The lessons

Taking a game apart tells us what it does. A lesson is the other half: a small cartridge of our own that does the same thing, written from what we measured and measured again the same way, so the two can be set side by side. Its program is ours, so it is shown whole, and the cartridge is yours to play.

How a character moves: jumping, running, landing on things, being carried by them, bumping into them, and the box that decides a touch

How the picture is made: scrolling, the camera's dead zone, rooms, screens, a bar that stays and sprites that flicker

The screens around the game: splash, title, menu, pause, items, the story, a life lost, a hole fallen into, a level's end, and the end

Sound: two sounds on one channel