Æons ago, that is, in September 1982, I got my first true computer, the Texas Instrument TI-99/4A. A truly incredible machine, especially considering the era. Its CPU, a true 16 bits processor, the TMS 9900, ran at 3MHz. Even the popular TRS-80 Color Computer, Radio Shack’s 6809-based computer, ran at a mere 0.895MHz, or, if the gods were good to you, you could tweak the clock divisor and crank it up to 1.79MHz.
In addition to being my first programmable computer, the TI-99/4A sported truly nice graphics and a relatively advanced sound chip—for the era—and a number of games were developed for it. Hunt the Wumpus, Parsec, and others. But the one game that really got me interested in programming is Kevin Kenney’s Tunnels of Doom, one of the very first graphic dungeon crawler games. While not being nostalgic by nature, I returned to that game about a year ago following an unusual route. I was looking into procedural content generation, especially map generation, in relation to data compression and I remembered that the old game’s dungeons were generated randomly, yet were very well structured. I decided to get a look into it, and see if I could generate maps like his.
Posted by Steven Pigeon 
