Super Mario Maker Lunar

Super Mario Maker Lunar is a 2D platforming and editing game developed by Crash Co. and released for the Nintendo Switch, being a sequel to Super Mario Maker 2 and the third game in the Super Mario Maker series. The game builds upon its predecessor exponentially, introducing new styles and course elements, characters that have special abilities, and a reworked World Builder with a larger emphasis on creating campaigns. The name is based off of Lunar Magic, a ROM hack software for Super Mario World.
==Changes from Super Mario Maker 2==
*Nearly all of the objects exclusive to the Super Mario 3D World style have been rolled into the rest of the styles, and vice versa. As such, it has been taken out of "Extra Game Styles", which has been reserved for styles that alter mechanics beyond Mario's normal moveset.
*Most power-ups that were exclusive to certain styles, such as the Super Leaf or Propeller Mushroom, can now be used in all styles.
*There is now a dedicated "Bosses" section of the editor, located next to the enemies.
*Like Super Mario Maker, the player starts with a limited amount of course elements, with a random set of new elements being unlocked every 24 hours. This can be disabled in the options menu to have all course elements unlocked from the start. This does not apply to elements that have to be specifically unlocked through story mode, such as crossover power-ups.
*The Super Mario Bros. 3 Desert and Forest themes have new music.
*There can now be up to four sub-areas in a single level, as opposed to two in the previous games. When placing the player in a Warp Pipe, a drop-down menu will appear to select which sub-area the Pipe leads to.
*Said menu can also be opened in the editor, allowing players to swap between sub-levels on the fly without needing to drag the player into a Warp Pipe.
*Secret exits can now be placed, which can also be linked to hidden routes in the World Builder. A secret exit must be placed in a different sub-area than a normal exit is, and if one is placed, the player must play the level and get both exits in order to upload it.
*Each playable character now has their own attributes, allowing levels to be specifically catered toward them. Players will be required to play as the character in question, though there is also an option to make the level available to all characters. In multiplayer, levels that use a specific character will have all players play as colorations of that character.
*Rising water, lava, and poison is no longer exclusive to specific themes, and they can now be set in any level. Quicksand and tar also added as options.
*Some of the night themes have reworked gimmicks to make them more unique. They also have unique backgrounds and music.
*Yoshi and Goomba's Shoe are no longer exclusive to certain styles.
*The SMB2 Mushroom has been removed in favor of giving Super Mario Bros. 2 its own style.
*Players can now access enemy variants by both shaking them like the first game, or through a drop-down menu like the second game.
*Some objects can be merged together, such as a Koopa Troopa and a Spring, to create a new object. These aren't initially available in the editor, and need to be "unlocked" by creating them. After that, they will become available in the object's drop-down menu, or by simply shaking enough times, from then on.
*The player can now spin jump on projectiles, such as Bowser's fireballs, in the Super Mario World style.
*In the Super Mario Bros. 3 style, Goombas, Koopa Troopas, and Piranha Plants will have their sprites changed to that of the giant enemies from that game when given a Mushroom.
*Link, as well as other character items introduced in this game, now have a health bar of sorts, allowing the player to get hit more than once without losing the character.
*All crossover characters now have some sort of health meter, allowing players to take multiple hits before turning back into their normal character. This makes it easier to create levels based on the characters without needing to provide power-ups throughout the entire level.
*Players can now restart from the beginning of the level or the last checkpoint.
*Players are now able to search names in addition to level IDs in Course World.
*Players can now have up to eight tags on a single level.
*Levels with the multiplayer tag will never appear in the Mario Challenge unless played in multiplayer.
==Characters==
Like Super Mario Maker 2, players can select any character to play as. Each character has their own attributes and abilities, allowing for levels to be catered around them. Players will be locked as that character if they play one of these levels, and in multiplayer, all players play alternate colorations of said character. Alternatively, a level can be set to be available to all characters.
The player only starts with Mario, Luigi, Toad, and Toadette, and the rest are unlocked in story mode. In the Super Mario World 2: Yoshi's Island style, the characters are babies that ride on a specific colored Yoshi. In addition to this, many characters from other series are also playable via special unlockable power-ups, which become available through certain levels in story mode or by scanning their corresponding amiibo.
Playable Characters 	Playable Characters 	Playable Characters
 	Mario 	Mario is a standard character with average stats, having good speed, traction, and jump height. He has no special abilities. He allows Yoshi to hit M Blocks in the style. His Yoshi is green.
 	Luigi 	Luigi has his trademark high jump height and slippery traction. This allows him to jump higher than Mario can, but also means he is much harder to control. Holding the jump button also allows Luigi to scuttle his legs, slightly increasing his airtime. He makes Yoshi's tongue longer in the style. His Yoshi is light-blue.
 	Toad 	Toad is the fastest character, but also has the lowest jump height. While picking up objects, Toad's run speed is also increased. This makes him an opposite to Luigi. He increases Yoshi's speed in the style. His Yoshi is blue.
 	Toadette 	Toadette has the slowest falling speed, enabling her to stick landings easier than other characters. However, she's also pretty slow. She decreases Yoshi's falling speed in the style as well. Her Yoshi is purple.
 	Peach 	Peach is the slowest character in the game, but she has the ability to float in the air by holding the jump button, allowing her to remain in the air for longer. In the style, she uses her parasol to increase the effectiveness of Yoshi's Flutter Jump. This also allows him to ride air currents. Her Yoshi is pink.
 	Daisy 	Daisy has the ability to perform a midair jump, allowing her to reach areas that others can't. She can create Flower Platforms for Yoshi to stand on in the style, though they disappear once he steps off or if enough time has passed. She can only create one before Yoshi needs to land. Her Yoshi is orange.
 	Donkey Kong 	Donkey Kong has the ability to roll forward, allowing him to defeat enemies in front of him. This roll can also be cancelled into a jump. He can also slap the ground with his hands, creating shockwaves around himself. However, he's heavier and thus has less jump height than other characters. In the style, he will cause Yoshi's eggs to explode, defeating all enemies and collecting all Coins in the radius. They will not bounce however. His Yoshi is brown.
 	Diddy Kong 	Diddy Kong has the ability to cartwheel forward, allowing him to defeat enemies in front of him. This cartwheel can also be cancelled into a jump. He can also slow his fall for a bit with his Rocketbarrel Pack by holding the jump button. He also climbs the fastest of all the characters. In the style, he can let Yoshi Flutter Jump higher with his Rocketbarrel Pack. His Yoshi is red.
 	Yoshi 	Yoshi is the only character that can be used in the style, and the player's selected character will appear as a baby riding on his back. Yoshi is able to Flutter Jump, ground pound, and swallow enemies. Unlike other styles though, he can produce eggs by holding down, which he can throw. These eggs will bounce off walls and damage enemies they hit. Yoshi may also gain additional abilities depending on the baby he's carrying.
Crossover Characters	Crossover Characters	Crossover Characters
 	Link 	The player can play as Link by collecting the Master Sword. He can attack by thrusting his sword at enemies, and also has multiple tools at his disposal, including bombs, arrows, a boomerang, and his shield. The sprite-based styles use his appearance from The Legend of Zelda or The Legend of Zelda: A Link to the Past, while the more modern styles use his appearance from the Switch version of The Legend of Zelda: Link's Awakening.
