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 This is incredible :) I love LFSRs, they sound completely impossible and yet manage to produce perfect cycles of random-seeming numbers - I tried to explain them myself in the context of Transport Tycoon here. Using two formulae that were the inverse of each other is just on a whole other level! https://youtu.be/bHRhPj0CRXI
OpenTTD - The Tile Update Cycle (Linear Feedback Shift Registers)

YouTube
@DavidXNewton Yeah, must feel like unearthing a shining diamond, like a one-of-its-kind thing. It's just so elegant!