bros. Wonder Coinless Run
is just getting started! Turns out, despite Wonder's local co-op being
intentionally designed to prevent shenanigans, speedrunners have discovered it is the most
shenanigany multiplayer yet seen in a 2D Mario. Thanks to some bafflingly excellent programming,
local co-op allows for not one, but two super easy out-of-bounds glitchs enabling the player
to walk wherever they darned well please. These glitches involve abuse of the host mechanic
in local co-op. One player is designated the host, having
control over the game camera. This defaults to Controller 1, but is passed
to other players when the Host sucks. For whatever reason, if the players enter
the character selection screen and confirm choices, even if they don't actually switch
characters, a special instant teleportation of non-Hosts to the Host's side will occur. Also for whatever reason, if the Host is on
a linear track, and the non-Host is close enough to a free roam area level that their
Player number appears over their head, then upon teleport, the non-host will *not* lose
their free roaming controls. Or at least, that's what should happen, but
for some reason I encountered an issue absolutely none of the guides I was following even mentioned:
I could walk in directions the track I teleported to didn't move, in this example up and down,
but the moment I moved left or right, my character would zip back onto the track. Turns out, there's a secret mechanic integral
to the glitch: if you play the game with the d-pad, like some kind of dumb stupid idiot,
this glitch is nonfunctional. Despite the game not appearing to have true
analog control in most scenarios, it does, in fact, have analog support in a few places
the devs intended to be inconsequential. Check out what normally happens when the player
stands on a linear track and slightly tilts the analog stick. That's right: the player character will accusatorily
lock eyes with you, the player. This is the dev-intended analog control in
Super Mario Bros. Wonder. The important part isn't the Toadette Drowned
situation, though: we're instead concerned with the fact she's receiving our directional
input without moving along the track. Notice, in a free-roam area, the character
will instead walk seemingly normally, without being able to walk onto tracks. Perform the oob glitch only moving with light
analog tilts, and voila: you can go in whatever direction you want. Additionally, if Player 1 is the one out-of-bounds,
you can regain full camera control by returning to single-player mode. The other out-of-bounds glitch is similar. If the non-Host player is jumping when the
game is paused they wait to land before the teleport occurs. If, during this time, you move the Host onto
a linear track, the non-Host will teleport slightly late, and thus land out-of-bounds. The devs disabled the pause button while any
player is walking along a linear track to avoid such shenanigans, but the teleport delay
bypasses that. Thanks to these glitches, we can now potentially
reach areas locked behind coin gates without supporting organized crime. Even though we're not supposed to be there,
some levels are always loaded in and interactable. Let's get back to World 6. Going OOB at the entrance allows us to fall
down to other areas. The coin-locked bridge still doesn't actually
exist so we can't cross that way. There are two Poplins guarding boulders down
here, blocking both entrances to a completely pointless shortcut back to the Palace. Break their concept of reality and shimmy
past both boulders to arrive where we theoretically should have arrived from: the left half of
World 6, featuring the interactable level: KO Arena: Magma Flare-Up. Curbstomp for 1/1 Seeds. This level is now in the level select menu,
and thus we can teleport to the left half of World 6 whenever we want. With Christmas season started, we enter Wavy
Ride Through the Magma Tube, easily completing with 2/2 Seeds. Then Dragon Boneyard. The Wonder can be cheesed with Bubble: ride
the Dragon to the right edge, bounce up the wall to skip the rest of the ride, wait for
it to catch up and finish with 2/2 Seeds. We quickly rush Hot-Hot Hot's main exit for
1/3 Seeds, then discover we'd accidentally opened Observatory
#3 for 1/1 Freebie Seeds, putting us at 16 of the 15 Seeds necessary to open Deep Magma
Bog Palace. And ever so luckily, this just might be the
easiest Palace yet. Engage Budjer in some anime shenanigans to
