Super Mario Galaxy 3: Celestial Cataclysm

Super Mario Galaxy 3: Celestial Cataclysm is a 3D platformer released on the Nintendo Switch, developed by Nintendo Entertainment Planning & Development. It's the long awaited third game of the Super Mario Galaxy series of games and the twenty-second game in the Mario Franchise after Super Mario Maker 2. The game has it's main focus on travelling through alternate universes in certain galaxies to access levels that are not the same from before. While also keeping the series focus on galaxies, gravity and stars.
=Plot=
Following off again from Rosalina's end of game speech from Super Mario Galaxy, "The cycle repeats itself, but never quite in the same way," starts to once more become true.
The game starts off in the new and improved Star Festival. Princess Peach's castle has been rebuilt following Super Mario Maker 2, Captain Toad and the Toad Brigade are going to set out to their most exciting quest yet after the festival, Cappy & Tiara have rebuilt their home using the Odyssey in the Mushroom Kingdom, and lastly, Mario & his friends are taking their well-deserved break. 
After Luigi sarcastically states his favorite parts of the Star Festivals are when Bowser crashes the party, Bowser in a quite unfortunately timed fashion, appears and kidnaps Princess Peach. However, he comes out of a strangely pale purple portal large enough to carry him, his ship and all of his minions from wherever he came from to the Star Festival. 
Bowser then confirms that after kidnapping Princess Peach, he is going to travel through every single alternate reality and eliminate Mario and Luigi in all of them. As Bowser goes back in the portal, Mario and Luigi jump atop Peach’s Castle and go into an alternate universe where they had already been eliminated to take place of the previous Mario & Luigi, finding themselves in the first galaxy, The Star Road Galaxy.
After laying unconscious, Mario and Luigi are woken up by a cloaked figure who leads them to The Reality Core, which has unlimited energy and powers the actual Star Road. The cloaked figure explains to Mario and Luigi that Bowser had actually found a fragment of The Reality Core, as pieces often get blasted out from the pure unbridled energy it has. So while The Reality Core does naturally regenerate the part of it that blasted off, the fragment ends up in an unknown place in an unknown galaxy. The fragments rarely ever find their way on solid land, however for this particular fragment, it somehow ended up in Bowser's hands. 
As he discovered it had infinite power, he ended up using it to power his ship and implement his plan to eliminate Mario and Luigi, however he went a step further, as the cloaked figure sensed irregularities in different realities, and he realizes that Bowser wants to eliminate Mario and Luigi and take over the universe with the infinite energy he now has in every reality to ensure that he never faces any sort of real threat towards his new plan of multiversal rule.
The cloaked figure then leads Mario and Luigi to The Reality Core and reveals themself as The Guardian of Reality, who goes by the name Geno. After the events of Super Mario RPG, Geno returned to the Star Road and used the Seven Stars to create this core, and then using their power linked them to the fabric of reality, thus creating The Reality Core. Geno tells Mario and Luigi that the only way they can prevent Bowser's plan from panning out is if they get the fragment back from Bowser.
Geno says that if Mario and Luigi travel through realities and prevent those versions of them from being eliminated, then they can recruit them and use their collective strength to regain the fragment, give Geno back the fragment so that he can reinforce the shell of The Reality Core and defeat Bowser once and for all.
=Controls=
While these are the base controls for the game, all of the controls are freely customizable.
Left Joystick: Move
Right Joystick: Move Camera
Left Joystick (Click in): Reset Pointer
Left Joystick (while clicked in): Move Pointer
Right Joystick (Click In): Center Camera 
Right Joystick (while clicked in): Change Camera View 
A/B: Jump/Swim
ZL: Crouch
ZR: Reality Shift
Y: Ability 1
X: Ability 2
L: Ability 3
R: Ability 4
ZL (midair): Ground Pound
Y (while crouching): Roll
Y (mid ground pound): Dive
+: Pause Menu
-: Suspend Menu
=Gameplay=
Just like the first few Super Mario Galaxy games, the gameplay centers around going to seperate galaxies with missions in each galaxy, some mostly based on planets, some basic 3D missions and some basic 2D levels. With Launch Stars transporting the player from one planet to another in the planet based levels. However there's a new gameplay mechanic, the Reality Shift. 
