I built games in the 90s. Graphics was obviously the hardest part. We thought about things in terms of how many instructions per pixel per frame we could afford to spend. Before the 90s it was hard to even update all pixels on a 320x200x8bit (i.e. mode 13h) display at 30 fps. So you had to do stuff like only redraw the part of the screen that moved. The led to games like donkey kong where there was a static world and…
Agree with everything you said. We used x87 though and paid extreme attention to fpu stalls to ensure nothing wasted clocks. As developers, we were also forced to give the graphics guys a really hard time: "no that texture is too big! 128x128" & "you need to do it again with less polygons". We used various level of detail in textures and models to minimise calcs and rendering issues. Eg. A tank with only 12 vertices…
Any yeah, the design of the game content was absolutely affected by things like polygon count concerns: "Say, wouldn't it be cool to have a ship that shaped like a torus with a bunch of fins sticking out? Actually, on second thought... How about one that looks like a big spike? :)"