Kill screen in this game is the same of on the NES original. Same reason, slightly different memory addresses. Legend: you only have 4 seconds to beat level 132 (count starts from 0). It's not possible, you die.
Language: asm
; Set up level timer, called before every level
; level counter - how many loops you've completed (shown under L)
; level timer - remaining time (shown under BONUS)
$CB8A: A4 54 LDY $54 ; load level counter into Y register
$CB8C: C8 INY ; increment Y register
...
$CB94: A9 80 LDA #$80 ; load 0x80 into A register
$CB96: 88 DEY ; decrement Y register
$CB97: C0 04 CPY #$04 ; perform Y - 4
$CB99: 10 03 BPL $CB9E ; if result is positive, skip to $CB9E
$CB9B: B9 07 C2 LDA $C207,Y ; otherwise load value from memory into A register
$CB9E: 85 2E STA $2E ; set from A register into level timer
If level counter is from 0 to 3, the game will read remaining time from memory. If level counter is from 4 to 127+4, the game will force remaining time 8000. If level counter is from 127+4+1 to 255, the game will read remaining time from memory it wasn't supposed to read it from. This is because NES CPU 6502 uses signed numbers when preforming comparison. So starting at level 123 the game reads level timer from memory again, and it offsets the source address farther from what it's supposed to base on - $C207.
Here's the dump of that memory area, it is inside ROM:
------ ------------------------- -------------------------
| | 00 01 02 03 04 05 06 07 | 08 09 0A 0B 0C 0D 0E 0F |
------ ------------------------- -------------------------
| C200 | 50 | 60 70 80 90 0E D8 18 0E |
| C210 | C8 04 86 C8 04 A6 C0 00 | BE B8 00 D6 B0 04 4E B0 |
| C220 | 04 0E A0 04 DE A0 00 C6 | 98 00 AE 90 00 96 88 14 |
| C230 | C6 78 0C 0E 70 04 46 70 | 08 8E 68 04 AE 60 00 C6 |
| C240 | 58 00 DE 50 00 66 40 10 | 86 28 00 FE B0 78 60 40 |
| C250 | 28 FF 00 00 14 00 00 00 | 1C 00 00 00 24 00 00 00 |
| C260 | 2C 00 00 00 54 00 00 00 | 12 00 00 00 E4 00 18 A0 |
| C270 | 0C 20 70 10 50 70 14 60 | 70 14 98 68 08 C8 78 08 |
| C280 | E0 A0 00 E0 50 0C B0 40 | 08 90 28 04 FE 00 00 08 |
| C290 | 10 00 00 08 18 00 00 08 | 20 00 00 08 28 00 00 08 |
| C2A0 | 30 00 00 08 40 18 A0 00 | 20 70 00 50 70 00 60 70 |
| C2B0 | 00 98 68 00 C8 78 00 E0 | A0 00 E0 50 00 B0 40 00 |
| C2C0 | 90 28 00 FE 04 01 1B 0E | 00 01 12 01 30 38 40 48 |
| C2D0 | 50 58 00 00 09 15 18 00 | 4C 5F 03 5C 5F 03 C4 67 |
| C2E0 | 03 4C 9F 13 5C 9F 13 C4 | 87 13 DC 3F 03 DC 67 13 |
| C2F0 | 06 D8 00 06 B8 00 16 90 | 04 1E 68 08 26 40 0C FE |
| C300 | B8 90 68 40 28 FF 00 | |
------ ------------------------- -------------------------
Level counter 132 makes it read remaining time from $C28B which is 4. Greatest possible level counter value is 255, it makes it read from $C306, which is 0. You can see a few more 0 values in-between, so even if you cheat your speed or something, you just instantly die in some levels.