Time isn't on my side, so this is going to be a smaller comment than I normally try to give. Still, I hope you can find something helpful in it.
Non-voting thoughts:
I absolutely understand why it was included, but I've never liked countdowns where the result is death. This includes puzzles, map traversals, or end-of-the-world scenarios. I've met far too many players who find a way to get obliterated. Not always by making bad choices, but sometimes by sheer poor luck. I'm not against TPK, but I also know it can be pretty unsatisfying to step into a situation where the options are win or everyone is dead. At least without other possible outcomes being a chance.
Also, with 60 minutes (presumably real time given how Shadowdark is generally played) means I can't imagine most of anyone I know pulling the adventure of successfully. I've played non-SD games (thankfully SD is a lot quicker usually) where a single round of combat ended up eating too much time for this to be viable. I'd want to play test the time limit heavily before committing to it.
Inspiration:
Okay. I can't lie here, you nailed this. There's absolutely no ambiguity as to where the games inspired things and how they absolutely are required to have built this adventure out. You actually broke my rubric on this. A 5 is when someone has one game absolutely represented and the other two heavily woven in to bolster the total. You literally brought all three equally deep into the concept.
Usability:
I'd be cautious bringing this to my table. It would depend on the players present. The win or everyone is dead mechanic of it means it just isn't going to be fun for some of my players. I don't play with people who can't accept dying, but I also don't give them situations where only two outcomes are possible. I know far too many players who , when asked if they have what it takes, would say nope and have their characters go elsewhere well away from the impact site.
Page 3 is very wall-of-text for me. Doubly is the fact that I basically never read pre-scripted comments. I'm not against having them, but if you can find space to add a bullet-point alternate or maybe use bold text to draw attention to a few key words. That means just skimming the page mid-game I can see what I most need and improve around the players talking and interrupting the NPC. There are other parts throughout where similar scripted moments happen.
Room 1 either doesn't say how many of each color are there or I am going blind. I keep reading it over and over, but just not seeing an indication. It might be visible on the map, but at the size it shows on my screen, I just can't tell. Maybe when saying the flag effect, add the total number of them in parentheses? Like Red Standard (2)=...
Room 2 I love a roleplay challenge. I don't want everything to just be dice rolls. Some thoughts though: What is stopping a less than cooperative player from just attacking (we all have that one player)? History is often unique to each table's setting, so are the history sections viable? I doubt most of my players could answer deep questions about the lore. Some of these questions are so painfully easy to answer it is almost a freebie room. Lastly, I'm not sure I love the action boon set. With the room already being relatively easy, it is almost impossible to fail for a lot of the players I've had over the years.
Room 3 is interesting. I'd point out that movement in SD is pretty abstract. You indicate an exact distance (which is fine), but then say 3 to 4 rounds. I would probably firm this up as saying 100' Long (triple near). This makes it clear immediately in SD terms exactly what you can expect and how the rounds will play out.
General – The monsters/NPCs lack some of the stats I expect to see with SD. Probably not meaningful to some, but if I needed to check their wisdom or something, I would have to try to reverse engineer it on the fly. Worth considering. Also, you have several places where various things could happen, but no random table to decide it. I don't personally need a roll table, but having it means instantly knowing exactly what to do to determine which thing happens in a round.
This is going to sound weird, but for once I don't think the maps really add anything here. They're basically just square rooms with evenly spaced items. The description was actually clearer on the first room /before/ I looked at the map since looking at the map mentioned 5 flags on poles, but then I saw what looked like 6 stone pillars. I know a number of people who play on the round turn table style game boards for games like Shadowdark where everything is broken into Far, Near, and Close. Trying to represent these rooms in that layout would be a lost cause. I think you could have dropped the maps and used the extra space for more valuable things. It feels wrong saying that. Heh.
Vibes:
Vibes... is so subjective. For me, this feels like it was definitely set up like a gauntlet of games, but doesn't give me any real NES feel. I'd say I'm getting a lot of the top-down early 90's PC game feel more than anything. The artwork largely feels like it would have been in a standard TTRPG, so isn't doing anything to enhance the vibe either. Not saying it's bad art, just that the writing itself is being left to pull the entire NES vibe and I wasn't there. I don't think the feel is bad as a whole, but can't rate it higher since I'm really looking for NES in my Vibes for this jam.
Boss Room is pretty standard video game concept and the whole damage some object to weaken and defeat him is the most solid NES vibe I think here. Sure it shows up in modern games too, but we all know it was the only way to win any boss fight back in the day. Spam the attack on whatever was floating or sitting in the area until he started flashing red or something. Hah!
Overall:
I can't believe you broke my rubric for Inspiration. How do you get a six on a 5 scale? Be proud of that! If you can pull off similar in the future and up your numbers in the other areas just a little, you'll be hitting top 10 regularly I think.