Reality Shifting shifts alternate universes with each other, causing Mario to have different abilities for new innovative level design and puzzles. Reality Shifting shifts Mario into 5 different realities, in which you get one on the beginning of each galaxy, he gets one every five galaxys he gets through meaning he'll have all of them by the 25th galaxy. Each one only changes the Star Spin and the Star Bit shooting, which both get completely switched out with a different ability. To make it easier to realize what Reality you have, Mario's hat will have different attributes depending on the reality.
Because of this change, Star Bits are now not the only item you can collect for your Ability 2, as now all abilities now have items that act as ammunition for them, you get these items with any method of collecting Star Bits with the only difference being that Mario is shifted into the reality of the ability you want ammunition for.
The Realities you can shift through include: 
Reality 	Galaxy it's unlocked in 	Effect On Mario's Outfit 	Ability 1	Ability 2
Basic 	Star Road Galaxy 	This reality has no effect on Mario's hat. 	Star Spin
Mario performs a spin with the help of the Luma, giving it properties such as being able to shatter certain objects, deflect projectiles, add some extra height to a jump, swim faster and pick up nearby items. In the previous game, Mario would have to spin a Launch Star to go into it, and while it is still an option now, Mario can now just jump into it since there is a good chance that Mario has a different reality which doesn't allow him to use the Star Spin. The Launch Star positions have also been changed so that it is very unlikely the player would accidentally jump in.	Star Bit Shot
Mario fires out a star bit towards wherever the star cursor is, which can be used to stun and/or defeat enemies, this allows Mario to have extra range when it comes to defeating enemies, however fired Star Bits cannot be recovered making it so that the player has to be careful of when to fire Star Bits as if they choose the wrong time or miss too many, they can lose a lot of Star Bits which can be detrimental.
The ammunition for the Star Bit Shot are Star Bits.
Odyssey 	Metal Metropolis Galaxy 	This reality has Cappy's eyes appear on Mario's hat, if the abilities are not in use for extended periods of time, Cappy will come out of Mario's hat and follow him around until they are used again.	Cap Throw
Mario throws his cap forward to perform certain actions. These include attacking certain enemies, collecting coins, jumping on the cap when thrown allowing Mario to jump higher and farther, and of course, capturing enemies. This allows Mario to possess enemies and also some certain objects, which gives him access to certain new abilities, just like in Super Mario Odyssey. 
If Mario shifts realities while possessing an enemy, Mario will change to whatever reality was chosen and the next time the Odyssey reality is chosen, Mario returns to the form he was in when he shifted reality.	Luigi's Balloon
Based off of the Luigi's Balloon World mode from Super Mario Odyssey, Mario pulls out a glowing, yellow balloon. This makes Mario float upward with slight horizontal mobility at great speeds and lengths, with the cost of draining your Star Coins while in use, and if you run out, the balloon deflates and Mario starts falling down to the ground.
The ammunition for Luigi's Balloon are Star Coins from New Super Mario Bros. This is so that the Coin, which was the item that originally served as fuel for Luigi's Balloon, can fulfill its original purpose in the Super Mario Galaxy games and not be reworked into something different.
Sunshine	Oasis Beach Galaxy 	This reality just flat out removes Mario's hat. 	F.L.U.D.D.
Mario gains the F.L.U.D.D. in this reality and is able to use all of the different nozzles that were in the original Super Mario Sunshine. With this reality activated, Nozzle Boxes appear which give you different Nozzles when destroyed throughout the level which disappears when you shift realities. You can switch between Nozzles via using the Nozzle Swap ability.
The base nozzle is The Squirt Nozzle, which allows Mario to spray water at objects and/or enemies, with the strength and whether or not he can move depending on how much the input is held down. 
Secondly, there is The Hover Nozzle, which allows Mario to hover in the air for around 4 seconds, with altitude slowly increasing while in use. It is located inside Blue Nozzle Boxes. 
