What comes from the code but has not been played, and what is not settled.
Two and three lines. That two lines are needed from stage 31 and three from 41 comes from 0x7391-0x73A6; it has not been played.
The whole duel. The sets, the collision between the two Q\*berts (0x7646) and rock, paper, scissors come from the code; the PON! screen is built from the ROM but not checked.
The row at 0xE29C. The six coloured creatures that stay on a cube of their colour move into a row of five objects (19 to 23) and object 23 comes down with their colour (state 5, 0x750D). What that row draws on screen has not been seen.
The green ball and 0x00BC. That the ld hl,000BCh at 0x7763 was meant to be 0xE2BC is an assumption: the effect it would have has not been tested.
The PERFECT. The 27 bonus cubes and their 5,000 points come from the code.
The sounds. The engine and the data are read in full, but there is no list of what each of the 93 is beyond what the code that asks for it says (0x11 the extra life, 0x17 the stage tune, 0x47 stage cleared, 0x53 GAME OVER, 0x56 the pause, 0x59 silence…).
0xE108. The Game Master header gives it as a second score; the game neither reads nor writes it outside the clearing at 0x4475.