# Reproduce the user-reported lifecycle in one process: launch Florida with Y,
# force a native defeat/quit, return through a relocated SHELL overlay, choose
# Super Dreamland 64, then select Y from the appended carousel again.
540+3=START
900+3=START
1020+2=SELECT
1080+3=CROSS
1200+2=SELECT
1260+3=CROSS
1380+2=SELECT
1450+2=RIGHT
1480+2=RIGHT
1510+2=RIGHT
2020+3=CROSS

# SHELL returns at roughly absolute poll 4390 without replaying the boot FMV.
# Enter the one-player arcade path from that returned title/menu. Location and
# player selection themselves are stage-relative below so overlay load time
# cannot consume them.
4930+3=START
5050+2=SELECT
5110+3=CROSS

# Florida remains the native baseline after the first match. Fifteen forward
# steps reach appended slot 18 (Super Dreamland 64) in the 19-entry carousel.
[choose_location_2]
350+2=RIGHT
590+2=RIGHT
830+2=RIGHT
1070+2=RIGHT
1310+2=RIGHT
1550+2=RIGHT
1790+2=RIGHT
2030+2=RIGHT
2270+2=RIGHT
2510+2=RIGHT
2750+2=RIGHT
2990+2=RIGHT
3230+2=RIGHT
3470+2=RIGHT
3710+2=RIGHT
# The three late retail previews have substantially longer native load/settle
# gates. These follow-up edge presses are intentionally separated by 900 polls
# and advance 15 -> 16 -> 17 -> appended Dreamland 18.
4500+2=RIGHT
5400+2=RIGHT
6300+2=RIGHT
7200+3=CROSS

# Stage-relative entries must follow every absolute entry because a stage
# header remains active for all subsequent lines. The same carousel action
# executes on both selector visits. The 350-poll delay is deliberately after
# the imported preview reaches its ready state; the earlier 120-poll pulse was
# consumed while the retail preview still owned the selector.
[choose_player]
350+2=LEFT
650+3=CROSS

[choose_enemies]
220+3=CROSS
470+3=CROSS

[defeated]
700+2=SELECT
1000+30=CROSS
