This time some of them are very short (especially the Arkanoid ones), and I've somehow put more work in two of them (NSMBWii Castle and SMS Delfino Plaza). Enjoy.
I'm too lazy to do the same 'Adaptability' thingy, but I'd be pleased to do something else. When there is a + symbol, the number before it means the number of 2A03 instruments and the number after it means the number of VRC6 instruments. The durations are accurate to 0.01 seconds. Here is a formula to get these durations yourself:
Seconds = Rows per frame * Number of frames * 15 / Tempo
There are exceptions though. SMK_Character_Select.ftm is a prime example.

Module Info:
Game Name: Arkanoid: Doh It Again
Track Name: Boss Battle BGM
Intro Duration: 0'00"00
Loop Duration: 0'11"85
DPCM Samples Used: 0
No. of Instruments Used: 3+1
Beats Per Minute: 162*6/6=162
Description: The second boss battle BGM. I used the VRC6 sound chip because I wanted a louder bass, and that's it.

Game Name: Arkanoid: Doh It Again
Track Name: Final Boss Battle BGM
Intro Duration: 0'00"00
Loop Duration: 0'13"09
DPCM Samples Used: 0
No. of Instruments Used: 3
Beats Per Minute: 110*6/6=110
Description: The third boss battle BGM.

Game Name: Arkanoid: Doh It Again
Track Name: Game Over Theme
Intro Duration: 0'02"00
Loop Duration: 0'00"00
DPCM Samples Used: 0
No. of Instruments Used: 1
Beats Per Minute: 240*6/3=480
Description: Nothing special.

Game Name: Arkanoid: Doh It Again
Track Name: Miniboss Battle BGM
Intro Duration: 0'00"00
Loop Duration: 0'06"00
DPCM Samples Used: 0
No. of Instruments Used: 4
Beats Per Minute: 240*6/6=240
Description: The first boss battle BGM.

Game Name: Arkanoid: Doh It Again
Track Name: Start Level Theme
Intro Duration: 0'03"73
Loop Duration: 0'00"00
DPCM Samples Used: 0
No. of Instruments Used: 0
Beats Per Minute: 150*6/2=450
Description: Nothing special.

Game Name: Fire Emblem: Monsyo no Nazo
Track Name: Player Phase BGM (Episode 1)
Intro Duration: 0'02"00
Loop Duration: 1'04"00
DPCM Samples Used: 0
No. of Instruments Used: 2
Beats Per Minute: 120*6/6=120
Description: One strange fact is that the first ever Fire Emblem on NES which has the same story uses a different BGM, so I made my own one with no effects to make it sound 'older'.

Game Name: Kirby Super Star (Ultra)
Track Name: Kirby Dies SFX
Intro Duration: 0'02"46
Loop Duration: 0'00"00
DPCM Samples Used: 0
No. of Instruments Used: 4
Beats Per Minute: 250*6/6=250
Description: Nothing special.

Game Name: Mario Kart: Super Circuit
Track Name: 3 Circuits (GBA)
Intro Duration: 0'01"82
Loop Duration: 0'50"90
DPCM Samples Used: 0
No. of Instruments Used: 4+1
Beats Per Minute: 132*6/6=132
Description: At one point during making this one, I decided to use Zxx drums but soon deleted them. '3 Circuits' means Peach Circuit, Mario Circuit and Luigi Circuit.

Game Name: New Super Mario Bros. Wii
Track Name: Koopalings' Castle BGM
Intro Duration: 0'04"32
Loop Duration: 1'09"12
DPCM Samples Used: 0
No. of Instruments Used: 7+5
Beats Per Minute: 125*6/6=125
Description: This is one of the most epic castle songs in the Mario series. Thus, I put much more work into this cover.

Game Name: Super Mario 64 (DS)
Track Name: Inside The Castle Walls
Intro Duration: 0'00"00
Loop Duration: 1'07"56
DPCM Samples Used: 0
No. of Instruments Used: 4+5
Beats Per Minute: 135*6/6=135
Description: Most of the lead notes are supposed to fade-out instead of fade-in, but I made everything fade-in and it sounded very SPC-ish to me. Note: SPC is the format of SNES music.

Game Name: Super Mario 64 (DS)
Track Name: Haunted Merry-Go-Round
Intro Duration: 0'00"00
Loop Duration: 0'28"80
DPCM Samples Used: 0
No. of Instruments Used: 1
Beats Per Minute: 200*6/6=200
Description: Nothing special.

Game Name: Super Mario 64 (DS)
Track Name: Race Fanfare
Intro Duration: 0'02"91
Loop Duration: 0'00"00
DPCM Samples Used: 0
No. of Instruments Used: 1
Beats Per Minute: 165*6/6=165
Description: Note that I made the echo greater than the original one.

Game Name: Super Metroid
Track Name: Boss Confrontation 2
Intro Duration: 0'00"00
Loop Duration: 0'24"67
DPCM Samples Used: 0
No. of Instruments Used: 1+4
Beats Per Minute: 180*6/6=180
Description: This song is an experiment to find out whether not using the instrument column will decrease the size of the file. The conclusion is: No, doing so just helps you input the same notes on another channel with different instruments.