officially beat World 6 and obtain its Royal Seed. We now only need 1 Royal Seed to beat the
game. With the end in sight, we head straight to
World 5, but you might notice a problem. Both variants of the OOB glitch rely on teleporting
a free roam player to a player on a linear track. Unfortunately, in this area before repairing
the bridge, there exist no linear tracks. I've tried doing some weird random fenangling
near the edges, but have never managed to create any OOB shenanigans. But hold on one second: this isn't technically
the only entrance to World 5. All Worlds have alternative entrances: for
example, hidden Captain Toad locations, which are sectioned off on different parts of the
map than the player would normally be able to reach. There's actually already a specific OOB used
by speedrunners that abuses a Captain Toad area to sequence break, allowing the player
to move from World 3 into World 4 via this pipe that comes from there. Unfortunately, Captain Toad probably isn't
gonna be our way into World 5. World 5 has no Captain Toad Entrance Pipe
leading to any other worlds: it only has an Exit pipe, coming from World 4. We're locked on a linear track in a sectioned
off portion of the map, with no method of going OOB. There's one last World 5 entrance to consider:
every World contains a Flower Pad that teleports the player to that World's respective challenge
level in the Special World. If we can go OOB in the Special World, theoretically
we could jump over to World 5's respective level and teleport into World 5 backwards. We already unlocked the World 1 and World
2 entrances by clearing prior levels, which give us a bit to work with. Pipe-Rock Plateau Special is surprisingly
easy when you hug the Hoppos on the lower track, letting us clear it with 2/2 Seeds,
opening the overworld path into the main Special hub. World 2's respective Special, Climb to the
Beat, is ludicrously harder: remember Jump! Jump! Jump!? This level has the same concept, with coins
spawning alongside rhythm blocks, and a critical difference: the snaking path moves primarily
upward. Attempting an infinite bounce fruitlessly
leads to the level boundary. Reversing direction is exceptionally difficult
and I'm not even sure if it's possible, so we'll need another shenanigan. If you bounce upward just a little bit when
the Wonder starts, you can see the second set of snaking rhythm blocks just barely out
of range. With two tracks to attack from, I went about
finding an OOB, which I was successful in near Special 1. Hug the hub's outer lip all the way Southeast,
where the World 5 Special lies, and make a fateful jump. Incredibly astronomically ludicrously frustratingly,
this method is a no-go, because, bafflingly, the game has yet another glitch which defacto
functions as some kind of weirdo whacko out-of-bounds protection that only works in this one stupid
scenario. I did tons of shenanigans trying to fenangle
this, but alas, the airwalk glitch occured every time. There's one last, extremely slim hope: we
currently have 4 Special World seeds, and at 6 Seeds we'll open up the Special World's
midway bonus level. Upon completion of that, a flower pad teleporting
further above is unlocked. I'm not really sure this is actually the same
loadzone, but you can see the Special World down below. Theoretically we could go OOB up here and
drop down with hopes of landing on the World 5 Special. To do that, we need to gain access to and
clear just 1 more Special level to obtain 2 more Special World Seeds. We already have access to Petal Isle's Special,
Way of the Goomba. No. I briefly looked into World 3's Special: Triple
Threat Deluge, but it's a Zelda-like with the path directly blocked by walls that turn
into coins when destroyed, making it explicitly impossible. World 4's Special is locked behind a chain
of levels near the Captain Toad pipe we OOBed to earlier. Each level in the chain must be cleared for
the next one to even appear. The first in the chain is Secrets of Shova
Mansion. While we're here, let's get the Wonder done. It's under a pretty stressful soft time limit
with tons of coins spawning above and below, but is ultimately doable. We clear through the Main Exit for 2/3 Wonder
Seeds. Main Exit doesn't do it, though: we need the
Secret Exit to continue the level chain. That Secret Exit can only be accessed if you
push this block into this hole. If you don't see the problem, you have too
