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stronglikedanyesterday at 9:15 PM1 replyview on HN

There was no such thing as premature optimization back then.


Replies

solarisosyesterday at 9:57 PM

Exactly. When your total memory is 64KB, all optimization is mature optimization.

It's a fascinating contrast to the modern 'move fast and break things' approach. Back then, if your routine was 3 cycles too slow, the sprite didn't just 'lag'—the entire raster effect collapsed. There was a level of deterministic discipline that we've largely abstracted away in favor of developer velocity.