Hey there. Thanks for the detailed bug reporting. I intend on working on these (and further bug reports) when I have more time to dedicate to this. I appreciate you trying it out!
If you were curious, I have a couple answers to some of your questions/comments.
- 4F2 should be omitted but isn't, for some reason. I am planning on overhauling how forts, airships and the tank levels work so they open up paths and advance worlds regardless of being Boom-Boom or Koopaling battles.
- At one point I had inventory stars passing through to all games but something broke that. Not intentional - plan to fix.
- Haven't decided how I want warps to work in guest games. I'm a little tempted to have them warp between SMB3 maps but this may break things more than I intend. Likely I will make SMB1/LL warps end the level.
- N-Spade cards are getting overwritten with garbage data (all mushrooms) when a guest game is loaded and a previous card is in memory. The number of matches on the previous card still survives to the new card, so it ends early. I plan on saving the complete SMB3 map to SRAM so it survives game changes - this will fix the map screen issues too.
- I honestly don't know what to do with SMB2U regarding powerup state. I don't like that it resets your powerup state, and three hearts is a decent compromise but the "memory" of what your old powerup should be when you return to SMB3 feels like discontinuity? Though admittedly the same thing happens between the Cape and Raccoon. This is absolutely a problem I made for myself by deciding on SMB3 being the connecting glue.
I wouldn't mind having the VOD available if you'd like to provide it! Thanks again.