much faith in me. As far as I'm aware, there's no way to push
a block in midair. We tried using Jet Run's coyote time, which
doesn't do it, and the Elephant's melee attack, which also doesn't do it. This Secret Exit, and thus the World 4 Special,
appear to be impossible coinless. Our last chance for those 2 Special Seeds
is the World 6 Special, whose Flower Pad is reachable with OOB shenanigans. Sadly, OOBing doesn't actually accomplish
anything: though these levels are visible, they're not interactable until you've beaten
the level immediately prior. The first in the chain is locked behind a
25 Wonder Seed requirement. The natural next step is to collect Seeds
in World 6, but Past Gamechamp is up to her old shenanigans again. For the final time, let's run back to every
single unfinished accessible level in the game, why not? Technically Past Gamechamp did this in two
sweeps, with the second being focused on Wonder Tokens. To make this script vaguely sort of slightly
organized if you squint, we're pretending she did it all at once like somebody only
regular stupid might do. During this pass, we incredibly easily clear Break Time! Wonder Token Tunes, 1/1 Seeds, Pokipede Pass, 2/2 Seeds, Pole Block Passage, 2/2 Seeds, Break Time! Cloud Cover, 1/1 Seeds, Break Time! Watery Wonder Tokens, 1/1 Seeds, Fluff-Puff Peaks Flying Battleship, 1/1 Seeds, Countdown to Drop Down, 2/2 Seeds, The Anglefish Trial: Ready, Aim, Fly! 2/2 Seeds, Break Time! Timer-Switch Club, 1/1 Seeds, The Sharp Trial: Launch to Victory, 2/2 Seeds. Break Time! Floating Wonder Tokens, 1/1 Seeds, Break Time! Bouncy Tunes, 1/1 Seeds, Pull, Turn, Burn, 2/2 Seeds, Hot-Hot Hot!, 3/3 Seeds, Leaping Smackerel, 2/2 Seeds, There's a section way back in World 1's first
hub area totally blocked behind a capitalist Poplin. We can go OOB nearby, but attempts to cross
over disappointingly result in us phasing down to the center of the earth. So why not just activate OOB while the Host
is standing by the rock? Turns out the devs paradoxically thought of
that: while the Host is next to the rock, all players are instantly forced to the Host's
side through a floating orb animation. I tried a few alternative methods of activating
the glitch, including swapping Host to a previously non-Host Player standing in the same spot,
but the orb animation takes priority, effectively cancelling the glitch. With all ideas exhausted, I'm just going to
mark all Seeds on the other side of that rock as Impossible until new tech is found. Using Drill and Boosting Spin Jump we can
completely destroy Break Time! Timer-Switch Dash for 1/1 Seeds, then The Desert Mystery's Wonder for 2/2 Seeds. Condarts Away. The Wonder we'd skipped is a Zelda-like where
the coins literally run away from you. Be cautious when nearing the end. The Condart will likely dive into the left
blocks, which contain coins. Damage boost above to lure it into the coinless
right side, and earn 2/2 Seeds. Up N Down with Puffy Lifts. Here we confirm the Wonder simply isn't happening. Our Lift form is too wide to make this jump
without collecting the rightmost coin. Cruising with Linking Lifts' Wonder is one
of the most annoying coinless Seeds in the game: we're trapped on the titular Linking
Lift, whose segments constantly need to be replaced while it's literally raining coins. Hidden within the deluge are Wonder Tokens
we need to collect. To make this a little bit easier, ground pound
the Link segments from above. That activates them without collecting any
coins that have landed there. Don't worry about collecting the Wonder Tokens
if it's not safe to do so: they'll respawn if they fall. As for dodging the coins, I can't really give
any big advice there: it's largely based on instinct and even then is basically impossible. So impossible I have a different piece of
advice: after collecting a couple Wonder Tokens, get your butt outta there. At the halfway point you can abandon the lift,
running and jumping above the screen to reach the finale early. Wait at the very left edge and slowly inch
yourself to the right. The Lakitu will follow your lead, throwing
coins and Wonder Tokens relatively spaced out behind you. Pick out the Tokens one by one and clear with
2/2 Seeds. Break Time! Zip Go Round! No. Search Party: Puzzling Park, I'll just let
you know right away is impossible. Four tokens are no problem, but the fifth
