A. It's terrific to see people really dig into some of these early technical achievements while they're still fresh in our collective memory - limitations tend to inspire creativity, and I think we all like reading about those creative solutions.
B. Modern embedded systems like Cortex-M processors can probably take some design hints from these projects which were developed on/for machines with very limited resources. I was thinking of looking into writing a simple emulator on one, maybe for the [S]NES or an early Gameboy (if anyone knows a good resource...?). It'll be super cool to get an in-depth window into how "3D" was managed without niceties like a programmable shader pipeline. The best that ARM-M chips seem to get is a dedicated memory controller for LCD interfacing, some SIMD operations, 2MB of 'bitband' memory that is rapidly addressable on a bitwise basis, and sometimes a display accelerator for single-cycle pixel operations in higher-end models.