Not one capture here. Every picture is drawn from the bytes of the ROM: the screens with the cartridge's own set-up chain rewritten in Python, and the tree with each stage's script and its scenery step, checked against openMSX down to zero cells. The listing and the numbers are reproducible with make, and reassembling gives back the ROM byte for byte.
0x52BB uploads the stage script to 0x3B80, behind the sprite attribute table: between 723 and 918 bytes, depending on the stage. The game has one kilobyte of RAM and reads its level back from the VDP as you climb.
0x6889 only erases the row an object leaves behind when its type does not have bit 7 set. The ones that do leave their first row behind, and that is how the spiders' threads grow.
There is no copy of the level in RAM. To know where the player stands, 0x61A3 reads the two cells under the player's feet from VRAM, and the creatures, before moving, ask the screen whether the cell ahead lets them through.
Nine ld a,r: the Z80's refresh counter, which ticks by itself with every instruction, decides a creature's colour, where it appears or which projectile comes out.
The empty cell of each stage takes the colour of (0xE05D): cyan, light green, light yellow, grey, black... The first one does not come from the table at 0x741F but from the initial values at 0x51C1; with the table's first value, the check drifts by 1,809 bytes of colour.
The decompressor has the same fourteen-byte signature as the RC-712's, the chromatic scale is the same twelve bytes and the extra life follows the same rule: the same code, somewhere else.
Under each picture is where it comes from and what is on it. The nine whole stages are in The game.