token is at the bottom of this chasm, which just so happens to contain two coins lining
the center of the entrance, too close to the edges to slide down. Search Party: An Empty Park begins with a
bunch of hidden coin blocks, which as the devs intend should be bonked and used as platforms. The blocks containing Wonder Buds are safe,
so memorize their locations and navigate with Boosting Spin Jump and Bubble bounces. I didn't encounter any more coins once reaching
the rainclouds, clearing with 1/1 Seeds. Break Time: Treasure Vault. We're supposed to drill through a tight corridor
with absolutely unavoidable coins along it. That doesn't mean we can't collect the Seed
though. This particular stretch is too thin for players
to exist in except in Drill mode. If you try to spawn a second player at an
invalid space like this, the game has a secret backup mechanic for finding valid space: a
glowing orb spins clockwise from the spawnee's position. The nearest valid space just so happens to
be the final room containing the Wonder Seed. 1/1 Seeds! Rolling-Ball Hall's Wonder is easily cheesed
with Drill until the finale, where we're locked into a sliding state and forced to make some
super tight hops. Boosting Spin Jump is highly recommended. 2/2 Seeds. Ninji Jump Party features a set of mini purple
coins lining floating platforms, which are the only path upward. As we've already learned, there's still a
tiny bit of space to stand on. Inch onto the leftmost platform's left side. Once there, jump into and past the Token. The gate behind will dodge at the last second. 2/2 Seeds. Search Party: Pipe Park features one problem
Token attached to a pulley in this little room. You need to pull the pulley further than is
possible in the little space we have to make it break off. The devs intend on you making an extra path
upward with invisible coin blocks. But if you're feeling cheesy, you can just
spawn in a second player to grab the Token while it's still attached to the chain. 1/1 Seeds. Sunbaked Desert Palace's Wonder makes the
game move at regularly fluctuating speed. Obviously, moving at high speed will be more
difficult than low speed. Abuse drill immortality during speed up, and
you can effectively finish the level in slow motion for 1/1 Seeds. Back in World 6, I did more OOB shenanigans
in the hopes of reaching more levels. Deep Magma Bog Observatory #2 is unfortunately
inaccessible, since it doesn't become interactable until paying a fee. OOBing wasn't fruitless, though. If you walk directly into the left walls you'll
go right through them and fall onto the lower level. This allows us to get on the left side of
the Flower Coin bridge while still OOB. Walk in the right spot and you'll trigger
the cutscene introducing the Deep Magma Bog Flying Battleship. It'll be slightly wonked, but regardless the
level is fully unlocked and playable. It's gonna be a tough one: an autoscroller
full of tricky jumps. This one in particular will require precise
timing, letting go of the jump button exactly long enough to get over the ledge but short
enough you don't bounce into the coins. Shortly after the Checkpoint is an ultra trick
jump: we can't grab the pole as the devs intended, so drop down, wall jump across, and Wall Jump
onto the opposite side of the pole. If you're going for a simple Wonderless clear,
you'll face one of the trickiest jumps in the entire run, which I heavily recommend
being Small for. After stalling the flames, descend the far
side of the pole, drop off, and hit the Boosting Spin jump with super precise timing to fit
in the ledge. This is way harder than it looks since the
drop doesn't occur on button press, instead waiting on about a half-second timer. Doing all that to complete the level Wonderless
will reward you with literally nothing. At first I was worried the Wonder would be
outright impossible: the Switch to unblock the flower is directly above a column of coins. The Switch hitbox width appears to be thinner
than the coin hitbox width. But turns out, Drill has a special property,
likely due to its ability to kill enemies from below. A Drill Player's Switch-pressing hitbox is
increased, while their hitbox for collecting coins remains the same, making the Switch
pressable and Flower reachable. With the Wonder activated, Bowser will destroy
the blocks previously forcing us to do that ultra precise dropping Spin Jump, allowing
for a much easier clear with 1/1 Seeds! Break Time! Hot-Hot Rocks. The Seed appears when all rocks are cooled