 	Samus 	The player can play as Samus by collecting the Screw Attack. She can fire blasts from her arm cannon to damage enemies, which can be aimed in all directions. She can also obtain upgrades for her Power Suit by collecting power-ups, with each one giving her a different upgrade. Her appearance in most styles is based on her standard Power, Varia, and Gravity suits throughout the series, with the one exception being the style, which is based on her appearance in Metroid Dread.
 	Kirby 	The player can play as Kirby by collecting a Maxim Tomato. He has all of his signature abilities, from puffing himself up with air to performing a sliding kick. Kirby is also able to inhale objects and spit them out as star projectiles. He can also gain Copy Abilities by inhaling and swallowing specific enemies, which give Kirby even more moves and attacks to work with. Kirby uses a unified appearance in all game styles, starting with his sprite from Kirby's Adventure in the NES styles and working up from there.
 	Sonic 	The player can play as Sonic by breaking a Sonic Monitor. He has the fastest run speed of any character in the game, even above Toad, and is able to use various techniques, including the Spin Dash, Drop Dash, Super Peel-Out, and Insta-Shield. When playing as Sonic, all Coins turn into Rings. His appearance shifts between his classic and modern design depending on the style.
 	Tails 	The player can play as Tails by breaking a Tails Monitor. He can use the Spin Dash like Sonic, but also has the ability to hover in the air using his tails, allowing him to gain much more height and distance with his jumps than any other character. His appearance shifts between his classic and modern design depending on the style.
 	Knuckles 	The player can play as Knuckles by breaking a Knuckles Monitor. He has the lowest jump height, but has the ability to glide through the air, letting him cover a lot of distance very fast. If he glides into a wall, he can also climb up it, letting him scale high areas. He can also use the Spin Dash. His appearance shifts between his classic and modern design depending on the style.
 	Amy 	The player can play as Amy by breaking an Amy Monitor. She has the Spin Dash, and can also attack enemies and break blocks directly in front of her using her Piko Piko Hammer, which can also deal very high damage to bosses. She can also spin around with her hammer in the air to attack while airborne as well as slow her fall.
 	Cream 	The player can play as Cream by breaking a Cream Monitor. She is similar to Tails in that she can use her ears to fly, but can float even faster in exchange for tiring out sooner. She is also accompanied by Cheese, whom she can send out to attack nearby enemies and collect Rings. She can also Spin Dash.
==Styles==
The five styles from Super Mario Maker 2 return, with Super Mario 3D World being moved from the Extra Game Styles section to the normal styles. Instead, Super Mario Odyssey, Donkey Kong Country, and Super Mario World 2: Yoshi's Island have been introduced as extra styles, each having their own unique twists and additions to the gameplay. Super Mario Bros. 2 and Super Mario 64 are also included as normal styles. Like the previous game, switching to an Extra style will have it delete the current level, whereas the level can be retained by swapping between the normal styles.
Additionally, most styles also have unlockable variants that change the aesthetics, sounds, and music based on remakes, rereleases, and sequels/predecessors of the game. For example, the Super Mario Bros. style has variants that change it to Super Mario Bros.: The Lost Levels, the Super Mario All-Stars version, and Super Mario Bros. Special. They don't change the gameplay or physics when selected, and they're simply aesthetic. They can be unlocked through story mode or by playing a level using the style in Course World.
Normal Game Styles	Normal Game Styles
 	Super Mario Bros. was the first game in the series, kickstarting Mario's platforming career. In this classic style, Mario can only run and jump, and he can't pick up objects, instead just pushing them around. He had humble beginnings...
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This style also has variants, which can be unlocked through story mode:
 	While originally not a Mario game, Super Mario Bros. 2 has left an undeniable impact on the series and introduced so much that remains to this day. Uniquely, this style lets you stand on (non-spiked) enemies to pick up and throw them in an arc. You can also perform a super jump by crouching for a few seconds: just wait until you start flashing!
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This style also has variants, which can be unlocked through story mode:
 	Super Mario Bros. 3 took what made the original work and ran with it. Mario can now pick up and carry objects in front of him, which would become a staple in his future adventures. He also has a P-Meter, which flashes whenever he reaches top speed. Keep it full and you can run faster than any other style!
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This style also has variants, which can be unlocked through story mode:
 	Super Mario World was Mario's biggest adventure yet, and he has a ton of hew abilities to play around with. Most prominently is the spin jump, which can let him bounce safely off of spiky enemies, but not defeat them. He can also throw stuff he's carrying upward in this style. Plus, it introduced everyone's favorite dinosaur friend, Yoshi!
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This style also has variants, which can be unlocked through story mode:
 	Super Mario 64 was Mario's first foray into the third dimension, giving him a slew of new abilities to play around with! Some of these include the triple jump, backflip, ground pound, side somersault, long jump, and (exclusive to this game!) the ability to punch enemies in front of himself to defeat them! Relive the memories in all their polygonal glory with this style.
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This style also has variants, which can be unlocked through story mode:
 	New Super Mario Bros. U is the most recent game of the New Super Mario Bros. line, games that bring Mario back to his 2D platforming roots! He can spin jump, but some abilities have been retained from his 3D games, including wall jumps, ground pounds, and the triple jump! This is the most mobile Mario has been in a 2D game!
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This style also has variants, which can be unlocked through story mode:
 	Super Mario 3D World keeps Mario's abilities from his previous 3D adventures, including the triple jump, ground pound, side somersault, backflip, and long jump. Combine this with the multitude of power-ups, and you're in for a lot of fun. Doubly so now that you can use ALL power-ups in this style!
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This style also has variants, which can be unlocked through story mode:
Extra Game Styles 	Extra Game Styles
 	Super Mario Odyssey is Mario's latest 3D adventure, and it gave him a ton more moves! In addition to the returning maneuvers, Mario can now somersault! He's also accompanied by Cappy in this style, who can be thrown to create a platform to bounce off of, or Capture any enemies to use their abilities. Every enemy has their own Capture, so try out all of them! Just make sure they don't have a hat.
 	While Mario got his start in Super Mario Bros., DK started adventuring in Donkey Kong Country! Here, select two characters who can swap between, or find them in a DK Barrel. Unlike other styles, rather than placing ground tiles, you can actually draw them out, meaning you aren't bounded by the laws of the grid. Elements from Donkey Kong Country 2 and 3 are also here!
 	Super Mario World 2: Yoshi's Island was the first game to star Mario's dinosaur ally, and its cute, hand-drawn artstyle is held close to the hearts of many fans. Your character becomes a baby, who rides on Yoshi's back. He can swallow enemies and produce eggs to throw as ammunition, as well as Flutter Jump and ground pound. Your baby gives him additional abilities too! Try not to get damaged though, or you'll need to get your baby back.
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This style also has variants, which can be unlocked through story mode:
==Themes==
All 10 themes from the previous game return, alongside some new ones. Night themes also return, which now have unique backgrounds and music. Some themes have had their mechanics changed to be more unique, or removed to be options that can be set for all level themes.
Returning Themes	Returning Themes 	Returning Themes	 	
 	Ground 	The Ground theme is the basic overworld theme, taking place in a grassy plain. While the Night version made certain enemies and items act differently, this has been removed in favor of allocating those functions to new enemy variants. Instead, the night version makes every course element move 1.5x as fast, such as making Goombas walk faster or give players less time to stand on Donut Lifts.
