Thane & RetroBlitz
Hey, I've been thinking about how level design in old-school games is basically a lesson in risk assessment. Ever compare a boss fight to a real-world security breach? Your joystick logic could teach me a thing or two.
Yeah, level design is a straight‑up risk calculus. A boss is just a loop of attack patterns you study, memorize, then dodge or counter. Same with a breach – the intruder follows a predictable path, uses certain exploits, and if you map that out you can lock it down. Treat every security patch like a new move set. Keep your inventory tight, don’t waste health on spam attacks, and never let a save point go unused – that’s the only place you get to respawn. And remember: no save scumming, just perfect timing.