So far, we did not change the sprite pointers, so we're viewing raw memory, specifically addresses 0 to 63.
Page 0 holds various system variables, so the sprite will flicker as interrupts and basic routines write to it.
This will move the sprite 0 data pointer to the address range 64-127 ($40-$7F):
poke 2040,1
Blocks 2 ($80-BF) and 3 ($C0-FF) contain more interesting stuff: timer counters and variables that change when you move around the cursor.