What this disassembly does not settle. The binary is explained byte by byte, but that is not the same as having checked everything.
Everything these pages say comes from reading the code, simulating it or drawing its data. There is not one measurement taken on an emulator or on real hardware. What has been checked, and how:
What is left is the obvious part: playing it and seeing whether the game behaves the way this says.
At 0x4462 there is this:
00 80 40 C0
No instruction references them, and the byte sequence of their address does not appear anywhere in the ROM, so no pointer reaches them either. The menu code jumps over them.
The four values look like they mean something — zero, a quarter, half and three quarters of a turn, or the four quadrants — but that is an impression, not a reading. What they were is not known.
The cartridge copies 288 bytes into the sprite pattern table, enough for nine 16×16 drawings, but there are only eight real ones: the cue ball, the six numbered ones and the aiming dot. The ninth overruns the end and lands on the table's compressed colours, so it is noise.
There is no way to tell from the binary whether the round number is deliberate — copying 0x120 bytes is tidier than copying 0x100 — or whether there was a ninth drawing at some point.
At 0x5962 the same value is written twice in a row to the same place:
ld (ix+002h),a
ld (ix+002h),a
Three bytes that change nothing. It has every appearance of being a leftover from an edit, but that cannot be asserted from the binary either.
The countdown at 0xE202 works out, doing the arithmetic, at a little over twenty minutes without touching a key before the shot is written off. The arithmetic is clear in the code; what has not been done is waiting the twenty minutes to see it.