through the Elephant's water spray. Each glob of water can potentially grant an
instant coin upon landing, via a sprouting flower animation. Cooling down a rock causes the water to dissipate
sans animation, so in the end you only need to get lucky with a couple dice rolls to finish
with 1/1 Seeds. Deep Magma Bog Palace's Wonder is easy, just
be careful when watering the wilted flower. The moment you enter Wonder, coins appear
along the edges of the spinning fossil, right where you spawn in. Wait for the opening to be above you before
breaking the pot, then earn your 1/1 Seeds. Downpour Uproar's Wonder ends with a familiar
sight: the Seed guarded by spinning mini purples. Even if they were standing still, they're
likely too packed together to fit Toadette's hitbox through, making this Seed definitively
impossible. Jewel-Block Cave's Wonder features a giant
Crusher chasing us down a chasm of breakable crystal blocks, some of which containing coins. It seems like a nightmare, but with a little
exploration we found a golden route. Dig through the empty blocks to the right
of the drill mushroom, then hug the right edge. While the Wonder Bud spawns coins, you'd have
to go out of your way for any of them. Stop at the mini coin block, wait for the
Crusher to unblock your left, there will be a direct path of empty blocks to the floor. 2/2 Seeds. Gnawsher Lair is an easy one, but I have to
mention as a warning: while coin blocks eaten by Gnawshers will never grant you coins, coin
blocks activated by POW Blocks will grant coins, and if a Gnawsher touches a POW Block,
they automatically activate it. You'll have to babysit the POW Blocks, throwing
the ones around the coin blocks into the horde. Otherwise, 2/2 Seeds. Muncher Field's Wonder Flower is right here. In order to get there, we need to move through
this hallway. No. Maw-Maw Mouthful's Wonder No. Search Party: Item Park. Once again, four Tokens can be grabbed coinless
no problem, but one Token is absolutely a problem. It spawns after 3 Cheep Cheeps, located behind
a solid wall, are defeated. The only offensive option that can reach them
is Bubble. When an enemy is Bubbled, they turn into a
coin and are automatically teleported to the player's pocket upon popping, which happens
automatically after a second or two. Defeating these Cheep Cheeps without turning
them into coins is impossible... but that doesn't mean we have to collect them. Murder a Cheep Cheep and make a break for
it. If the bubble is far enough off-screen it
despawns, taking the coin with it. Repeat three times to clear this level with
1/1 Seeds and your blood-stained hands clean. With that, we've exhausted every Seed in the
game that could possibly be obtained... without ludicrous shenanigans. Time to get weird. Remember those impassable coin walls in The
Sugarstar Trial? They're only impassable while we're in the
Wonder. While we're not in the Wonder, we can walk
by totally penniless. If only there were some way to vicariously
gain progress in this game via somebody else's progress. But Miss Gamerchamp, didn't you say online
multiplayer is banned? I'm the best! No, I didn't, stop putting words in my mouth,
person I made up voiced by a flawless Toad impersonator! Online multiplayer *with players who have
collected coins* is banned. If they *haven't* collected coins, they're
entirely welcome! And since randomly encounter a coinless player
in the wild is practically impossible, that other player is gonna have to be you. In order to do this run once, you have to
do it twice! On two separate consoles, on two separate
accounts, with two separate Nintendo Switch Online subscriptions! God damn. After wasting just enough of your precious
time on this earth to unlock The Sugarstar Trial coinless a second time, run forward
with Switch #2, ignoring the Wonder, and wait in a spot you know to be safe. Back on Switch #1, enter Wonder, get as far
as you can coinless, and go Ghost. Your other self outside the Wonder, who is
equally coinless, will revive you, effectively teleporting you past the gauntlet. Repeat until you reach the Seed, thus coinlessly
beating The Sugarstar Trial with 2/2 Seeds. On one Switch at least. The other gave up and quit the level. What a loser. In Muncher Fields, notice there's a bit of
space between the Wonder Bud that spawns the coins blocking us and the coins themselves. We can abuse that space by reviving on a partner's
