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Re:How Atari 2600 Game Pitfall Builds Its World by guidedlight on Monday May 10, 2021 @09:58PM (#27113296)
Incredible that each room in Pitfall is represented by just 1 8-bit byte.

That's what makes these old games fascinating, producing results under extreme constraints.

Re:How Atari 2600 Game Pitfall Builds Its World by matheusmoreira on Tuesday May 11, 2021 @01:42AM (#27114607)
We're all so used to modern abstractions, libraries, data-driven engines, general solutions. We can afford them now. The developers of these old games couldn't, they were forced to do more with less. The results are absolutely fascinating. There's a certain quality that seems to have been lost over time as computing resources available to developers have improved.
Re:How Atari 2600 Game Pitfall Builds Its World by ASalazarMX on Tuesday May 11, 2021 @11:53AM (#27119646)
It would be surprising if those old game developers didn't have their own library of code, gradually perfected from game to game. That would have been their modern frameworks.
Re:How Atari 2600 Game Pitfall Builds Its World by selcuka on Tuesday May 11, 2021 @02:05AM (#27114741)
The procedurally generated universe in Elite [1] contained 8 galaxies and each galaxy had 256 planets. They were all generated from a single seed number.

Interestingly, they artificially limited the number of galaxies as theoretically they could have 2^48 of them.

[1] https://en.wikipedia.org/wiki/Elite_(video_game)