Thirdly, there is The Rocket Nozzle, which blasts Mario upwards with a stream of pressurized water after charging up for a small period of time. It is located inside Red Nozzle Boxes.
Lastly, there is The Turbo Nozzle, which allows Mario to move at rapid speeds across water or land. Turning is however more difficult while it is in use, but only on land, the turning works as normal underwater. It also uses up water at a much higher pace than other Nozzles. It is located inside Grey Nozzle Boxes.
However, all Nozzles use up the F.L.U.D.D's limited water supply, and the F.L.U.D.D. can run out of water, where Mario has to touch water to slowly refill it. However, since every level from when you get the Sunshine reality would have to be awkwardly changed to have bodies of water in them to allow you to refill it, there are two new ways to refill the F.L.U.D.D. every galaxy after you get the Sunshine reality has. 
First is waterfalls, which are simply streams of water falling onto the floor/space that if you touch, will refill your F.L.U.D.D. faster than regular bodies of water with the drawback of being small in size and sometimes being above a pit.
Secondly, there are Water Tanks, which are tanks of water with a faucet connected that allow Mario to refill the F.L.U.D.D. incredibly quickly with the drawback of being uncommon throughout levels.	Nozzle Swap
This ability allows Mario to swap Nozzles, with them swapping in a cycle. However only certain Nozzles are available at certain times, which makes the cycle skip over the ones that are not available at that moment. The Nozzle Swapping will cycle from The Squirt Nozzle, to The Hover Nozzle, then to The Rocket Nozzle, and lastly to The Turbo Nozzle before switching back to The Squirt Nozzle and repeating the cycle, if none of the Nozzles are available, (aside from The Squirt Nozzle since that is available in every level passively,) Mario will simply do nothing.
The ammunition for the Nozzles is water.
Paper 	Origami Kingdom Galaxy 	This reality turns Mario into Paper Mario, which is a styilized 2D version of him with the depth of an average sheet of paper. 	Origami Transform
Mario turns into an origami form of himself, the origami form he turns to depends on where he is and the situation he is in. If he is running along the ground, he turns into a Paper Car. This gives him extra mobility as he moves faster, jumps slightly higher and is smaller. As a drawback however, he cannot use any other abilities without returning back to his regular form by using the transforming on the ground again. If he uses this ability in the air, he turns into a Paper Airplane. This lets him glide in the sky with similar physics to the original Wing Cap from Super Mario 64. His final transformation is activated when he uses the ability while swimming, he turns into a Paper Boat. This lets him float over water and move faster along the surface with the drawback of not being able to move on land unless he transforms back along with not being able to use the Reality Shift or any other abilities without transforming to his Paper Mario form by using Ability 1 again.	Hammer
Mario swings his hammer from above his head in an arc onto the ground in front of him. This serves as an extra way to kill enemies as the hammer does damage. Alongside this, if there are nails popping out of the environment or buttons that can only be pressed by the hammer, Mario can use this ability to push them down.
 
The ammunition for the Hammer are Hammer Scraps. The Hammer gets damaged when used and needs one Hammer Scrap to be repaired, which is automatically done, however is unable to be fixed when Mario runs out of Hammer Scraps.
Gravity 	Galactic Malfunction Galaxy	This reality makes Mario's hat float above his head. 	Gravity Spin
Mario does a spin similar to the Star Spin, however this time, it has different properties, mainly, that it changes the gravitational pull on Mario when used, whether that would make it pull him upwards rather than downwards, or vice versa. This allows for unique platforming techniques allowing Mario to move great distances by pulling him to the opposite direction at specific times only to to pull back to the previous direction, suspending yourself in the air by switching gravity rapidly, and etc. 
Some smaller changes also apply to the spin, such as projectiles being reflected rather than deflected, shattering objects now makes the remains float around but can also be shattered for even more goods, with the cost of having a risk of falling/floating into the void doing so.	Gravity Bit Shot
Mario shoots out a Gravity Bit similarly to what he does with the Star Bits in the Basic Reality. However it is a slower projectile with a slower firing rate, but instead changes the gravitational pull of the enemy/object it is shot at, allowing to get an object the player may find blocking your path out of the way, as well as pulling enemies away from you or sending them into death traps and/or the void.
