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Re:Guide to implementing 2D platformers (2012) by seclorum_wien on Monday May 23, 2022 @11:28AM (#31480263)
>that would have far exceeded the capacity of an Amiga disk

Simple bitmaps for game-mechanics/level design goes back to the 8-bit era.

Bitmaps with colour bytes that indicate level/enemy/goal hit points tend to compress rather well, since a lot of the bit-space is 00's, and .. anyway .. Amiga is legitimately viewed as one of the birthplaces of interesting compression for these kinds of reasons ..

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