{| data-expandtext="⚮" class="mw-collapsible mw-collapsed" data-collapsetext="⚮" width=65% align=center border=0 style="border-radius: 2px; text-align:center; font-size:100%; color:white; line-height: 12pt;"	Theme Inspirations	Theme Inspirations
 	World 1-1 	 	 	
 	World 1-1 	 	 	
 	Grass Land 	 	 	
 	Groovy 	 	 	
 	Bob-omb Battlefield 	 	 	
 	Acorn Plains Way 	 	 	
 	Super Bell Hill 	 	 	
 	Fossil Falls, hats are the Caveman Headwear	 	 	
 	Vine Valley 	 	 	
 	Make Eggs, Throw Eggs 	 	 	
==Course Elements==
As in Super Mario Maker 2, course elements can be searched through by category. They can be accessed by selecting the Magnifying Glass icon at the top of the screen. The 10 most recently used elements are also displayed across the top of the screen. Items can also be pinned, where they will stay there. Course elements are separated into five categories; Terrain, Items, Enemies, Bosses, and Gizmos.
==Captures==
In the Super Mario Odyssey style, the player can Capture an object by throwing Cappy onto them, allowing them to use that object's abilities. An object cannot be Captured if it has a hat, however. Below are all of the possible Captures and the abilities they provide. All variants of an object act the same when Captured unless otherwise stated.
	The player can take control of any mount, such as Yoshi or Rambi, by Capturing them. They have the same abilities and properties as if they were being ridden on in the other styles.
	As a Goomba, the player is able to walk around and jump, as well as walk on ice without sliding. If the player jumps on another Goomba, they can form a Goomba Tower, and all of them are controlled as a single unit. If the Goombas walk into a wall, then the Goombas that are above it will walk onto the ledge, and the player keeps control of those. Capturing a winged Goomba lets the player jump higher. The player can also approach and please Goombette if they've Captured a Goomba.
	Goomba's Shoes can be Captured if the Goomba is still inside. It controls just like the player normally would, and they can also hop out as a Goomba.
	As a Koopa Troopa, the player can walk around and jump. They can also crawl into their shell, which lets them slide across the ground if they duck while running, giving them the same properties as a thrown Koopa shell. The player can also jump while sliding. The slide can be canceled by holding up. Capturing winged green, yellow, and pink Koopas allow the player to jump higher, while winged red and blue Koopas give the player the ability to fly freely for a short time before needing to land.
	As a Bombshell Koopa, the player has all the same abilities as a normal Koopa, but with the added ability of causing an explosion by ducking for five seconds, or hitting a wall while spinning in their shell. This causes the Bombshell Koopa to vanish and forces the player out of the Capture.
	As a Spring Koopa, the player has all the same abilities as a normal Koopa, but with a Spring attached to their shell, allowing them to bounce objects that fall on top of them. This can also repel falling obstacles like Thwomps and Skewers, similar to a Buzzy Beetle Shell. Holding the jump button lets the player perform a flip and fall on their back, letting them jump super high with the Spring. Similarly, jumping against a ceiling causes them to be bounced down incredibly fast, allowing them to break blocks below.
	As a Piranha Plant, the player is completely stationary and cannot move. The only exception is if they have wings, which allows them to jump. They can lunge forward to bite, which will defeat nearby enemies. Also, grabbing a Smash Bros. Mushroom while Capturing a Piranha Plant allows the player to use its moveset from the Super Smash Bros. series.
	As a Fire Piranha Plant, the player is stationary like a normal Piranha Plant, but instead of biting, they can spit fireballs, which damage enemies. These can be aimed in any direction.
	As an Ice Piranha Plant, the player is stationary like a normal Piranha Plant, but instead of biting, they can spit iceballs, which freeze enemies and can put out fire-based enemies like Lava Bubbles. These can be aimed in any direction.
	As an Inky Piranha Plant, the player is stationary like a normal Piranha Plant, but instead of biting, they can spit globs of ink. They travel in arcs, and will cover an enemy they come in contact with, rendering them to see. This means they won't register that the player is around, meaning enemies such as Thwomps and Boos won't act like they normally do. This can also apply to bosses.
	As a Poison Piranha Plant, the player is stationary like a normal Piranha Plant, but instead of biting, they can spit globs of poison. They travel in arcs, and will damage enemies they come in contact with. They also create Poison Puddles.
	As a Honey Piranha Plant, the player is stationary like a normal Piranha Plant, but instead of biting, they can spit globs of honey. While this doesn't damage enemies, it does create Honey Puddles, which the player can use to their advantage.
	As a Buzzy Beetle, the player can walk around and jump, as well as slide like a Koopa Troopa. However, they have the same properties as a Buzzy Beetle Shell, being protected from above. They are also completely immune to fire. Capturing a Parabeetle lets the player move up and down, but they are constantly moving in the direction it was facing.
	As a Spiny, the player can walk around and jump. They can also curl into a Spiny Egg and roll around, defeating enemies they hit. This also protects them from spikes, and they can climb up walls and ceilings while rolling. However, they cannot jump in this form. Capturing a Winged Spiny grants the ability to jump while an egg, as well as being able to shoot spikes outward whenever they do so.
	As a Lakitu, the player can move around through the air freely thanks to the cloud. They can throw special Spiny Eggs down below, which don't hatch into Spinies, but damage enemies they hit. The player can also deploy a Fishing Rod down, allowing them to grab items below and pull them up. While the hook can't travel through solid terrain, the line can.
	As a Cheep Cheep, the player has the ability to swim around much faster and with much easier control. They can also swim past currents, similar to a Frog Suit. They can also jump out of the water incredibly high. On land however, their movement is much more limited, as they can only waddle around. Capturing a winged Cheep Cheep allows the player to swim faster and jump higher.
	As a Blooper, the player can float freely through the air and water. They can attack with a charging attack with their head, which can damage enemies in front of them. They are also able to move up and down while doing so, and squirting ink from behind allows them to move even faster. Capturing a winged Blooper allows the player to have more control with their charge attack.
	As a Hammer Bro., the player moves around in small hops, and has higher jump height than normal. They're able to throw hammers, which can defeat enemies and destroy blocks. Capturing winged Hammer Bros. allows the player to jump higher, and Capturing a Sledge Bro. allows the player to perform a ground pound that breaks blocks below them.
	As a Boomerang Bro., the player has the same abilities as a Hammer Bro., but can throw boomerangs instead.
	As a Fire Bro., the player has the same abilities as a Hammer Bro., but can throw fireballs instead.
	As an Ice Bro., the player has the same abilities as a Hammer Bro., but can throw iceballs instead.
	As a Superball Bro., the player has the same abilities as a Hammer Bro., but can throw superballs instead.
	As a Lava Bubble, the player can safely swim around along the surface of lava, and jump out. They will light Bob-ombs and damage enemies they jump into, though coming into contact with a floor forces the player out of the Capture. Water Bubbles and Poison Bubbles can swim through water and poison respectively, but not in other liquids. Capturing a winged Lava Bubble lets the player jump higher as well as float down slowly.
	As a Bullet Bill, the player is able to fly freely through the air, and can also speed up in exchange for less control. It will explode after a short time or upon hitting something, forcing the player out of the Capture. They can also exit out of the Capture on their own, which sends the Bullet Bill continuing to fly in that direction.
	As a Banzai Bill, the player has all the same properties as a Bullet Bill, but is much more resilient, allowing them to smash through breakable blocks and enemies without having to stop. They still explode after a short time or upon hitting an unbreakable object.
	As a Shy Guy, the player can walk around and jump. They are also able to pull out Grass and use whatever object is inside, something no other Capture can do. Capturing a winged Shy Guy allows the player to perform a front flip whenever they jump, which gains more height and distance.