The ammuntion for the Gravity Bit Shot are Gravity Bits.
Power-Ups also show up in Super Mario Galaxy 3: Celestial Cataclysm just like the first two Super Mario Galaxy games, however they work slightly differently in this game compared to the other Super Mario Galaxy entries. Mainly that instead of replacing Ability 1 and/or Ability 2, they now take up an Ability 3 and even Ability 4 for some Power-Ups. Moreover, Power-Ups may also have passive properties. These are usually only used to increase your power or your mobility, and can be used to solve some puzzles as well. There are also some Power-Ups that give you no extra abilities and instead give a variety of passive properties. If you leave a level with a Power-Up and enter another level, you keep your previous Power-Up. Every Power-Up acts as a shield and will be removed upon you taking damage which in-turn makes it so that your HP Meter doesn't decrease when you get hit.
The Power-Ups you can pick up and use include: 
Power-Up 	Image	Effect on Mario's Outfit 	Ability 3	Abilty 4	Passive Properties	
Fire Flower 	 	Mario becomes Fire Mario, which changes his color scheme changes which makes his hat and shirt white and his overalls and shoes red.	Fireball
Mario throws a fireball forward which bounces on the floor forward for a certain range and deals the same amount of damage as a regular Spin. Once the Fireball reaches that range it will automatically disappear. He can shoot the fireballs quickly at a high rate of fire. 
Fireballs can also help Mario reach certain areas he couldn't before, such as if there is a room blocked by an ice wall which can be melted by a Fireball.
If Fireballs touch water, they disappear instantly. This also equates to the Power-Up being unusable underwater. 
Only two Fireballs an be out at a time, once a third one is thrown out, the first currently active Fireball thrown disappears.	 	Magma Walker
If Mario walks on any sort of lava then he will generate volcanic rock under his feet as he walks which allows for traversal of molten lava, however if Mario lands on anywhere but his feet on the lava, (e.g. rolling down a cliff onto lava) then the volanic rock will not generate under him and he will take damage.	
Rainbow Star 	 	Mario becomes Rainbow Mario and turns rainbow colored and leaves a trail of light behind wherever he goes. 	Chromo Burst
Mario bursts a giant orb of rainbow energy that grows around him for 3 seconds until it flashes white and then disappears. Any enemy who is in the rainbow orb when it flashes will instantly be killed. The drawback is that you cannot move while the ability is in effect.
This ability can also color in areas in a level that are black and white which allows you to find secrets.	 	Invincibility
During the duration of the Power-Up, Mario is completely invulnerable to all attacks except of any hazard that is lethal regardless of the effect of any Power-Up or the amount of health Mario has in his Health Meter such as lava, falling down a bottomless pit, getting crushed, and etc. Any enemy Mario touches gets instantly killed and releases Star Bits, and objects and obstacles such as Bricks, Boulders, etc. get destroyed. 
Super Mobility
During the duration of the Power-Up, Mario's running speed and jump height and length are significantly increased, the closer Mario is to the end of the Power-Up's duration, the faster he runs and the higher and farther he jumps until the Power-Up's duration finishes.
Limited Time
Unlike most other Power-Ups, this Power-Up will wear out and be removed from Mario after 30 seconds of usage. It is also one of the only Power-Ups that cannot be carried over from level to level.	
Super Leaf 	 	Mario becomes Tanooki Mario and dons a Tanooki Suit while the power-up is active. 	Tail Whip
Mario whips his tail in a circle around him with a relatively long range, it deals as much damage as a regular Spin, however any opponent hit by it get dizzy and stop moving, which makes them vulnerable to further attacks. 
Additionally, if a projectile is shot at Mario and he uses the Tail Whip on it, he will reflect the projectile shot at him.
Lastly, if Mario uses a Tail Whip in the air, it will briefly suspend him in the air, which allows him further air mobility with his Tail Hover ability.	Tail Hover
Mario wags his tail very quickly which leads to him falling dramatically slower than usual, this allows him to glide across long spaces which increases his horizontal air mobility exponentially. 
