Tiny binaries probably relied heavily on the native OS's system libraries.
Yes, that would give some peace of mind, right? Unfortunately for us, that's not the case. The only platform specific code is the 8 instructions on top of "Code of framework" on http://www.sizecoding.org/wiki/Memories
First to set the video mode, and then to set up a timer used to progress time.
The FPS (30Hz) is rock steady though! One of my pet peeves when doing DirectX/OpenGL development is that it's really hard to completely avoid frame drops, e.g. if the OS decides to schedule some other thread, or because the GPU driver decided to do something else than render your app. With hardware development, you can side step all of those problems. As a result, the Minecraft clone is guaranteed to not drop frames :).
This would save up RAM for other things (and be a fun exercice to get right).