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 Didn't know the 2600 was so insanely low on RAM. Amazing.
@SonnyBonds Agreed! I find it stunning what creative tricks coders back then had to come up with on such limited hardware; I bet that's only the tip of the iceberg. A lost art, really.