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 can't even with the explanation of what a "room" is in the manual. Amazing (in a "fascinating", not a bad, way)

> This was the late 70s; there had never been a game with multiple screens before. This was in the days of Space Invaders and Pac Man, when everything in a game was in front of the player at all times, so the fact that Adventure was able to have 30 rooms when it was finally released in 1980 was quite impressive.
> The manual for adventure even had to explain the concept. It read
> "Each area shown on your television screen will have one or more barriers or walls, through which you CANNOT pass. There are one or more openings. To move from one area to an adjacent area, move "off" the television screen through one of the openings, the adjacent area will be shown on your television screen."
@jec Yeah, so many things we not take for granted were pioneered in these days, thanks for sharing!