	As a Snifit, the player can walk around and jump. They are also able to shoot a bullet from their masks, which travels forward and can defeat enemies as well as activate blocks or switches. Capturing a winged Snifit allows the player to perform a front flip whenever they jump, which gains more height and distance.
	As a Pokey, the player is able to move left or right. Holding up or down allows them to increase or decrease the amount of segments they have, making them taller or shorter. Their spikes will damage enemies in the way, though if the player runs into a ledge, all segments below it disappear as the player starts moving along it. Similarly, if they encounter a ceiling, all segments above it disappear, and the top segment becomes the head. One of the segments can be launched at enemies like a projectile, similar to how they attack in the Paper Mario series. Capturing a winged Pokey allows the player to jump as well.
	As an Ostro, the player can walk around and jump. They are able to flap their wings to slow their fall as they jump, similar to Expresso, and they can also carry objects on their back. Capturing a winged Ostro allows the player to jump higher and float slower.
	As an Albatoss, the player is able to fly freely through the air, and dash forward to perform a peck attack that damages enemies and breaks blocks. The player is able to pick up enemies and objects safely with their talons, and them drop them below. Capturing a winged Albatoss allows the player to fly faster.
	As a Bob-omb, the player can walk around and jump. They are lit the moment they are Captured, meaning they will explode after a few seconds, destroying any enemies and blocks in the way as well as forcing the player out. They can also be detonated early. Capturing a winged Bob-omb lets the player jump higher, as well as float down.
	As a Dry Bones, the player can walk around and jump. Holding down lets them crumble into a pile of bones, similar to being inside a Dry Bones Shell. They are completely immune to fire, such as Fire Bars and Burners, and are able to walk through lava and poison. The player can also throw a bone, which travels straight forward and damages enemies it hits, passing through terrain. Capturing a winged Dry Bones lets the player fly around through the air freely.
	As a Boo, the player has similar abilities to Boo Mario in Super Mario Galaxy. They are able to float freely in the air, and are also able to turn invisible for a short time. This avoids detection from enemies such as Thwomps, and allows them to pass through terrain. Capturing a Boo with wings allows them to move faster.
	As a Thwomp, the player is able to slam in any of the four cardinal directions. They will not stop until they hit a solid surface, and will defeat any enemy they run into. They can also break all of the same blocks a Thwomp can. Capturing a winged Thwomp allows the player to stop themselves during a slam, letting them change directions.
	As a Fire Thwomp, the player has the same controls as a Thwomp, but they are engulfed in flames whenever they move. This makes them immune to fire hazards like Fire Bars and Lava Bubbles, and also allows them to melt Frozen Blocks. On impact, they create lava pillars on either side of them, which can defeat enemies around them. They temporarily lose their fire properties if they are hit with an ice projectile or touch water.
	Capturing a Chain Chomp gives the player different abilities depending on if they are chained to a post or not. If so, then the player is only able to move around in a very small range. If the player stays at the edge of that range, and jumps out of the Capture, the Chain Chomp will be sent flying backward, defeating enemies and breaking blocks in the way. They can also bounce off of other Chain Chomps. If the player Captures an unchained Chain Chomp, they're able to bounce around and bite into enemies and blocks. They are completely impervious to spikes, as well as fire obstacles like Lava Bubbles and Fire Bars.
	As a Spike, the player can walk around and jump. They are able to pull a Spike Ball out of their mouths, and either throw it forward to make it roll across the ground, or throw it straight downward as it bounces off of every surface below, similar to Stone Spikes. These Spike Balls have the same properties as they do when placed, defeating enemies, destroying blocks, and picking up speed or slowing down when they roll on slopes. Capturing a winged Spike allows the player to jump higher.
	As a Snow Spike, the player has the same abilities as a Spike, only they throw Snowballs instead of Spike Balls.
	As a Ptooie, the player can walk around and jump. Holding the attack button allows them to spit up a spiked ball and blow it up and down as they move. Similar to Piranha Plant's neutral special in the Super Smash Bros. series, this spiked ball can be launched left or right. It disappears upon landing, but another one can be spat out and blown on. The spiked ball will damage enemies and break blocks it comes in contact with. Capturing a winged Ptooie has them spit out winged spiked balls, which move up and down faster and travel farther when launched.
	Capturing a River Piranha grants the same abilities as a Ptooie, though the player can float on the surface of water. They can jump, but landing on floor will make the River Piranha disappear, forcing the player out of the Capture.
	As a Stalking Piranha Plant, the player can walk around and jump. Their stem can be extended at any length, which allows them to chomp on enemies to defeat them or break blocks from below. The player can also latch onto a ceiling, pulling the player up toward it, allowing them to reach new heights. Similarly, the player can grab onto ledges up high when they extend and pull themselves toward it.
	As a Spike Top, the player is able to walk around. While they are unable to jump, they can crawl up walls and ceilings. They also have the properties of a Spiny Shell helmet, allowing them to defeat enemies that attack them from above. However, it won't protect them from heavy attacks such as Skewers.
	As a Magikoopa, the player is able to float freely through the air. They can temporarily become a white ball of light, which moves faster, is invincible, and is able to pass through terrain, although the player will be forced back into their normal state after a few seconds. The player can also cast a spell that can be aimed in any direction, which has the same effects that a normal Magikoopa's has. These spells can also damage enemies they hit. Capturing a Magikoopa with wings allows them to remain as a ball of light for longer, and also makes their spells travel faster.
	The player gains all the abilities a normal Magikoopa has when they Capture a Red Magikoopa, but with the ability to create fireballs with their spells, which can light Bob-ombs and burn enemies.
	The player gains all the abilities a normal Magikoopa has when they Capture a Green Magikoopa, but with the ability to shrink objects that were given the Mushroom modifier down to normal size.
	The player gains all the abilities a normal Magikoopa has when they Capture a White Magikoopa, but with the ability to make a power-up the player previously used reappear.
	As a Monty Mole, the player is able to run around and jump. By crouching and pressing the dash button, the player can burrow under the ground. In this state, they can move around without getting damaged by any hazards, and when they pop out, they will defeat any enemies above them. The player can also burrow into the backside of a Semisolid Platform and move around through it. The player cannot burrow into metal objects, such as Spike Traps, Iron Blocks, or the bases of Skewers. Attempting to burrow in Cloud Blocks will also destroy them. Capturing a winged Monty Mole allows the player to jump higher, both when grounded and when resurfacing from a burrow.
	As a Rocky Wrench, the player is able to walk around and jump. Holding down has the player hide underground under a manhole cover, which protects them from all damage. They are also able to throw wrenches forward, which can damage enemies and collect Coins they touch. Capturing a winged Rocky Wrench allows them to jump higher.
	As a Rip Van Fish, the player is able to swim through the water. They can fall asleep at any time, which will shield them from detection against objects such as Thwomps or Boos. On land, they are only able to jump across the ground. Capturing a winged Rip van Fish allows the player to swim even faster, as well as float through the air as if they were swimming.
	As a Porcupuffer, the player is able to swim through the water, or bounce along the ground if they're out of the water. They have the ability to protrude their spikes outward, dealing damage to any enemies and breaking any blocks in the immediate radius. Capturing a winged Porcupuffer allows the player to swim faster or jump higher.
