Speaking of monsters.... https://monster6502.com/ (discussed previously at https://news.ycombinator.com/item?id=17969472 )
Another great resource on 6502 in my opinion have been David Wheelers write-ups on 6502.
Like I recall he says, I think 6502 was one of the last cpus which assembly was designed for being written by humans (in contrast to modern cpus where all the pipelining and other optimizations make it almost pointless to write most things in assembly). This and other things make it a great platform to learn assembly.
ARM assembly was also pretty pleasant to work with, and earlier ARM CPUs were a lot more like 6502s than the modern plumber's nirvanas of speculation, multiple cache levels and cache coherency protocols.
I think one great reason to learn 6502 assembly is to write your own Nintendo games and play them on real hardware. Admittedly, that's an extremely niche thing to do, yet there's a thriving community  dedicated to the hobby.
"a small game now takes 8 gigabytes, but that's 'cos modern games are sloppy, inefficient, fat and lazy..."
They include detailed models, high resolution textures and high quality sound effects and music.
"... like the basement dwelling losers who wrote them!!!"
So rarely true any more. It takes teams to create large games these days. Besides, why is a 6502 tutorial calling people who write games fat, lazy losers?
That may be true but the original quote isn't necessarily false either. You can't deny that modern games, like modern software in general, tend to use way more resources than they need.
frame time > startup/load time > download/install time/space > release build time/space
Different teams have different levels of aggressiveness in pushing operations down this slope, and different projects have different demands as well. If you're not trying to render much in the first place, maybe frame time isn't actually scarce and you don't have much to gain by doing a ton of precalculation at load time. Conversely, if you're working on a AAA shooter that's struggling to hit 60 FPS and you figure out that you can shave a couple milliseconds off frame time by reorganizing the asset files in a way that makes updates 1 GB instead of 100 MB, that's an opportunity you can't afford to pass up.
The intention was to add some jokes and humor to make development seem easier for beginners and not put them off