I've been slowly hacking away at things, having a lot of fun.
I came up with a method of keeping games completely distinct, so I can do whatever and not worry about it conflicting with something else and bringing the whole thing down. I always find that to be a problem. This way everything has its own inputs, pre/main/post routines, NMIs.
I started with sprucing up my favourite one, the tug o war game. It's got some cool scrolling clouds and the waves down the bottom use a trick to make it look like 8 frames of CHR animation.
I got my screen splits to actually be accurate to 1/3 of a scanline instead of a third of a screen so this looks a lot better.
Then an idea I couldn't really pull off last year, a split screen hurdling/racing game:
Needs a few more obstacle types, but eventually you escape the cave and win. Want to add some items to get to mess with the other player but haven't thought of anything good enough yet. It does have a nifty parallax effect though!
Now I'm doing a split screen top down sort of thing, originally it was going to be just a scavenger hunt then I realised it was basically Spy vs Spy so I'm currently thinking of things to make it more interesting. After I made this much I went and looked at NES Spy vs Spy and was quite shocked, they did it terribly. I was used to the smooth as butter SMS version.
Also made a map screen, not much to see here but I like how smoothly the textbox shows up.