	As a Wiggler, the player is able to walk around and jump. For a few seconds, they are able to become angry and charge forward, defeating enemies and destroying obstacles in the way. After a few seconds, or after hitting an unbreakable object, they stop and calm down. The player can also jump while angry, but cannot turn around. Capturing a winged Wiggler allows the player to jump higher.
	As a Tropical Wiggler, the player is able to walk around, but not jump. They can extend their body up to 10 tiles in front of themselves, allowing them to cross ledges without needing to jump. Their spiked segments also have the same properties as a Spiny Shell Helmet, defeating enemies that fall onto them. Capturing a winged Tropical Wiggler allows the player to curve up or down while extending their body, letting them travel to new areas.
	As a Fuzzy, the player is able to move along any terrain or track it is attached to. They will defeat enemies they run into, and they can jump to latch onto another surface. Capturing a winged Fuzzy lets the player jump a bit farther.
	As a Rex, the player can walk around and jump. Holding up or down will increase or decrease their height respectively, and getting taller below an enemy will defeat them. They can also shrink to access smaller passages. A Rex cannot extend past the height it was given in the editor. Capturing a winged Rex will let the player jump higher.
	As a Fish Bone, the player is able to swim freely and jump out of the water. They are immune to all fire hazards, and are also able to swim through lava, poison, and tar undettered. They break into bones upon contact with ground, forcing the player out of the Capture. Capturing a winged Fish Bone allows the player to swi faster and jump higher.
	As a Mechakoopa, the player can walk around, and is immune to spikes and fire. Instead of jumping, they are able to hover with jet engines, which can take them high and far. However, they will run out of fuel after a few seconds, and need to be recharged by landing. Holding down also lets the player deactivate, protecting them from damage and being detected by Thwomps and Boos. Capturing a winged Mechakoopa allows the player to move much faster when hovering.
	As a Blasta Mechakoopa, the player has the same abilities as a Mechakoopa, but with the added attack of being able to fire homing missiles. They will target the nearest enemy and explode on impact, which deals heavy damage to bosses. This can also be used to break blocks in the way.
	As a Zappa Mechakoopa, the player has the same abilities as a Mechakoopa, but with the added attack of being able to fire a long-range laser. It requires a few seconds of windup, but it will destroy any enemies immediately in front of the player, as well as break blocks.
	As a Scuttlebug, the player can crawl and jump around. They have the ability to climb up walls and ceilings, and can make a web string off of a ceiling and hang down from it. This web can be climbed up and down similar to a Vine, and the player is also able to swing left and right to jump off of it. Capturing a winged Scuttlebug allows the player to float for a bit as they jump, be it from the ground or from a web.
	As a Bully, the player is able to run around and jump. They are able to crush enemies underneath them with the strength of a ground pound, and are able to push enemies and hazards, such as Skewers, away when they're run into with no damage. The player also has the properties of a Buzzy Beetle Shell helmet, protecting them from hazards above. The downside to all of this is the player is very slow and cannot jump high at all. Capturing a winged Bully doesn't increase the jump height, but allows them to float in the air for a short time.
	As a Tox Box, the player is able to move along the ground forward or backward. They are immune to hazards and are able to crush enemies and break blocks underneath their sides as they roll. Their underside can keep them safe, however. The player cannot jump unless they Capture a winged Tox Box.
	As a Cataquack, the player can walk around and jump. Pressing the attack button as them fling their beak upward, which has the ability to launch objects, enemies, and items high upward. If a red one is Captured, the player also activates objects they launch. Capturing a winged Cataquack allows the player to fly freely through the air, which allows them to follow objects that they launch to potentially get them even higher.
	As a Cooligan, the player will automatically slide across the ground, similar to sliding with a Penguin Suit. They can turn around and slide the other direction, as well as jump. While sliding, they will break blocks and defeat enemies in the way, and can also slide across the water's surface, although lava and poison are still dangerous. Capturing a winged Cooligan allows the player to flap their flippers after a jump, greatly increasing their distance.
	As a Stingby, the player is able to fly freely through the air. Using their pointed nose, they are able to perform a sting attack, which damages enemies and breaks blocks in front of them. Additionally, coming near other Stingbies will have them fly beside the player. Up to eight Stingbies can be following, and attacking will push all Stingbies to fly toward the closest enemies and attack. If they aren't defeated, then the Stingbies return to the player's side. Capturing a winged Stingby allows the player to fly faster.
	As an Urban Stingby, the player is able to fly like a normal Stingby, but instead of attacking, they will fly forward and explode on contact with an enemy or object, forcing the player out of the Capture. Also like Stingbies, flying by other Urban Stingbies will have them follow the player, and all of them bombard nearby enemies at once when the player attacks. Capturing a winged Urban Stingby allows the player to fly faster.
	As a Peepa, the player has similar controls to a Boo, being able to turn invisible for a short time to avoid enemies and pass through objects. They are able to remain invisible for longer than a Boo, but they aren't able to move around as fast. Capturing a winged Peepa can remedy this, allowing them to float faster.
	As a Fliprus, the player can waddle around and jump. In most themes, they are able to throw beach balls, which bounce across the ground, can be jumped off of, and be used to defeat enemies. Up to three beach balls can be on-screen at once, and producing a fourth causes the first to disappear. In the Snow and Arctic themes though, the player throws snowballs instead, which act like a normal snowball when thrown. Capturing a winged Fliprus allows the player to jump higher, as well as float for a bit.
	As a Skipsqueak, the player is able to walk around and jump. Crouching allows the player to charge up for a larger jump, similar to the Super Jump in the style, allowing them to gain much more height. Capturing a winged Skipsqueak allows the player to float in midair for a bit once they reach the peak of their jump.
	Capturing a Spiny Skipsqueak gives the player the same abilities as if they Captured a normal one, except that the spikes allow them to damage enemies from below by jumping into them.
	As an Ant Trooper, the player is able to walk around and jump. They have the ability to walk up and down walls and ceilings, letting them reach new areas, and projectiles such as fireballs and hammers will bounce off of them. Capturing a winged Ant Trooper allows the player to float for a bit while jumping.
	As a Piranha Creeper, the player can move in any direction, and chomp forward to defeat enemies and destroy blocks. However, they cannot extend more than their maximum length.
	As a Flopter, the player is able to walk around. When they jump, they leap high into the air and spin their propellers, making them float downward slowly. The player can move left and right, and the propellers can defeat enemies and destroy blocks nearby. The player can also perform a quick downward attack that has the same properties as a ground pound while floating. Capturing a winged Flopter allows the player to jump higher and move faster horizontally.
	As a Brolder, the player can roll across the ground and jump. Because of their weight, they will crush blocks when they land on them. The player can also charge for a faster rolling attack, which defeats all enemies and crushes blocks in the way. They will stop when they hit an unbreakable surface or if the player holds down to cancel it. Capturing a winged Brolder lets the player jump higher.
	As a Splorch, the player is able to roll around and jump. They create a trail of lava behind them, which defeats enemies that step in it, and they themselves are also immune to lava, being able to float across it like using a Dry Bones Shell. Poison is still harmful, however. The player also melts Frozen Blocks on contact. Capturing a winged Splorch allows the player to jump higher.
	As a Hop-Chop, the player can hop along the ground. They have two abilities; they can lunge forward with a chomp attack, which defeats enemies in front of them, or they can hold down to charge for a jump, which grants a height similar to that of jumping on a Spring. Capturing a winged Hop-Chop lets the player float down after a jump.
