Now, before I begin this wishlist of mine, keep in mind that I don't expect all of the things in this list to be in the game. Some things in the list are more important, others are just ideas I thought of that I thought would be cool to see in the game. Either way I'm still getting the game, but let this be a guide of sorts that'll explain the top priority things in the list first and why they should be in the game, while the others are things I thought, "Hey, this'd be neat to see in the game! I don't really expect it, but it'd be cool nonetheless." With all that out of the way, let's get started!

**Vertical levels**

Now these are especially important. Vertical levels/sections have appeared in all games represented in Super Mario Maker, with the exception of Super Mario Bros. Without these, levels won't have as much variety, as they'd all be the same go to the right to get through the stage. With vertical sections, you could mix things up. Heck, they don't have to be a part of the main level, either. You could have a vertical section in the sub level (Warp Pipe) as a bonus room of sorts, and have the main level be a left to right kind of level. This, among other reasons, is why I think vertical levels or sections should be in the game, rather than every level have you go left to right. Variety is the spice of life, after all. ;)

**Checkpoints**

Checkpoint are another important factor in your level design. Checkpoints appear in every game represented in SMM (Midway Gates in Super Mario World and Checkpoint Flags in New Super Mario Bros. U. Checkpoints in Super Mario Bros. weren't as apparent as these, s they weren't indicated, but they were still there when you needed it.), with the exception being Super Mario Bros. 3. The reason SMB3 didn't have checkpoints was because the levels in that game were generally pretty short, compared to SMW and NSMBU. However, what if you wanted to make a longer level? This is why Checkpoints are pretty essential. Without them, you would be limited to how long you want your level to be, because otherwise, if you get pretty far in the level, and the die, you have to go through it all over again. With checkpoints you don't have to worry about these limits, because if that were to be the case if there was checkpoints, then you wouldn't have to start all over, as they bring you further through the level, rather than bring you to the beginning. Checkpoints are especially important in harder levels, because in the case of harder levels, you could almost be to the end of the level, and then you get screwed over by some enemy or trap at the last minute. Now, I heard there was something called one-eye walls that work like checkpoints, but I heard they were sort of designed for athletic levels. This means that depending on the type of level you make, one-way walls wouldn't be as easy to implement. I'm generally kind of unsure about one-way walls though, so I could be completely wrong. If anyone would like to tell me more about them, go ahead.

**Slopes**

Yet another important factor in your level design. Slopes have been in Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U. Yet another case of an element being in 3 games, but not appearing in one. Slopes, like vertical sections, would give more variety to the game. Instead of having all of your ground be flat, that's why slopes are there. Slopes are also quite fun to slide on, and knock over enemies. Hopefully these are one of the things Nintendo will announce when the said "look forward to a lot more to be revealed." Same goes for vertical sections. I want a Super Mario Maker Direct now. Anything to hold over the wait, September can't come fast enough! :D

**Red/Advance/Dragon/Star Coin/sWHATEVER (let's just call them MacGuffins ;P)

Whatever you call them, they're there to add more depth to your levels. They add replayability, among other things. While they may not been as in as many of the original versions of the games represented (They appear in Super Mario World and New Super Mario Bros. U, there were similar collectibles in Super Mario Bros. Deluxe and Super Mario Advance 4, so they could be used as substitutes. These would be pretty cool to use in levels too, because you could make some of them pretty well hidden. This is why they should be in as they welcome players back to your levels more than once, to get the most out of them. I feel as though you could hide them in some pretty out of the box locations. It's fun to think of what ways you guys would hide these coins in the level. :)

**Water in non water levels**

Not as important as the others, but rather important nonetheless. Water in non levels are in every game represented in Super Mario Maker except Super Mario Bros. You could probably make pretty creative levels with water, like have a bunch of Cheep Cheeps jump out at you or something. Although I can see why it's never been brought up yet, due to a lack of a tropical/beach theme.

**Coin Heaven**

Not quite as important as the other things brought up so far, but I'm beginning to wonder if it's in the game or not. I mean, it's the only thing in this list of mine that actuality appears in all four games represented! Finding a hidden vine that brought you to Coin Heavens was always pretty cool whenever you came across it. We all know that vines have already been confirmed, but we're still missing the other piece of the puzzle!

**Warp Pipes that bring you in another Warp Pipe, but not in a sub zone**

These seem rather important as well. Think of something like the Pipe Maze in Super Mario Bros. 3. Although the Pipes don't always have to be on the same end. I know these appear in Super Mario Bros. (World 8-4) and Super Mario Bros. 3, but I'm not too sure on SMW or NSMBU. I'm thinking they didn't announce Pipes like this yet due to how Doors function similarly.

**Castle Mazes**

You know, I'm not too sure if these have been confirmed or not, but I'll discuss it anyway. These mazes only appeared in Super Mario Bros. I think, but they's still be cool to see implemented. I wonder what crazy hard mazes you guys could come up with. :P

**DLC Game Styles**

I think this game could benefit from DLC. We could get more game styles, nd maybe premade course packs to show them in action. Here's my ideas fpr game styles that could be added:

Super Mario Bros.: The Lost Levels (this wouldn't be too hard to make, as all the enemy sprites are the same as Super Mario Bros. Maybe they could replace the Mystery Mushroom with a Poison Mushroom so it has an exclusive power-up like the other game styles.

Super Mario All-Stars Super Mario Bros. (I don't think this would be too hard either, considering the enemies are reshaded/16-bit versions of the regular SMB enemies. Although I think I remember the physics being different.)

Super Mario All-Stars Super Mario Bros. 3 (This is probably easier than SMB1 All-Stars. I'm pretty sure a lot of the graphics are like 16-bit versions of SMB3, unlike SMB1 SMAS were they had different ground textures, among other things.