Game Name: Super Metroid
Track Name: Lower Maridia BGM
Intro Duration: 0'09"00
Loop Duration: 1'21"43
DPCM Samples Used: 0
No. of Instruments Used: 2
Beats Per Minute: 35*6/6=35
Description: The layout is ugly.

Game Name: Super Mario All-Stars
Track Name: Super Mario Bros. 3: Battle
Intro Duration: 0'06"40
Loop Duration: 0'12"80
DPCM Samples Used: 0
No. of Instruments Used: 8
Beats Per Minute: 150*6/6=150
Description: The triangle wave may be too low, so increase an octave if you want.

Game Name: Super Mario All-Stars
Track Name: Super Mario Bros. 3: Bowser Battle BGM
Intro Duration: 0'01"92
Loop Duration: 0'15"36
DPCM Samples Used: 0
No. of Instruments Used: 7+4
Beats Per Minute: 125*6/6=125
Description: The triangle wave is full of strange drums.

Game Name: Super Mario Kart
Track Name: Character Select Theme
Intro Duration: 0'00"00
Loop Duration: 0'05"3?
DPCM Samples Used: 0
No. of Instruments Used: 2
Beats Per Minute: 85*6/6=85
Description: Because of some reasons, I was unable to get the correct loop Duration. It should be something like 0'05"65...

Game Name: Super Mario Sunshine
Track Name: Delfino Plaza BGM
Intro Duration: 0'00"00
Loop Duration: 1'23"48
DPCM Samples Used: 0
No. of Instruments Used: 3+4
Beats Per Minute: 138*6/4=207
Description: I did put a lot of work here. I've never used so many different A0x effects before.

Game Name: Super Mario World 2: Yoshi's Island
Track Name: 'Touch Fuzzy, Get Dizzy'
Intro Duration: 0'00"00
Loop Duration: 0'33"88
DPCM Samples Used: 0
No. of Instruments Used: 3+2
Beats Per Minute: 85*6/6=85
Description: Nothing special.

Game Name: Super Mario World
Track Name: Bonus Theme
Intro Duration: 0'02"76
Loop Duration: 0'27"59
DPCM Samples Used: 0
No. of Instruments Used: 3+5
Beats Per Minute: 174*6/6=174
Description: Nothing special.

Game Name: Super Mario World
Track Name: Boss Defeated SFX
Intro Duration: 0'08"00
Loop Duration: 0'00"00
DPCM Samples Used: 0
No. of Instruments Used: 3+2
Beats Per Minute: 225*6/6=225
Description: This is done from scratch.

Game Name: Super Mario World
Track Name: Cut-scene BGM
Intro Duration: 0'13"25
Loop Duration: 0'00"00
DPCM Samples Used: 0
No. of Instruments Used: 3+2
Beats Per Minute: 120*6/6=120
Description: This can be heard after starting a new game or defeating a Koopaling.

Game Name: Super Mario World
Track Name: Game Over SFX
Intro Duration: 0'04"80
Loop Duration: 0'00"00
DPCM Samples Used: 0
No. of Instruments Used: 1
Beats Per Minute: 200*6/6=200
Description: Nothing special.

Game Name: Super Mario World
Track Name: Ghost House Level BGM
Intro Duration: 0'00"00
Loop Duration: 1'25"33
DPCM Samples Used: 0
No. of Instruments Used: 3+1
Beats Per Minute: 90*6/6=90
Description: Nothing special.

Game Name: Super Mario World
Track Name: Level Clear SFX
Intro Duration: 0'08"76
Loop Duration: 0'00"00
DPCM Samples Used: 0
No. of Instruments Used: 2
Beats Per Minute: 137*6/3=274
Description: The portamento at the end is a bit off.

Game Name: Super Mario World
Track Name: Mario Dies SFX
Intro Duration: 0'03"43
Loop Duration: 0'00"00
DPCM Samples Used: 0
No. of Instruments Used: 1
Beats Per Minute: 140*6/6=140
Description: Nothing special.

Game Name: Super Mario World
Track Name: Overworld Theme
Intro Duration: 0'01"79
Loop Duration: 0'39"40
DPCM Samples Used: 0
No. of Instruments Used: 3
Beats Per Minute: 134*6/2=402
Description: Nothing special.

Game Name: Super Mario World
Track Name: Title Theme
Intro Duration: 0'03"20
Loop Duration: 0'38"40
DPCM Samples Used: 0
No. of Instruments Used: 2+6
Beats Per Minute: 150*6/6=150
Description: More than half of the instruments are arpeggios.

Game Name: Super Mario World
Track Name: Underwater Level BGM
Intro Duration: 0'03"00
Loop Duration: 0'48"00
DPCM Samples Used: 0
No. of Instruments Used: 2+2
Beats Per Minute: 240*6/6=240
Description: This is the first time I ever used 4xy vibratos.

Game Name: Yoshi's Island DS
Track Name: 'Hit The M Blocks!'
Intro Duration: 0'00"00
Loop Duration: 0'48"00
DPCM Samples Used: 0
No. of Instruments Used: 3+4
Beats Per Minute: 140*6/6=140
Description: Used VRC6 instead of MMC5 for a more realistic bass.

You are finally delighted because this thing is eventually done.

'Error 410: Gone. The required data will no longer be available.'
--nicetas_c, 25-1-10