However, as I worked on FtD, I began a little "side project". Some of my old ideas came back to me, and I found myself thinking up more an newer stuff. Before long, I decided it was time for me to blow the dust off the drawing board I slapped down for my next Mario fangame some 3 years ago. It was nameless until quite recently, but now, as you can see from the topic's title, it has a name, and I aim for it to be one of the more classic-Mario-y fangames (by this I mean it has few to no dark themes, matching visuals, no voices, etc.)
Here's a screeny-doo of the level previews for one of the two playable demos:

And here's the demo itself:
http://www.mediafire.com/?1h9vkyksfzvcn9r

Also, here's some known issues/questions being answered before they're asked

Issues:
--When Peach carries enemies, they are aren't positioned very well; I'll be sure to fix this in the future.
--Sometimes, when stomping a jumping koopa, it will disappear and you will teleport 4 pixels to the right and about 6 pixels up without bouncing off of it. I'm currently unsure of the cause.
--Some music may sound a little strange when they loop (you may hear a slight pop or jumping in the audio when they hit the loop point). For some reason, Audacity keeps adding very small amounts of blankness at the beginning of each track after I exported them and it threw the loop points off a little. I'm currently unsure of how to get around this.
--I accidentally left an unfair enemy in the SMB2 demo; it's a Hoopster in the room before the boss fight; he's on a vine that you need to climb up. Sorry about that lol
--Subspace will have a slight graphical glitch if you get the mushroom while small. Don't worry, it's not a big issue. (fixed since the demo was released)
--Some enemies may get stuck in the ground by walking towards it. Gonna try to fix this soon.
--Apparently, you can skip the third cutscene by pressing any key which will cause some disorganization with the levels. (This has been fixed since the demo was released.)
Other stuff
--Once development goes a bit further, I will begin using .oggs to keep the size down.
--I am aware the levels in this demo are pretty straightforward and linear, but trust me when I say that later levels will be longer, bigger (more height than 240 pixels), and a little less linear. The difficulty will also increase, obviously.
--I included 3 cutscenes in this demo; the last one is very short, but the first two can be skipped by pressing enter. Apparently, you can skip the third cutscene by pressing any key which will cause some disorganization with the levels. (This has been fixed since the demo was released.)
--The mushroom and fireflower are the only powerups in this demo, but don't worry, in the full game, there will be plenty more-even in chapter one.
--Press f1 for controls and all that jazz.
Well that's all I can think of at the moment. I hope y'all enjoy the demo ^^