Your project is a good exploration of discrete vs. continuous. By reconstructing circles with square sprites, your code shows how digital works are composed of binary, discrete components. With larger circles, the sprites even start to show gaps. The work, practically, also shows the constraints of working with a program like Director, where all graphics are represented by small bitmaps, rather than abstractions of line, circle, etc. Director's language, Lingo, has a run-on sort of syntax -- no semicolons or other identifyer at the end of lines -- like poetry it's the space itself that denotes code parts.
The form of the work shows a geometric convergence onto an arbitrary point -- it reminds me of numerology -- how any set of arbitrary numbers can be made "mysteriously" to fit together -- by mathematical definition these numbers and points must be related by some equation.
I haven't really seen much Lingo, but from what I can tell, it takes a lot from BASIC in its syntax. Interesting to note, it seems that Lingo is entirely event-driven, there is no "sub main" here, every function is a handler to an external event. What I find compelling about Kevin's piece is that he basically forced Director to function as a pixel renderer, using an array of sprites to accomplish what normally would be done by turning "on" or "off" individual screen pixels.
Kevin's program is a clear reminder about how mathematics is an essential foundation for computational design. It's an astonishing fact that drafting something as simple as a circle -- a favorite pastime, let us say, of any crayon-wielding three-year-old -- requires a reasonably solid foundation in high school trigonometry. Novice programmers would do well to study Kevin's code: his equations
x = cos(t)
y = sin(t)
reveal a fundamental and ubiquitous pattern.