The hover stops when the Ability 4 button stops being held down or if Mario is on the ground. This equates to the Tail Hover being unusable while on the ground, and can only be used off of the ground. Mario also stops hovering if he gets hit by anything, where his momentum is completely cancelled out, which could lead to him falling into a pit or an obstacle.	Statue Pound
Whenever Mario ground pounds, instead of doing the regular animation of falling down rear first into the floor, he instead turns into Statue Mario and drops on the floor faster. 
This means that anything that required two ground pounds to destroy, lower, and etcetera now only have that happen with one ground pound.
Additionally, Tanooki Pedastals can be found around certain galaxies, where if Statue Mario ground pounds on the pedestal, it can open certain areas that were locked off prior.	
Frog Suit 	 	Mario becomes Frog Mario and dons a Frog Suit while the power-up is active. 	Tounge Thrust
Mario thrusts out his tounge from the Frog Suit forward for a long range. The tounge sticks on most surfaces/objects it touches with a few exceptions such as liquids and surfaces that damage Mario when he touches them. However Mario's tounge works as normal when it touches/goes through water. 
Whenever the tounge sticks on a surface, it stays stuck unless Mario lets go of the Ability 3 button or if he gets interrupted. If he grabs onto any object that can be moved by Mario, he can drag that object to directly in front of him. However the object always gets off of Mario's tounge before the object physically touches Mario so that Mario doesn't just damage himself if he grabs an enemy.	 	Underwater Breathing
When Mario has this power-up, his breath meter doesn't go down underwater, therefore allowing him to freely swim underwater for as long as he wants without having to worry about his health draining. This allows further exploration underwater than previously possible.
Skilled Swimming
When Mario has this power-up, his swimming speed is increased both vertically and horizontally allowing for more mobility underwater.
High Jump
When Mario has this power-up, his jump height is increased, which allows him to reach heights he couldn't reach before and go further vertically.	
Power Balloon
Mario becomes Balloon Mario and swells up like a balloon while the power-up is active.
Puff Push
Mario pushes himself forward which acts as a sort of dash ability, it propels him forward with the cost of suspending a lot of turning control while the ability is happening. It moves regardless of whether anything is inputted on the Left Stick, and it stacks along with the regular movement of Balloon Mario.
Along with that, the Puff Push can also hit and break blocks he normally couldn't such as Bricks and ? Blocks.
Zero Gravity
When this power-up is active, Mario is able to freely fly around without worrying about gravity pulling him down, this allows for easy navigation in the air.
Slow Speed
When this power-up is active, Mario's base movement speed is lowered. which causes him to move more sluggishly and could lead to him failing to escape situations in the ways he normally does without power-ups.
Stepless
When this power-up is active, Mario is unable to walk on the ground with his feet. This is usually made up for by the extra mobility the power-up will give him. In this case, the Power Balloon lets him fly, and he can still float along the floor.
Interactless
When this power-up is active, Mario is unable to interact with certain objects and creatures he could originally, examples for this power-up include being unable to jump on enemies, being unable to ride Yoshi and being unable to hit blocks without using the Puff Push.
Blue Shell 	 	Mario becomes Shell Mario and dons the torso of a Blue Koopa. 	Shell Dash
Mario hides in his shell and starts rolling forward at rapid speed, it kills most enemies in one hit and can break through blocks only Koopa Shells can break. He is also rendered invulnerable to any obstacle he can't kill with an exception to pits, lava, or certain attacks performed by bosses. Mario can pop out of his Shell Dash at any time by inputting Ability 3 while performing the move. 
If Mario makes contact with water while dashing, he automatically pops out of the shell and starts swimming. This also equates to the powerup being unusable in water. If the shell makes contact with an immovable surface, it ricochets off the surface in the opposite direction of the direction he hit it in, gravity still affects him however. If Mario hits a boss with this ability, he will get stunned for a short amount of time then revert to mobility as normal.	 	Shell Crouch
Whenever Mario crouches with this powerup, he will hide inside his shell, which will act like a regular Koopa Shell, it will protect him from most attacks aside from pits, lava and certain boss attacks, and if he gets hit with something that doesn't hurt him he will ricochet off of the projectile.
