You keep going back to an era where ideas were important, risks were taken, products had to be finished, everything we expected from games 30 years ago and they could sell for a hefty price because they were worth playing (except for shovelware or movie games). You did not have bulky, convenient engines with an end result that is 200x larger than it should be; you HAD to build the games from the ground up and you had to work with limitations. Your cartridge was limited to 256kb, so that was it; your game had to FIT in that limitation. Maybe your cartridge was 2mb, but you also have to include sound fonts and crude audio recordings. Well, good luck fitting all that into a cartridge. Creativity was a byproduct of these restrictions which gave us the era that came to pass. It is such a tragedy that games today have no understanding of how their grandparents competed for relevency.
My flagship game on my account works with the potential of a web browser to output graphics, music and sound and I kept the whole project within 128kb, much like how console games had to work with the hardware a console came with. That was fun trying to get my code down to a point where it was tiny, but a pain if a bug showed up because of how tedious it could be to track a problem down. Between that and a custom built binary resource file, I managed to put out a decent size, somewhat grindy RPG that could be beaten in a couple hours and keep it a couple hundred bytes shy of target. I also figured out ways to compress my code and resource file down a little further so I could add a third playable class, game controller support and a randomizer.
You keep making hacks. Pretty obvious to me you like making them. I'll keep making 80s and 90s style games because those were the sort of games I liked playing.