With procedural generation you can save a lot of space for content but did you know that Pitfall! on the Atari 2600 uses one byte (!) to describe a room? Here's the link to an article describing how that works:
https://evoniuk.github.io/posts/pitfall.html
#gamedev #procgen #retro
How Pitfall Builds its World

@PixelProphecy

I don’t know how true it is but supposedly the maze generation algorithm for Entombed (another 2600 game) is a mystery, or at least the lookup table for wall placement rules is.

@lorddimwit There are still so many secrets in these old games, I hope that they all are unearthed one day 😊