Well, yeah, back then you needed every byte you could get, so everything had to be as optimized as possible. These days, it’s much less of a concern, to the point that file sizes can balloon by a hundred times due to inefficiently duplicating raw uncompressed assets in every file rather than referencing a single instance squeezed to a fraction of the size, and (unless it’s a massive project) no one cares because it really doesn’t matter. A lost art from the good old days when everything was harder and objectively worse.