	As a Kritter, the player can walk around and jump. They can use their bite attack to defeat enemies, which can be charged by holding the attack button to deal more damage to nearby bosses. Capturing a winged Kritter allows the player to jump higher, and float for a bit while doing so.
	As a Klaptrap, the player can walk around and jump. They can snap their jaws with enough force to defeat enemies and break blocks in front of them. They are also protected from all attacks from the front whenever they chomp. Capturing a winged Klaptrap allows them to jump higher.
	As a Chomps, the player is able to swim through the water quickly. They can perform a bite attack that deals damage to enemies in front of them, as well as break blocks in the way. They can also leap out of the water and perform a jump, but cannot stand on ground; attempting to do so causes the Chomps to disappear and force the player out of the Capture. Capturing a winged Chomps allows the player to swim faster and jump higher out of the water.
	As a Croctopus, the player is able to swim through the water and the air. They can start spinning around with their tentacles and move in the desired direction, bouncing off of walls and defeating all enemies in the way. However, the player has little control in this state, making it very easy to bump into a hazard. Capturing a winged Croctopus allows the player to swim or float faster.
	As a Spray Fish, the player can squirt water to push around enemies and objects, as well as dissipate fire hazards like Bowser's fireballs. They are able to swim through the water, and jump out of it if they're winged. But they vanish and force the player out of the Capture when they reach land.
	As a Hot Lips, the player can squirt lava and defeat enemies, as well as melt Frozen Blocks and light Bob-ombs. They are able to swim through the lava without being damaged, and jump out of it if they're winged. But they vanish and force the player out of the Capture when they reach land.
	As a Poison Lips, the player can squirt poison and defeat enemies. They are able to swim through poison without being damaged, and jump out of it if they're winged. But they vanish and force the player out of the Capture when they reach land.
	As a Sand Lips, the player can squirt sand, creating a platform that enemies and objects can stand on. This platform also lasts awhile, allowing the player to exit the Capture and use it themselves. They are able to swim through quicksand without sinking, and jump out of it if they're winged. But they vanish and force the player out of the Capture when they reach land.
	As a Tar Lips, the player can squirt tar, inflicting enemies and bosses with it and making them move slower. They are able to swim through tar without any negative effects, and jump out of it if they're winged. But they vanish and force the player out of the Capture when they reach land.
	As Bowser, the player can run around and jump. They are able to slash their claws forward, which can defeat enemies and break blocks in front of them, and breathe a fireball, which travels forward and explodes on impact, damaging enemies and breaking blocks in the blast. Capturing a winged Bowser lets the player jump higher. Additionally, collecting a Smash Bros. Mushroom while using Bowser lets the player use his moveset from the Super Smash Bros. series.
	As Meowser, the player has all the abilities that Bowser has, as well as the abilities of the Super Bell. He is able to swipe his claws to damage enemies and destroy blocks in front of him, climb up walls and Semisolid Platforms, and perform a pounce attack in the air.
	As Bowser Jr., the player can run around and jump. They are able to spit a fireball which doesn't explode like Bowser's fireballs, but can be aimed in more directions. He is also able to ground pound. Capturing a winged Bowser Jr. lets the player float in place before falling when they ground pound, allowing them to move side to side. Also, instead of fireballs, they can throw hammers, which travel in an arc. Additionally, collecting a Smash Bros. Mushroom while using Bowser Jr. lets the player use his moveset from the Super Smash Bros. series.
	As Birdo, the player can run around and jump. The player is able to shoot an egg from their snout, which flies forward and defeats enemies in the way. This egg can be aimed in any direction in a 180-degree radius, and holding the button allows her to charge the egg, letting it fly faster, do more damage to bosses, and defeat stronger enemies, such as Thwomps. Capturing a winged Birdo allows the player to jump higher and float downward. Red and Green Birdos also fire eggs, and can't launch fireballs.
	As Mouser, the player can run around and jump. They are able to throw bombs in arcs, controlled by holding the button. After being thrown, the bombs explode after a short time, destroying blocks and enemies around them. The player can also set bombs directly underneath them. Capturing a winged Mouser allows the player to jump higher and float downward.
	As Tryclyde, the player can move around and jump, albeit slowly. They can make each of the three heads spit fireballs, which can be aimed in directions independent from each other. The fireballs can not only defeat enemies, but also light Bob-ombs and melt Frozen Blocks. Capturing a winged Tryclyde allows the player to float as they jump.
	As Fryguy, the player is able to fly around freely. They will burn any enemies they come into contact with and are able to swim through lava, although poison is still harmful. Water is also harmful, and makes Fryguy vanish and force the player out of the Capture. They can also drop fireballs below, which damage enemies. Capturing a winged Fryguy allows the player to move faster.
	As Clawgrip, the player is able to move around and jump. They are able to grab any object and throw it in an arc in front of them, be it an item, enemy, or object. They can also pick them up regardless of size, such as big enemies, Thwomps, and even bosses like Bowser. They can be thrown at other enemies to damage both of them, but they can alternatively be held upward. Holding up solid objects, such as Thwomps and Munchers, will provide protection from hazards above the player. Capturing a winged Clawgrip allows the player to jump higher and float downward.
	As Boom Boom, the player can run around and jump. They are able to spin around with their fists, allowing them to break through blocks and defeat enemies in the way. They can spin for awhile, and it can be cancelled by holding down, but spinning for too much will make the player dizzy for a short time. They can also hide in their shell and slide with it like a Koopa Troopa. Capturing a winged Boom Boom lets them jump higher.
	Capturing any of the seven Koopalings gives the player the ability run, jump, and fire spells from their wand, which can be aimed in any direction. They travel through terrain and can damage enemies. They can also slide around in their shell like a Koopa Troopa, and the spikes give them the properties of a Spiny Shell. Some of the Koopalings also have special abilities only they can use:
*Morton and Roy can ground pound.
*Wendy creates rings instead of spells, which bounce along surfaces and damage enemies like superballs. Up to two can be on-screen at once.
*Lemmy creates balls, which bounce along the ground and can be jumped on. The player also rides on a ball themselves, which protects them from spikes but prevents them from accessing one tile-high passages.
*Ludwig can Flutter Jump like Yoshi.
	As Pom Pom, the player is able to walk around and jump. She is able to throw a shuriken in the desired direction, which can defeat enemies and break blocks it hits. Charging the move allows her to summon up to two clones that throw shurikens of their own. Capturing a winged Pom Pom allows her to jump higher.
	As King K. Rool, the player can run around and jump. They are able to throw his crown, which travels just like a boomerang, defeating enemies in its path. They can also ground pound, which not only breaks blocks underneath him, but will also cause two Kannonballs to fall on either side of him, crushing enemies they land on. Capturing a winged King K. Rool allows the player to control the crown while it's being thrown, moving it up or down to cover more range. It can also let K. Rool float for a bit when he jumps. Additionally, collecting a Smash Bros. Mushroom while using King K. Rool lets the player use his moveset from the Super Smash Bros. series.
	The player can take control of a Koopa Clown Car by Capturing it. It has the same properties as if he were being ridden on in other styles. They can also spit fireballs if they Capture a Fire Koopa Clown Car.
	The player can take control of a Racing Kart by Capturing it. It has the same properties as if he were being ridden on in other styles.
