He used lots of calls and complex data structures, yet everything runs extremely fast! What amazed me the most was his use of a list structure to handle enemy behavior within frames.
action_ctm:
.db 255
.dw action_step1
.db 25
.dw action_step2
.db 30
.dw action_cooldown
.db 0
.dw action_ctm
So basically, the .db's in the middle are frame counters, which get moved to a piece of RAM and count down. When the counter hit's zero, a new action handler address is moved to another piece of static RAM. Eventually, it will loop back to the beginning and start again.
Using this idea, he told me to write code for a trigger trap, which was kind of fun. I wish I still had the screenshot, but I'm sure Spencer would have rather had it kept secret. Still, his coding design is absolutely amazing!