Standee there, thus magically teleporting to the opposite side of the Wonder Bud without
having activated it. The actual Wonder is easy, so we obtain 2/2
Seeds. That's kind of it for the asyncronous shenanigans
unfortunately. The rest of the Wonder Seeds are either in
locations a non-Wonder player can't get to, or have a Transformation-based Wonder. The devs included a failsafe for transformations. Transformed Wondered players are placed in
a separate, instanced environment, incapable of interacting with Non-Wondered players. You can even see it happening on-screen: Players
and Standees located in the other instance fade away. I was about ready to call this run done... but then we made the stupidest realization
ever, in Badge Challenge: Grapple Vine II. Okay, so... what I'm gonna do is have Daisy
jump up and then pause. Bam! Paused players are legally valid Ghost revival
stations. This exceptionally obvious lategame discovery
opens up the stupidest shenanigans yet seen on VG Myths. So stupid, I can't even properly show you:
it's a little difficult to record two Nintendo Switches at the same time! Here's a demo so you can at least understand
the basic idea. With one Switch, you're going to jump in the
air and pause. Then, you swap to the other Switch, ghost
over, and pause with them. Swapping back to the original Switch, you'll
see your paused partner instantly teleport above you. Ghost over to them and pause. With endless repitition, you've functionally
got infinite jump height. Whenever you see me pausing here in the original
footage, that's probably me going to the other Switch for thirty seconds. Remember that outlandishly tall column of
coins? With an infinite jump, getting past is practically
free. The final stretch of the level is an ultra
difficult gauntlet of ziptracks decorated with coins. Rather than bothering, simply die painfully
and horribly in the bottomless pit a couple dozen times. This stupidly easy strategy totally breaks
the game's design and allows you to easily obtain 1/1 Seeds. If I'd figured out this strat earlier, this
video would probably be like 20 minutes long. Let's take this newfound knowledge back to
some seemingly impossible levels. First, Maw-Maw Mouthful. Before Wondering, walk along the stage ahead;
there are a few coins you can lure Maw-Maws into eating. With setup done, backtrack and activate the
Wonder. There's no Maw-Maw close enough to eat these
coins and Goomba jump height is ludicrously short, so you'll have to be especially persistent
with Ghost pausing. Slowly edge the Ghost player into the Paused
player from the direction you intend to move in, pause buffering as you get close. Keep pausing and unpausing until the moment
you see a puff of smoke on the Ghost player's screen: that marks the moment they've successfully
spawned in. By continually repeating this with both Switches,
you'll move upward about one Goomba's worth of height every time you revive. You can throw your second Switch in the trash
after reaching the moving platform and continue the level no different from a casual playthrough,
updating us to 2/2 Seeds. This absurdly broken player bridging strategy
also allows us to get the Wonder in The Final Trial: Zip-Track Dash: swap Switches across
the night sky until you see a line of descending clouds marking the downward arc of the dev-intended
final jump, earning the 2nd of 2 seeds. There's one more unbeaten level where bridging
might help us: the Petal Isles Special, Way of the Goomba. This time we have to bridge directly over
lines of coins. You can't self-destruct fast enough after
revival to avoid falling on them, which is where Restart Level comes in: it functionally
teleports us back to start. Simply re-enter Wonder to continue bridging. In some instances we'll have to get more clever,
in ways which are too fenangly to explain and I honestly don't remember that well but
probably look really cool on the footage I'm not looking at. Wow! Did you see that? It really happened! Unfortunately, the online ghost strategy has
a hard limit in the ghost timer. When moving at full speed from behind the
first line of coins, we can only reach up to this donut block halfway through the level
before our soul finally shuffles. That means our double Nintendo Switch strategy
is nonviable. We're gonna have to up the ante to QUADRUPLE
Nintendo Switches! With Quadruple copies of Super Mario Bros.
