Allow me to preface this with a statement. I'm going to break down things as I go over them. It isn't intended to be harsh, but instead to help point out where there is room to improve or where I think things worked well. I hope you will take the feedback for what it is; an attempt at constructive criticism. I hope you'll join next year's jam as well and I get a chance to see how you've developed as a designer.
Non-voting thoughts:
Zero chance anyone ever prints this out due to white on black. I'd have to burn up half my black ink to do a print out. Also, the white on black is a major turnoff to a lot of people. It strains the eyes to read.
I will say that the map looks very nice on the black background though! Everything's clean and clear there, though I would put the overview map at the start rather than the end so I have a clear understanding of how it all fits together going in.
I know groups who would immediately make everything here useless. I understand why, given the NES games, but it makes it only usable on groups who like to play along with the DM's prompting.
I could see a couple bad rolls blocking off important pathways since there's a rather linear path happening. Something to consider as well.
The most interesting version is if you end up finding the slide and having to reverse-solve the situation. Having the big bad just standing up in a tower smacking a gem means you could finish him off pretty early into the crawl too.
I think you can drop the word Core from SD Core page references. Standard nomenclature is just the title abbreviation and page number. I know there's an argument to reduce it further in various ways, but Core especially can easily be dropped and lose nothing.
Inspiration:
I took a little time to look up the games you got. Fire and Ice is pretty obvious. I think you missed the chance to do something really creative with the Golf pull. Just adding a metal club to a monster felt like a cop out to me. If you'd not drawn attention to it, I wouldn't have even thought of the concept of golf at all.
Metal Slader Glory felt a little more present, but more like window dressing. If you had it to do over again, I'd say try to bring the other two games more solidly into the designs. Golf especially is a hard one, I understand, but it's those rough pulls that can inspire the most creative designs. A lot of this felt like it could have been any random adventure design regardless of the games being used.
Usability:
I like that you list clearly which rumors are true or false. It meant without reading any further, I knew which ones were just red herrings.
It makes note of flame spirits being unable to handle water or ice well and or travel at all on ice slides. I'd have rather seen this put somewhere near the monster section because when I go to reference a monster, I want all relevant info where the stats of the monster are. I get why it is where it is, but a reminder note at least would help.
Since the fairies aren't really relevant once you reach the island, this is more of a themed map with a goal than an outright adventure. I would have liked to see more back and forth being possible.
As soon as I started reading the map, I realized a critical flaw. The entire location is created of ice, but it was already clarified that fire beings are restricted in their movements when the ice is there. I realized they need to have restricted movements, which then had me looking to their stats and realizing I have no idea what you want the restriction to be represented as. Are they slower than listed?
Which now moves me down another tangent of wondering how the place made entirely of ice is still here. It should have melted down from flame creatures heating up everything so much the fairies can't be here. I feel like either there's missing information (the compact ice is magic and the building itself doesn't apply to the monsters for purposes of restrictions. The monsters were supposed to have a 'reduced' version or maybe the movement listed /is/ the reduction, etc). One of your encounter rolls indicates things /are/ melting and the description of the bridge from the guards is saying things are melting, so it all just feels like this needed more thought.
After bouncing up and down repeatedly through the document, I as a person picking this up outside of the jam would have been at a loss and decided it probably is just broken. I'd possibly use elements somewhere else and do a lot of revamping of what is going on.
Am I missing something in section 2 of the map? Almost as soon as the players enter, they can easily bring the whole adventure to a fail state without even knowing. The only person who will be down in 11 is the queen. There's no stats provided for her, but if she was better than a player or Druin, she wouldn't have needed the help. I would rethink this. Perhaps a fall and damage situation. They skip some of the map, but take potentially lethal damage.
When I got further into the reading, I think it was meant to be 10 instead of 11. 10 speaks about the guards being unaware the bride above /THEM/ is melting.
I could do insane things with the treasure by the way. Lacking the object language of Shadowdark feels like a miss here, but far more importantly I think you need to give real dimensions here. Saying Near in this case offers me the ability to just insta-screw enemies pretty readily. Just my opinion on this one.
Why isn't magma brute included down with the monsters?
Vibes:
This is the weakest part of your adventure/map. You kind of capture the side-scroller tunnel effect, but I doubt that's your goal. The pixel titles might have more impact if the majority of writing wasn't a more standard font. It feels like an easy nod without any real oomph. Without any art, you need your writing to carry a lot of the workload on vibes and I think it fell short.
Final Thoughts:
It's not a bad entry, just not really playing up to the potential. With it leaning so hard into one specific game and barely touching the difficult draw, I don't get excited. If not for the flame and ice mechanics, it could be a reskinned adventure from just about anywhere. If you decide to go back and make changes, I would try to work out the fire and ice a little more cleanly. I'd also try to increase the ways to engage beyond simply doing as the fairies ask. I hope you had a blast working on it regardless and you got your entry in which is more than 75% or so of the people who started did, so solid success on that count!