Mini Mushroom
Mario becomes Mini Mario and shrinks in size.
Small Size
When Mario has this power-up, his size shrinks, which naturally shrinks his collision allowing to fit in small and tight spaces he originally could not fit inside. This also lets him enter pipes and doors he normally couldn't because of their small size.
High Jump
When Mario has this power-up, his jump height is increased, which allows him to reach heights he couldn't reach before and go further vertically.
Water Walker
When Mario has this power-up, he gains the ability to walk on water. This allows him to cross a large body of water without losing speed or falling inside. This also equates to Mini Mario being unable to swim.
Wall Runner
When Mario has this power-up, he gains the ability to run up the sides of walls which allows him to traverse more of the level around him and reach areas he previously could not before.	
Mega Mushroom 	 	Mario becomes Mega Mario and grows in size. 	 	 	Super Size
When Mario has this power-up, his size grows, which naturally grows his collision which makes him unable to fit into spaces he previously could fit in such as pipes and doors. Due to his increased size, Mega Mario is heavy enough to press down on Heavy Buttons normally too large to press down by Mario.
Invincibility
During the duration of the Power-Up, Mario is completely invulnerable to all attacks except of any hazard that is lethal regardless of the effect of any Power-Up or the amount of health Mario has in his Health Meter such as lava, falling down a bottomless pit, getting crushed, and etc. Any enemy Mario touches gets instantly killed and releases Star Bits, and objects and obstacles such as Bricks, Boulders, etc. get destroyed.	
Bee Mushroom 	 	Mario becomes Bee Mario and dons a Bee Suit. 	Flight
Mario takes flight for a short time indicated by the Flight Meter that appears when the ability is in use. This obviously vastly increases Mario's movement potential along with where he could possibly reach, however it is limited due to the short amount of time Mario can fly before the Flight Meter runs out. Mario can refill his meter by collecting coins, allowing for flight courses where Mario has to position himself well during flight in order to collect the coins necessary for keeping his meter topped up and to reach wherever he's going.	Stinger Shot
Mario turns 90 degrees behind him so that his stinger is facing where he originally was. In this position, as long as the Ability 4 button is held down, Mario remains suspended where he used the Ability, including in the air, where Mario's Flight Meter does not fill up or run out while he's in that position. Once Ability 4 is released, Mario shoots out his stinger as a piercing projectile that goes through enemies and breakable objects, making it only despawn once it leaves the level or when a third stinger is shot. These stingers can stick to walls, allowing semi-wall climbing for Mario, as he can have two stingers active in a level at a time, which can serve as extensions to the level geometry and create creative opportunities for level design and traversal.	Honey Climber
When Mario has this power-up, he gains the ability to stick to and climb on honey walls, allowing for more traversal and level design potential by integrating sections of the walls that Mario can climb on.
Flower Walk
When Mario has this power-up, he gains the ability to land on and walk on Flower Petals, which allows Mario more ground that he can stand on when he has this power-up which allows for more level design and traversal potential.
Cloud Walk
When Mario has this power-up, he gains the ability to land on and walk on Clouds, which allows Mario more ground that he can stand on when he has this power-up which allows for more level design and traversal potential.	
Boo Mushroom 	 	 	 	 	 	
Spring Mushroom 	 	 	 	 	 	
Red Star 	 	 	 	 	 	
Propeller Mushroom	 	 	 	 	 	
Cloud Flower 	 	 	 	 	 	
Rock Mushroom 	 	 	 	 	 	
Boomerang Flower 	 	 	 	 	 	
Super Acorn 	 	 	 	 	 	
Super Bell 	 	 	 	 	 	
Double Cherry 	 	 	 	 	 	
Volt Shroom 	 	 	 	 	 	
8-Bit Mushroom 	 	 	 	 	 	
Bob-Omb Suit 	 	 	 	 	 	
Blooper Suit 	 	 	 	 	 	
Excavator Cap 	 	 	 	 	 	
Spike Suit 	 	 	 	 	 	
Venom Mushroom