Wonder! And quadruple Nintendo Switch Online subscriptions! God damn! Unfortunately, after doing some research,
I've come to the conclusion that buying all this crap is not a viable strategy. We're gonna have to trick some losers who
*already have* all this crap to help us. Off the top of my head, I knew who I had to
call. We're gonna play Super Mario Bros. Wonder
with Nathaniel oh he has a life. I knew who I had to call. We're gonna play Super Mario Bros. Wonder
with Ceave oh he has a life too? I knew who I had to call, we're gonna play
Super Mario Bros. Nico oh my god! Who doesn't have a life? Hey, Wariofan! What's up Derek, gamers here- Yeah, yeah, I know I know, question: do you
have a life? I think so? Well, we're gonna change that. Oh cheese and rice, my name is Taka and I
only exist to help with challenges! Oh good, and you brought a friend! How would the both of you like to hate everything? After roping your friends in quotation marks
into your cult, they'll have to start their own Coinless save files from scratch, following
the same rules. Don't be afraid to lend a helping hand in
online multiplayer to speed things up. After all, your own save file is itself coinless. Now that we have 4 Nintendo Switches simultaneously
running 4 copies of Super Mario Bros. Wonder on 4 active Nintendo Switch online subscribing
accounts which have all done their own separate Coinless playthroughs, we can make a tiny
bit more progress in this level and my promise of going beyond parody is fulfilled. Get Wariofan to pause on the donut block and
your ultimate friendship gambit will finally pay off: he is now immortalized halfway through
the level as a defacto checkpoint. If you're wondering why we didn't just use
a standee to accomplish the same thing, Goombas don't have hands with which to place standees,
silly. Continue the level as normal, until reaching
the secondary limit of the ghost timer, even sooner than last time. Every time a player is revived within a single
life, their ghost timer speeds up. Have Taka realize her destiny 3/4s through
the level as the final defacto checkpoint. Super Mario Bros. Wonder only supports up
to four players in a single level at the same time, so 4 Nintendo Switches running 4 copies
of Super Mario Bros. Wonder on 4 active Nintendo Switch Online subscribing accounts is the
upper limit of shenanigans. And terrifyingly, you may have noticed a pattern:
with two pre-placed checkpoints we can only reach about 7/8ths through the level before
Ghosting out. That gets us to this pit. We're now too far for a ghost to reach from
Taka's checkpoint, and thus, if either player Restarts Course, the other will be totally
stranded with only the dev-intended powers of a Goomba. We have to somehow bridge over these next
two sets of coins without either player ever being put into a position where they'll fall
on one. Self-destructing in midair is a no-go: even
from the top of the screen, you simply cannot go Ghost fast enough. While pathetically attempting to apologize
to the two genuine human beings whose time I wasted for absolutely no reason, I realized
it wasn't actually for no reason: just a stupid one. Bridge to as high an elevation as possible,
then start bridging over the coins. When it's time to fall back down, move in
the direction of the nearest safe zone while rapidly pausing to ensure you don't overshoot
your mark. As long as you keep hold of the run button,
I believe you can successfully dodge the coins regardless of starting position. Once on the opposite side, the Seed is in
your sight, but it's behind an impossibly deadly hazard: two coins hovering slightly
above the ledge. Going under is too dangerous to consider and
bridging over is impossible. Instead, we'll have to do it semi-legit. *gasp* Yes! Yes! Yeeees! Now what? There's a- I've gotta get over there. Awgh. My heart is racing so bad, so bad! So bad! Oh my god. Oh my go- this is the easiest jump ever but
I cannot do this! I cannot do this! Oh my god- You know maybe, maybe you know just pause
for a sec, drink some more water. Yeah, I am pausing for a sec- I can't- I... I am shaking so bad right now. I know that feeling though, where it's like
"This is th- this is the easiest jump in the world." Mhmm. But I am small Toadette. I should have thought of that! I should have brought a powerup. I- I didn't think that when I got KO'd before,
"Oh wait! I probly wanna keep a powerup for the end
of the level!" Is-is there anything like, could- could your
other account... come- come back and do it or are they stuck
in the Wonder zone? They- oh, they're stuck in the Wonder zone
so they- they can't bubble to me, no. Oh yeah, they're- ha, they're locked in the
Wonder dimension. Yeah, they're- they're- there's no way they're
helping me. Yeah, naw, I mean, this is just to clear the
Goombas and spin and you're, you're golden. Oh my god- WHOO AHAHAHAHOOO oh my god oh my
god oh my god oh my god oh my gooood. Now we just have to hope to good heck that
