10, 11, 12 and 13 wait until the game stops scrolling then they set some of their attributes and turn themselves into 14.
So basically they all follow the same logic just with varying attributes. (falling spikes/blocks)

16 waits until the game stops scrolling and locates the tiles below itself. Then it compares Alex's horizontal position to itself's horizontal position (ignoring the vertical position). If he's in range it plays a sound and requests its changes to the screen layout. (trapdoor)

17 does the same as 16 just that it's triggered by Alex's punch instead of his horizontal position.

1C, 1D, 1E, 1F wait until the game stops scrolling the they trigger the following Janken Match:
Type: 1C, Extra Data: 1 => Janken
Type: 1D, Extra Data: 2 => Stone Head (1st encounter)
Type: 1D, Extra Data: 3 => Stone Head (2nd encounter)
Type: 1E, Extra Data: 4 => Scissor Head (1st encounter)
Type: 1E, Extra Data: 5 => Scissor Head (2nd encounter)
Type: 1F, Extra Data: 6 => Paper Head (1st encounter)
Type: 1F, Extra Data: 7 => Paper Head (2nd encounter)

4B with extra data 1 when hit increases a counter then removes itself. This counter is used by the imprisoned Egle to decide when to remove his cage

4B with extra data 2 while touched it turns 1 hidden tile visible per frame

4B with any extra data other than 1 and 2 does exactly the same as 4B with extra data 2 just that it's triggered by a punch instead of a touch

53 checks whether you possess the letter to nibana. If you don't it will show the message box and spawn the ghost. Otherwise it will just disappear.

63 When hit it removes the block at (2,8) as (x,y) starting from (0,0) in top left corner.
If (2,8) of the current screen isn't visible at the moment the trigger is hit (2,8) of the next screen will be removed.