Hi!
I have lots of things for this C3. Let's start:
SPRITES
A wooping total of 8 sprites. All of them are for GIEPY and are submitted at the sprite's section.
Abyssal Fish

This fish moves casually in a zig-zag manner in a set pattern (big horizontal step with some upward speed, big upward step with some horizontal speed, big horizontal step with some downward speed, big downward step with some horizontal speed).
Angry Star

This star, inspired in the Super Mario Land 2, moves following a "infinity" curve. It's indestructible unless hit while Mario has star power. If the extra bit is set, the star will explode after a set amount of cycles.
Bald Seahorse

This seahorse, inspired in the ones at Wario Land, moves down and then up diagonally. When Mario gets into a customisable vertical and horizontal range, the seahorse starts to spin around after waiting some frames. If the seahorse collides with a wall while spinning, it will explode.
Bowser Blade

This sprite is a giant blade inspired in the ones on Yoshi's Story that moves around and damages in contact. If the extra bit is set, the blade will be upside down.
Bowser Fist

This is a giant fist inspired in the ones at Super Mario Land 2: Six Golden Coins that moves up and down once a certain block is pressed. That block (trap.asm, included with this sprite) must be inserted a block inserter and sets up a freeRAM flag when the player is above it, efectively activating this sprite.
IMPORTANT:
You will have to tell the sprite which free RAM is the block using. To do that, just write the RAM adress you are using as free RAM in the extension field of the insert sprite window in Lunar Magic. The sprite assumes that the RAM is in the $7E, so you will be restricted to that bank.
Demonhead

This sprite, inspired in the ones at Solomon's Key, will despawn in a puff of smoke some time after it spawns. It's recommended to use it alongside a shooter.
Panel Monster

This strange monster, from Solomon's Key, fires off projectiles to Mario. The extra bit controls the direction of the monster.
Sea Pokey

This boss will throw fire particles at Mario. Sometimes it will throw a thrown-block. You can defeat it by throwing carryable sprites at him. Everytime his HP decreases, it will enter in a frenzy state, jumping around and stunning Mario everytime it hits the ground.
When this boss is defeated, it will end the level.
There are lots of things that can be customised in the ASM file:
-Particles to spawn (extended sprite).
-Tiles to be used by the sprite.
-Time between jumps.
-HP.
You can customise a lot of things even for each HP.
GRAPHICS
I have ripped the foreground of the first 15 levels in the Bugs Bunny: Crazy Castle 3 GBC game.
Includes a total of 15 palettes, since the original game uses one palette per level. Some of the map16 looks bad with some palettes, since it's not meant to be used with that palette. Download it here.


OTHER RELEASES
Here are some asm that I don't plan to submit to the corresponding section, mainly because it's to messy or too simple.
Alarmsoundpatch.asm: this patch allows to disable the alarm which sets once you get to 100 SMW seconds on a per level basis.
Timer blocks and coins: the coins will increase your coin count and also your timer by one. The timer blocks will change behaviour depending on the timer.

Guardin' Rex: A Rex which will jump at Mario once spotted.

LEVEL COLECCTION
I guess this would be better called a level colection instead of a demo, since it lacks story and the Overworld is under construction.
Here you can find a compilation of levels made by me, with fully custom Overworld. It spans more or less two worlds, but it has lots of quirks; for example, some levels are marked as having two exits but still have only one. Also, the first boss is non existant. This will be fixed soon, but for now, take it only as a compilation of levels.
Here are some screenshots:











Any feedback is appreciated!
EDIT: Forgot to add some download links lol
I have lots of things for this C3. Let's start:
SPRITES
A wooping total of 8 sprites. All of them are for GIEPY and are submitted at the sprite's section.
Abyssal Fish

This fish moves casually in a zig-zag manner in a set pattern (big horizontal step with some upward speed, big upward step with some horizontal speed, big horizontal step with some downward speed, big downward step with some horizontal speed).
Angry Star

This star, inspired in the Super Mario Land 2, moves following a "infinity" curve. It's indestructible unless hit while Mario has star power. If the extra bit is set, the star will explode after a set amount of cycles.
Bald Seahorse

This seahorse, inspired in the ones at Wario Land, moves down and then up diagonally. When Mario gets into a customisable vertical and horizontal range, the seahorse starts to spin around after waiting some frames. If the seahorse collides with a wall while spinning, it will explode.
Bowser Blade

This sprite is a giant blade inspired in the ones on Yoshi's Story that moves around and damages in contact. If the extra bit is set, the blade will be upside down.
Bowser Fist

This is a giant fist inspired in the ones at Super Mario Land 2: Six Golden Coins that moves up and down once a certain block is pressed. That block (trap.asm, included with this sprite) must be inserted a block inserter and sets up a freeRAM flag when the player is above it, efectively activating this sprite.
IMPORTANT:
You will have to tell the sprite which free RAM is the block using. To do that, just write the RAM adress you are using as free RAM in the extension field of the insert sprite window in Lunar Magic. The sprite assumes that the RAM is in the $7E, so you will be restricted to that bank.
Demonhead

This sprite, inspired in the ones at Solomon's Key, will despawn in a puff of smoke some time after it spawns. It's recommended to use it alongside a shooter.
Panel Monster

This strange monster, from Solomon's Key, fires off projectiles to Mario. The extra bit controls the direction of the monster.
Sea Pokey

This boss will throw fire particles at Mario. Sometimes it will throw a thrown-block. You can defeat it by throwing carryable sprites at him. Everytime his HP decreases, it will enter in a frenzy state, jumping around and stunning Mario everytime it hits the ground.
When this boss is defeated, it will end the level.
There are lots of things that can be customised in the ASM file:
-Particles to spawn (extended sprite).
-Tiles to be used by the sprite.
-Time between jumps.
-HP.
You can customise a lot of things even for each HP.
GRAPHICS
I have ripped the foreground of the first 15 levels in the Bugs Bunny: Crazy Castle 3 GBC game.
Includes a total of 15 palettes, since the original game uses one palette per level. Some of the map16 looks bad with some palettes, since it's not meant to be used with that palette. Download it here.


OTHER RELEASES
Here are some asm that I don't plan to submit to the corresponding section, mainly because it's to messy or too simple.
Alarmsoundpatch.asm: this patch allows to disable the alarm which sets once you get to 100 SMW seconds on a per level basis.
Timer blocks and coins: the coins will increase your coin count and also your timer by one. The timer blocks will change behaviour depending on the timer.

Guardin' Rex: A Rex which will jump at Mario once spotted.

LEVEL COLECCTION
I guess this would be better called a level colection instead of a demo, since it lacks story and the Overworld is under construction.
Here you can find a compilation of levels made by me, with fully custom Overworld. It spans more or less two worlds, but it has lots of quirks; for example, some levels are marked as having two exits but still have only one. Also, the first boss is non existant. This will be fixed soon, but for now, take it only as a compilation of levels.
Here are some screenshots:











Any feedback is appreciated!
EDIT: Forgot to add some download links lol