Accomplishments:
Printed text.
Did math.
To be not maybe accomplished
Make something move in a direction or 2.
(Probably something I'm missing.)
I don't care if the text inside the spoiler is ugly, I just want to put it away.

Camewel made a good point that I never really explained what IOSMB4 was at first.
IOSMB4, standing for If Only Super Mario Bros 4, is meant to be a SNES-styled (as in it's art direction: pixels) game that focuses on the environment, a different direction than the expansive SMB3 and detailed SMW. While the game is essentially still a concept with some pixel art for it, (aka no code has actually been done thus far) it's been a childhood dream that I will not stop until it's complete. (As in it's released, not perfect, but released.) The environment aspect was chosen for the lack of variety or creativity for it in the series, although the Galaxy games are a bit of an exception.
Again, no code has been done for the game so far. If anything, it'll probably be menus first. Then physics, and logic about the way Mario's power-ups overwrite one another.
By a focus on environment, I want to emphasize that every level should be unique in some way. For example, one level in a factory world may use toxic, rising bubbles, separating it from the rest of the levels. In that same world, there can be a recycling plant that melts down scrap metal- and you're on the conveyor belt through it. To further place importance on environment, the worlds will all transition from one to another. No more 'suddenly you're in a lava deathtrap world after jumping around clouds for a bit.'
There will also be a whopping 24 worlds, each organized into 4 chapters. My only worry here is messing with the classic 'boot-up' screen that shows how many lives you have left. (About 3-7 levels per world; it's organized where it makes sense. For example, there aren't that many levels you can create in a large, wheat field. There are plenty more options for a toy world, though; space-themed, wooden blocks, legos, pillow forts, baby's toys, and so on.)
The story of the game is not "princess peach gets kidnapped by Bowser oh no.", but something much more dynamic. The game starts off with Mario, Luigi, Peach, and toads and stuff on a plane going towards the Mushroom Kingdom, coming back from some vacation or another. However, the plane crashes (leading cause: airships) and the crew must find a way back to the Mushroom Kingdom. At first, the queen bee seems like a liable option to fly them back, but when they finally get to her, they unveil a chain of events that they end up stopping anyway, which indirectly stops the chaos going on in the Mushroom Kingdom. Most of the story is written out in this sense, but there are still blanks to fill.
A full list of worlds:
Chapter 1: Chroma Land
Fields of Gold: Wheat meadows at sunset with hills and a forest in the background.
Harvesting Tree: A giant, autumn-themed tree.
The Great Apiary: A beehive world. Is in the Harvesting Tree.
Shy Guy's Toy Box: A toybox world, named after the one in Paper Mario. Has a hazy blue-grey sky.
Beatbox Boombox: A music-themed world. Levels are synced with the music, everything has an instrument or music sheet theme.
Tick Tock Clock: A clock world also named after the SM64 one. Difference involves heavier use of clock elements, windows to outside sections, and so on.
Chapter 2: Kara Kara Sea
Water Falls: Waterfalls, but essentially in sinkholes. The sinkholes lead to strange underwater caverns, of which a strange temple is at the bottom.
Atlantis: An underwater city, but more styled to the one in Super Mario Sunshine's Noki Bay. It's essentially an underwater world, but with a more special focus on the elements of the sea.
Utsobo's Belly: Don't call me weird for this one, but these levels are more involved with the individual organs of the boss that you were fighting earlier- this world is optional, depending on how well you do in the boss fight.
Pallete Island: An island, but with a mansion in the middle, based on art. Various levels are located inside the paintings, SM64-style, each with themes like pencil doodles or pastel masterpieces. It also includes an attic of sculptures.
Kasuka Carnival: An overgrown and rainy abandoned carnival. Overrun with dandelions, plants with spores run this place.
Chapter 3: Jackpot City
Pinball Casino: A combination of pinball games and casino themes, this world will be elaborate.
Infinisafe:
Construction Zone: Meant to be a throwback to the original Donkey Kong, this world focuses on construction sites.
Moai Moai Steamworks: A large, Easter island-themed factory. Previously named Mechatroop Factory.
The Frying Pan: An abandoned (and condemned) restaurant, this world has a focus on bugs, mold, and kitchen appliances.
Cake Land: Acceptable through a pipe in The Frying Pan, this world is entirely optional. It's also made of sweets.
Glowcap Gulch: A large ditch, full of glowing mushrooms. It also happens to have a mining operation running through it, along with an entire village.
Luigi's Mansion: A 2D version of Luigi's Mansion, of which needs a better name. Focuses on ghosts, but also will have a key-and-door system like the game it's based on.
Chapter 4: Dreamy Skies
Analog Dimension:
World -1: A glitchy, screwed up version of the original Super Mario Bros. Inspired by the famous glitch, this world takes it a step further.
Dream Realm: A dreamy world, the only exit to World -1. The levels are each of the playable character's dreams; for example, Yoshi's is a fruit world, Mario's is Subcon, and so on.
Skybound: A city, in the clouds. Plants, clouds, and temples are the focus in this world.
The Floating Fortresses: The classic airships and fortresses, except there's a ravaging storm all-around.
The Dark World: Well, remember that level in SM64 where peach's painting was a trap? This is a world based off of those levels, and expands on the concept.
New world ideas will be accepted if it's unique enough.
Some of the few, unique enemy designs.

(Not my idea, I just drew it for someone.)
Occasionally uses it's flame like a flamethrower.
Flies around, cannot be jumped on.

Needs a name.
Jumps out of a submarine window and throws a bomb in the air, which explodes in the air.

Yes, this is (or was) Bobthelawyer's avatar.
Rolls/swims around in a goldfish bowl; cannot be jumped on, you can stand on it.
Bowl breaks when it falls any distance.

Needs a name also.
Has rotating rings around it, creates expanding forcefields that are nonlethal.

Oddball creation needs a name.
Flies around, needs a function.
That being said, I'm also looking for something more innovative; SMB3 introduced bonus stages, world maps, an abundance of power-ups. SMW introduced Yoshi, star world, ghost houses, and so on. I mean, sure we have a system where you can combine power-ups, but I'm looking for something new. Really new.
And something somewhat new to that respect is the ability to combine power-ups. Not int he sense that 'oh, I can throw fireballs and iceballs!', but in that it creates a new power-up. power-ups will be detailed at a later date.
I know that Twatter, or for that matter a simple thread in a forum, is not quite the place to explain the binder full of ideas and concepts. I know that starting to code it will contribute to it's momentum, which leads to having someone actually comment on the old site
The idea of this thread is to suggest ideas that would work in a such a Mario game; there hasn't exactly been a creative/pushing the boundaries/unique 2D Mario platform for a long time. And fantasizing is fun.
Hopefully this is a better explanation.