Code used to be written really tightly to fit into a Vic 20's 20 kilobytes, or an Amstrad CPC's 64k or a Spectrum's 48K. Code had to be tight to fit, these days code sprawls and sprawls, and processing power always increases faster than the need to write tight code.
The limitations used to be things like how many colours you could have on screen at once, a pallet of 15 or 32 colours, resolutions less than 300 by 200. It seems so long ago. Now, the only colour limit it the human eye, and with screen resolutions, even the iPhone has the human eye resolution beaten. The limits for graphics are in terms of polygon count, 10,000 or 100,000 ain't much of a difference.
Anyhoo, what I'm imagining is if somehow could could get twenty-first century games on old 8-bit machines, with the graphical limitations inherent to them.
Doom.
I remember when I first saw Doom, the graphics blew my mind, on my dad's 486 DX2 PC. But compared to state of the art games graphics now, it was a bit pants.

Well, on the ZX Spectrum, 15 colours in two colour 8x8 blocks for a screen resolution of 256x192, it would look like this:-


It would be neat if I could be bothered to do some kind of gif animation of the action, but that's a little too much hassle. For the ZX Spectrum screen shot I used a utility called zxspectrumizer, from this chap and for the Gameboy screenshot I just used good old Photoshop.
UPDATE
Looks like some Hungarian mob put together an Spectrum version after all
Its a bit crap
This version of Wolfenstein 3D looks a bit better
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