	Capturing a Letter allows the player to move around and jump. Aside from being impervious to all forms of damage aside from instant-death scenarios like being crushed or falling down pits, they have no special abilities otherwise
	Capturing a Spark Pylon lets the player turn into a spark, allowing them to move along a set of tracks. When a direction is selected, they will move automatically until they stop at a corner. Pressing jump while a set of Coins are nearby allows the player to temporarily move away from the track to collect them, either returning to the track or moving to a new one, depending on which is closer. The player can also create an electric shock around themselves to defeat nearby enemies. They can jump out of the capture when they reach a corner, and are forced out when they reach an empty end of a track.
	Capturing a Pole lets the player fling themselves around, letting them cover a massive distance. Upon being flung, they will immediately exit the Capture. A Pole on a floor or ceiling can fling the player left or right, and one on a wall can fling them up and down. A Pole attached to a block in the background, however, can fling the player in any direction. To fling, the player must hold the control stick in the direction opposite of where they want to travel, and then release.
==Copy Abilities==
When playing as Kirby, the player can inhale different enemies and objects to receive Copy Abilities, granting them a different moveset. Most enemies and power-ups can provide one, and they either originate from the Kirby series itself, or are completely original to the Mario franchise, being based on enemies and objects within.
Normal 	The standard form of Kirby. Enemies and objects that don't provide Kirby with a Copy Ability won't change anything about his moveset; he simply swallows and defeats them.
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All objects that are not listed in the table below will not give Kirby a Copy Ability when inhaled.
Beam 	With the Beam ability, Kirby gains a magic wand, jester's hat, and turns from pink to yellow. In the styles, Kirby can generate a whip of energy that travels downward, damaging enemies and breaking blocks it touches. In other styles, Kirby can also charge this attack to launch a massive blast of magic, as well as use a variety of other types of beams to cover more areas.
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The objects that provide the Beam ability are:
Blaster	With the Blaster ability, Kirby gains a hat with a pink Bill Blaster mounted on it. In the styles, he is able to fire pink-colored Bullet Bills forward, which damage enemies they hit. In the later styles, Kirby can use other projectiles as well, such as charging up for Banzai Bills or even King Bills, launching four Cannonballs in a spread formation, or launching a stream of fire from the cannon like a Burner.
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The objects that provide the Blaster ability are:
Bomb 	With the Bomb ability, Kirby gains a large, pointy hat decorated with a star pattern. In the styles, he can throw bombs in arcs, which explode on impact and damage enemies and destroy blocks around them. In other styles, Kirby can charge the throw to increase the bomb's size, boosting its blast radius. He can also roll a bomb, making it stay in place and serve as a trap, exploding when an enemy walks into it.
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The objects that provide the Bomb ability are:
Cash 	With the Cash ability, Kirby wears a golden ? Block over his head, which has Coins floating around it. In the styles, he can spend Coins that he's collected to throw them as projectiles, which can damage enemies in front of him. Should it make contact, Kirby will make that Coin back. In the other styles, Kirby can charge this move to throw red or blue Coins, which deal more damage but cost two and five Coins respectively. He can also attack by making Coins appear above or below him, as if a ? Block was being hit.
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The objects that provide the Cash ability are:
Crash 	With the Crash ability, Kirby gains a metal, spiked hat with a glowing red core. It is a one-time use ability that, upon activation, makes Kirby perform a massive explosion that covers the entirety of the screen, and destroys all enemies and breakable objects that are currently on-screen. After use, the ability is automatically discarded.
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The objects that provide the Crash ability are:
Cutter 	With the Cutter ability, Kirby gains a golden hat with a metal blade attached to it. In the styles, Kirby can take this blade off and throw it like a boomerang, which damages enemies it hits and returns to him. In other styles, Kirby is also able to angle where this blade is thrown, making it travel at an upward or downward angle. He can also perform a close-range combo attack with the blade against enemies close to him.
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The objects that provide the Cutter ability are:
Fire 	With the Fire ability, Kirby gets a golden crown with flames coming out from the top, as well as colored red. In the styles, Kirby can simply breathe a stream of flames forward, which burns enemies, as well as light Bob-ombs and melt Frozen Blocks. In the other styles, Kirby gains other fire-based attacks, such as dashing as a fireball which can rebound off of walls and allow Kirby to chain multiple ones together to scale upward, spinning around while breathing fire to damage enemies around him, or cover himself in fire to ward of any potential enemies.
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The objects that provide the Fire ability are:
Hammer 	With the Hammer ability, Kirby gains a blue-and-white headband, as well as a large hammer. He is able to slam it on the ground to defeat enemies and destroy blocks around himself, as well as spin it around in the air. It is also one of the few abilities that isn't canceled out when Kirby swims underwater, allowing him to use it. In the styles beyond , Kirby can also charge the swing for it to deal more damage, as well as throw the hammer in an arc for it to explode on impact before he pulls another out.
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The objects that provide the Hammer ability are:
Ice 	With the Ice ability, Kirby gains a hat with large ice crystals sticking out of it. In the style, Kirby can breathe icy breath, which will freeze enemies in a block of ice. In the other styles, he has more attacks, including spinning around while breathing ice, and generating icy wind around himself. Frozen enemies act differently than when they're frozen with an Ice Flower; they can be kicked to send them flying forward, damaging enemies they hit. Kirby is also able to skate instead of running; he can walk on the surface of lava as a result, but not poison.
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The objects that provide the Ice ability are:
Mask 	With the Mask ability, Kirby wears a mask similar to that of a Shy Guy. In the styles, he is able to swap it out for a Snifit's mask, and fire a bullet from it. In the other styles, Kirby gains abilities based off of other Shy Guy variants, including stomping with stilts like a Stilt Guy, attacking with a spear like a Spear Guy, or floating with balloons that eventually pop like a Sky Guy.
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The objects that provide the Mask ability are:
Needle 	With the Needle ability, Kirby a hat covered in pointy, yellow needles, and his body turns a yellow color. In the styles, he can extend these needles to attack nearby enemies, but he has to stay still. In other styles, Kirby gains additional moves, such as curling into a ball of needles and rolling forward, and spraying the needles outward as projectiles.
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The objects that provide the Needle ability are:
Pipe 	With the Pipe ability, Kirby wears a hat decorated in multicolored Warp Pipes, with a taller central one. In the styles, he can summon a miniature Piranha Plant out of the center pipe, which will bite down on any nearby enemies. In other styles, Kirby can summon other Piranha Plants, such as Fire or Ice Piranha Plants to throw projectiles, or Ptooies to attack with spiked balls high above him. Kirby can also make Munchers appear out of the ground in front of him, which chomp on any enemies above.
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The objects that provide the Pipe ability are:
Plasma 	With the Plasma ability, Kirby gets a metal crown that is constantly emitting sparks, and turns from pink to green. In the styles, Kirby is able to hold the attack button to constantly emit electricity around himself, which can damage enemies. In other styles, Kirby is able to build up electric energy by quickly dashing back and forth, indicated by him gradually radiating more and more energy. This energy can power up his attack, which is initially a small needle of plasma, to a massive laser that travels far, covers a wide area, and can hit multiple enemies.
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The objects that provide the Plasma ability are:
Shell 	With the Shell ability, Kirby gets a hat based on a Green Shell. In the styles, he is able to crawl inside the shell and roll across the ground to bowl over enemies in the way, similar to the Wheel ability from Kirby's own series. In other styles, Kirby can also make the shell turn red to home in on enemies, or perform a divebomb explosion attack in the air by turning it into a Spiny Shell. When crouching, he also gains the properties of a Buzzy Beetle Shell helmet, blocking damage from above.