**DLC Course Styles**

They could also have premade map packs to go along with course style DLC. Here's my ideas for course styles:

Athletic

Snow (Would have to make new graphics for SMB. TLL would use World 3-3 graphics. SMB SMAS would use graphics from World 3. SMB3 would use Ice Land graphics, SMW would use graphics from Donut Secret 2, Vanilla Dome 3, Valley of Bowser 4, and Awesome. NSMBU would use graphics from Frosted Glacier.)

Sky (New graphics would be created for SMB and TLL. SMAS SMB would use World 8-3 (TLL SMAS) graphics. SMB3 would use Sky Land graphics. SMW would use new graphics. NSMBU would use graphics from Meringue Clouds.

Desert (SMB and TLL would use new graphics. SMB3 would use Desert Land graphics. SMAS SMB would use new graphics. SMW would use new graphics. NSMBU would use Cake-Layer Desert graphics.)

Beach (SMB and TLL would use new graphics. SMB3 would use Water Land graphics. SMAS SMB would use new graphics. SMW would use new graphics. NSMBU would use Sparkling Waters graphics.)

Volcano (SMB and TLL would use new graphics. SMB3 would use new graphics graphics. SMW would use new graphics. SMAS SMB would use new graphics. NSMBU would use Peach's Castle graphics.

Forests/Jungles (SMB and TLL would use new graphics. SMB3 would use new graphics graphics. SMAS SMB would use new graphics. SMW would use Forest of Illusion graphics. NSMBU would use Soda Jungle graphics.)

**Shakeables/Combos**

Before I give my big shakeables idea list, I'll tell you my 2 most wanted: The underground and castle palletes of enemies in SMB1 and the Fall enemy costunes fron SMW. I want the other palletes cuz it just doesn't look right seeing the brown Goombas in underground levels and castles. (inb4 THATS RACIST! :P)

Anyway, here's my shakeable / combo idea list!

Goomba + Super Leaf = Tail Goomba

Goomba + Coin = Gold Goomba (NSMBU exclusive)

Goombrat (Shake Goomba in NSMBU style)

Goomba + Wings + Shaking = Red Paragoomba (SMB3 exclusive)

Koopa Troopa + Star = Kamikaze Koopa (SMW exclusive)

Koopa Troopa + Cape Feather = Super Koopa

Chain Chomp + Fire Flower = Flame Chomp (SMB3 and NSMBU exclusives)

Rotating Block + Wings + Hammer Bro. = Amazing Flyin' Hammer Brother (I know it doesn't technically qualify as an AFHB, but maybe it'll function like one under these conditions. Who knows?!)

Hammer Bro. + Cape Feather (or Fire Flower maybe) = Sumo Bro.

Dry Bones + Piranha Plant = Bone Piranha Plant (NSMBU exclusive)

Dry Bones + Goomba = Bone Goomba (NSMBU exclusive)

Dry Bones + Buzzy Beetle = Bony Beetle (SMW and NSMBU exclusives)

Dry Bones + Bowser = Dry Bowser (NSMBU exclusive)

Elongated Warp Pipe + Piranha Plant = Elasto-Piranha (same reasoning as AFHB)

Piranha Plant + Lakitu = Lakitu throwing Gūrindai eggs (NSMBU exclusive http://www.mariowiki.com/images/8/88/Lakitu_and_Piranha_Egg.JPG)

Piranha Plant + Blooper = Inky Piranha Plant

Nipper Plant (shake Munchers, SMB3 exclusive)

Piranha Plant + Spike block = Ptooie (SMB3 and NSMBU exclusives. Appear as Stalking Piranha Plants in NSMBU)

Buzzy Beetle + Super Mushroom = Big Buzzy Beetle (can be stood on http://www.mariowiki.com/images/d/dc/SMBWGiantBuzzy.png)

Buzzy Beetle + Ice Block = Buster Beetle (SMB3 exclusive)

Buzzy Beetle + Wings + Super Mushroom = Heavy Para-Beetle (NSMBU exclusive)

Boo + Lakitu (or a Cloud) = Fishin' Boo (SMW exclusive)

Lakitu + 1-Up Mushroom = Fishin' Lakitu (SMW exclusive)

Lakitu + Warp Pipe = Lakitu in a Pipe (SMW exclusive http://www.mariowiki.com/images/e/ee/PipeLakitu.PNG)

Bill Blaster + Super Mushroom = Banzai Bill Blaster (SMW and NSMBU exclusives)

Underwater levels + Bill Blaster = Skull Box (SMW and NSMBU exclusives)

Bill Blaster + Big Mushroom = King Bill Blaster

Bill Blaster + Super Leaf = Tail Bill Blaster

Thwomp + Super Leaf = Tail Thwomp

Thwimp (shake Thwomp, SMW and NSMBU exclusives)

Cheep Cheep + Super Mushroom = Big Bertha (SMB3 exclusive)

Cheep Cheep + Super Mushroom = Cheep Chomp (NSMBU exclusive)

Cheep Cheep + Star = Porcupuffer (SMW and NSMBU exclusives)

Cheep Cheep + Cape Feather = Rip Van Fish

Cheep Cheep + Spiny (or Spike block) = Spiny Cheep Cheep (SMB3 and NSMBU exclusives)

Boo + Bob-omb = Bomb Boo

Boo + Star = Eerie (SMW exclusive)

Circling Boo Buddies + Propeller Mushroom = Peepas

Boo + Super Leaf = Tail Boo

Bob-omb + Fire Flower = Kab-omb (NSMBU exclusive)