it- that we don't need any more help in the level we just unlocked. Ah, there's- there's a screenshot for the
ages. Aw, that's Poplin was like staring out his
window like "What is she doing? C'mon, just jump! What's- what are they doing?" "Just gr- just take one coin!" After only 3 hours of hell, Way of the Goomba
is completed with 2/2 Seeds! Gamechamp, that was the worst experience I've
ever had. Please tell me I get to do it again. I never thought you'd ask! Welcome back to Shining Falls Special: Triple
Threat Deluge. You might remember this is the level where
we're blocked by a literal wall which turns into a figurative wall of coins. At first glance, it's impossible, but I got
a dumb thought. Remember Treasure Vault, which we cheesed
by trying to spawn a player in an invalid location, thus turning them into a spinning
revival orb. I tried to cheese just such a thing here in
the hopes of orbing past the wall: specifically by trying to spawn on the open sky. While doing this, I accidentally discovered
a much more promising new glitch. Online players' current positions are not
necessarily 100% accurate. If you pause the game, your Switch will apparently
stop sending your partners' Switches your current location data, so if that data is
inaccurate, it will stay that way. These videos were recorded simultaneously. Notice on Switch #2, Toadette appears to be
inside the wall, while on Switch #1, she clearly is not. Since our Switch *thinks* the other player
is inside a wall, when we try to spawn there, the rotating orb activates, and bam! We phase through solid matter! Through clever abuse of friendship, you can
place checkpoints past every wall and re-attempt shenanigans as many times as necessary. There's just one part that can't be shenanigan'd:
this set of spinning fireballs with coins surrounding them. With one final shenanigan, complete the Wonder
and grab the flagpole for 2/2 Seeds! With your friends thoroughly exploited, throw
them in the trash and go back to a couple levels that wall shenanigans will be helpful
in. In Revver Run, I'd previously said only a
revved Revver could bonk the wall containing the Seed, but that's only true for the dev-intended
solution. Ground pound with one character at the point
where the ledge and solid wall meet, and pause just before hitting the ground. Hopefully your location will desync slightly
inside the ground. With a few wibblewobbly shenanigans, you can
work your way further down into the wall, and even spawn below the ledge. Once low enough, you can cease your spawning
jump with a ground pound, then bop the wall in Elephant form to earn 1/1 Seeds. With all unfinished business complete, it's
finally time for us to get back to beating the game. Or at least, it would be, but I've got some
sad, anticlimactic news. We took too long. Amid all the discoveries and plot twists that
went into this run, Nintendo saw fit to fix their broken game, patching out both OOB methods. While normally this wouldn't be a big deal
since I learned long ago never to patch a game when I'm working on a video, this run
requires online multiplayer, which is blocked if you're not on the most recent patch. The patch went live just before our Way of
the Goomba session, so I didn't have much of a choice. I didn't necessarily expect we'd actually
reach World 5, but I'm pretty disappointed we didn't get the chance to find out for sure
if we could. Nevertheless, we've still got that Bonus Challenge
with one last Semifinal Test. With the Flower Kingdom thoroughly explored,
the Super Mario Bros. Wonder Coinless Run ends in a Mission Failed with 5 Royal Seeds
and 158 Wonder Seeds. And hoooooooly heck drowning in oatmeal, is
it a good one! If you'd like to try the run out yourself,
assuming I'm not forgetting anything obvious and stupid, if you start on Version 1.0.0
and do all the OOB tricks before patching the game, I'm pretty sure you can still get
all the same Seeds I have, though for obvious reasons you may want to settle for the solo
Switch Seeds. Either way, it adds a ton of new life to the
game and is highly recommended. And while you're at it, maybe try and keep
the run going. A new perspective can work wonders. Hey, Taka? Do you think Gamechamp is coming back to get
us? No I do not. Well, it's too bad we're stuck here, because
I really have to get back to youtube.com/wariofan63 so I can make more episodes of Ninchronicles,
the show where I cover Nintendo's entire game library. And I want to get back to making content on
twitch.tv/takaratakedown, which is my channel. Do you wanna tell the folks at home what you
do? No. Special thanks to all Patreon backers, including: Let me know how much this video sucks and
how my channel went downhill after I started playing video games with my hands in
the comments below. Apologies to my former friends for forgetting
to bring them lattes, and get out of my house. Aw, jeez, I don't think I can stand like this much longer, I've gotta stretch
my legs. Wariofan, be careful! Aah- -aaaaaaaah Here is a big one! Bus-