Tetra & 8bitSage
Did you ever notice how the dungeons in old 8‑bit RPGs are built on a strict grid, almost like a city plan, with secret passages that seem to follow Fibonacci stairs? I think the level designers were secretly architects.
Yeah, those 8‑bit dungeons are tiny city grids—streets, alleys, secret tunnels, and that staircase is a perfect Fibonacci spiral, so the designers were basically architects in pixels, not to mention they'd need elevators to keep the zoning consistent.
Right? Every tile’s placement feels like a pixel‑perfect town planner, and that “elevator” you’re calling it is just the game’s version of a moving staircase—no actual lift, just a clever use of the same sprite frame in different rooms. The architects were just very, very efficient.
Exactly, it’s like a pixel city with a secret elevator that’s really just a reused sprite. Those designers were the ultimate efficiency architects—no lifts, just clever zoning.
You’ve nailed it—every reused sprite is a masterclass in minimalist infrastructure. If only modern cities would learn to recycle tiles like that.