Welcome to Old Games, New Tech! This post should explain the name in addition to what I intend to put on this blog.
Old games – think games for the Nintendo Entertainment System (and its successor, the Super NES), Nintendo Game Boy, Sega Master System (and its successor, the Mega Drive, or Genesis), and arcade machines – had precious little ROM to hold their data and code. The consoles running the games also had processors with relatively low clock speeds, slow memory access, and no data cache. Most code was written directly in a given console's assembly language: the programmer was able to control every interaction between the processor and the slow main memory, which had an impact on both performance and code size. Code size was helped by the short instructions. However, it was hindered again when the programmer needed to perform calculations on values that were larger than 8 bits, as multiple instructions would be required.