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The objects that provide the Shell ability are:
Stone 	With the Stone ability, Kirby gets a hat made of rocks and boulders, and turns from pink to a dulled brown color. In the styles, Kirby is able to turn to stone and fall down, crushing anything below him, having the same strength of a ground pound or Thwomp. In other styles, Kirby can turn to stone as he dashes to damage enemies in front of him, and charge up his normal attack to turn into a larger stone, which is much stronger. The kind of stone Kirby can transforms to is randomized, and some of them are hilarious or bizarre, such as a realistic statue of a male model or a framed picture of one of the scenes in Hotel Mario.
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The objects that provide the Stone ability are:
Tornado	With the Tornado ability, Kirby gets a crown with a whirlwind coming out of it. In the styles, Kirby is able spin around super quickly to form a tornado around himself, moving very fast and damaging any enemies in the way. He constantly moves forward, but he can move up and down, making it very fast but difficult to control. In other styles, Kirby can also perform thunderstorm attacks, which shock enemies around him, as well as rain, which can damage those directly below him.
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The objects that provide the Tornado ability are:
Undead 	With the Undead ability, Kirby's body turns white, and he gains a hat based on Dry Bowser's skull. In the styles, he is able to turn invisible for a short time, allowing him to pass by enemies, and make a scary face when he reappears, damaging enemies in front of him. In other styles, Kirby gains some additional abilities, such as throwing bones, using a massive tongue to lick enemies up, and the ability to float for a short time in the air.
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The objects that provide the Undead ability are:
Water 	With the Water ability, Kirby gets a hat with a large pillar of water coming out of it. In the styles, Kirby is able to create a wave of water that travels forward and damages enemies it hits, as well as surf on the surface of water. In other styles, Kirby gains additional abilities, such as squirting streams of water from his mouth, creating a large water geyser from his hat, and falling down to create a damaging splash hen he lands.
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The objects that provide the Water ability are:
Wing 	With the Wing ability, Kirby gains a headdress made of colored feathers, as well as small wings around his arms. With this Copy Ability, instead of puffing himself up with air to float, he will flap his wings, making him fly much higher and faster. He also has some other attacks in the styles beyond , including shooting feathers as projectiles, and a divebomb attack that can damage enemies and break blocks below.
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The objects that provide the Wing ability are:
==Course World==
Course World returns as the game's primary way to share and play user-created levels. Compared to Super Mario Maker 2, the online hub has gone through a few quality-of-life changes, as well as new additions. Tags have been revamped, as now a course can have more than two tags. Several more new tags have been added on top of that, such as a tag for each power-up and character, a tag for auto or music levels, a tag for boss battles, a tag for troll levels, and more. Additionally, levels with the multiplayer tag will be blacklisted from ever appearing in single-player. As a result, these courses are far more likely to appear in multiplayer sessions.
The player is represented by their Mii, just like the previous game, which can be customized with various clothing and accessories. These accessories are awarded by completing achievements, such as beating levels in Story Mode, playing levels, or getting likes on the player's own levels. There is also a shop that can be used to purchase more accessories, with Coins earned from Story Mode or by getting world records, first clears, first tries, and highest scores on user-created levels. Every few days also hosts a special challenge, such as defeating more than half of the Goombas in a level, which are presented similar to clear conditions; if the challenge is accepted, awards for completing the level are doubled. The shop also contains "Blind Blocks" that can unlock a set of course parts early without needing to wait to unlock them. These are unavailable if the player chooses to have every course part available from the start.
Like before, there are various tabs that filter through courses, including courses that were just uploaded, popular courses, and courses that have a very recent spike in popularity. In addition to this, players are also able to search courses and creators by name. There is also a new "Highlights" section, where Nintendo themselves picks a course and adds it to the section every week. This allows some of the best courses throughout the game's lifespan to be easily accessed. Players are also able to make their own Highlights list and put it in their profile.
Super Worlds have been merged into Course World with their own section, and have been given their own set of features. Super Worlds can now be given tags, such as difficulty, length, collaborations, what kind of themes they feature, what game styles they take place in, and whether or not they have secret exits and even hidden worlds, and can be filtered and searched through accordingly. There are new, popular, and trending tabs for Super Worlds as well, in addition to a Highlights section, albeit being updated once a month instead of every week.
==Mario Challenge==
==World Builder==
==Story Mode==
==Gallery==
===Logo===
Super Mario Maker Lunar.png|The game's logo
===Enemies and Objects===
Glitch Mushroom - SMB1.png|The Glitch Mushroom in the Super Mario Bros. style
Glitch Mushroom - SMB3.png|The Glitch Mushroom in the Super Mario Bros. 3 style
Glitch Mushroom - SMW.png|The Glitch Mushroom in the Super Mario World style
Glitch Mushroom - Modern.png|The Glitch Mushroom in the New Super Mario Bros. U style, by 
Glitch Mario - SMB1.png|Glitch Mario in the Super Mario Bros. style
Glitch Mario - Modern.png|Glitch Mario in the New Super Mario Bros. U style, by 
Smash Bros Mushroom - SMB.png|The Smash Bros. Mushroom in the Super Mario Bros. style
Smash Bros. Mushroom - SMB3.png|The Smash Bros. Mushroom in the Super Mario Bros. 3 style
Smash Bros. Mushroom - SMW.png|The Smash Bros. Mushroom in the Super Mario World style
Smash Bros Mushroom.png|The Smash Bros. Mushroom in the New Super Mario Bros. U style
BombshellKoopaSMB1.png|A Bombshell Koopa in the Super Mario Bros. style
BombshellKoopaSMB3.png|A Bombshell Koopa in the Super Mario Bros. 3 style
BombshellKoopaSMW.png|A Bombshell Koopa in the Super Mario World style
BombshellKoopaModern.png|A Bombshell Koopa in the New Super Mario Bros. U style
SpringKoopaSMB1.png|A Spring Koopa in the Super Mario Bros. style
SpringKoopaSMB3.png|A Spring Koopa in the Super Mario Bros. 3 style
SpringKoopaSMW.png|A Spring Koopa in the Super Mario World style
SpringKoopaModern.png|A Spring Koopa in the New Super Mario Bros. U style
HoneyPiranhaPlantNES.png|A Honey Piranha Plant in the Super Mario Bros. style
Honey Piranha Plant - SMB3.png|A Honey Piranha Plant in the Super Mario Bros. 3 style
Honey Piranha Plant - SMW.png|A Honey Piranha Plant in the Super Mario World style
Honey Piranha Plant - Modern.png|A Honey Piranha Plant in the New Super Mario Bros. U style
FireThwompSMML.png|A Fire Thwomp in the Super Mario Bros. style
FireThwompSMB3.png|A Fire Thwomp in the Super Mario Bros. 3 style
FireThwompSMW.png|A Fire Thwomp in the Super Mario World style
FireThwompModern.png|A Fire Thwomp in the New Super Mario Bros. U style
ScuttlebugNES.png|A Scuttlebug in the Super Mario Bros. style
ToxBoxNES.png|A Tox Box in the Super Mario Bros. style
Blaster Kirby.png|Blaster Kirby
Cash Kirby.png|Cash Kirby
==Trivia==
*The game was originally called Super Mario Builder on its initial reveal, before the change to the current name.
*Like the previous game, Super Mario Maker Lunar comes with a free 12-month subscription to Nintendo Switch Online.
*Credit to and for some of the style and theme icons.
*Credit to for the Duck Suit and Multichrome Coin, as well as the initial concept of the Style Pipe.