Entombed in a Raycaster

Around a year ago (it might have been more, my memory can be spotty) I experienced the raycaster rite of passage almost every game developer goes through. I was reading Lode's tutorial, watching the 'Make Your Own Raycaster' series on YouTube by 3DSage (both resources highly recommended by the way), when I came across the Entombed algorithm: a maze generation algorithm found in the Atari 2600 game [Entombed](https://en.wikipedia.org/wiki/Entombed_(Atari_2600%29) (1983), in which the player must escape a maze while chased by zombies.

What intrigued me about this algorithm is that the maze was being generated procedurally based on some old (almost arcane now) logic that dictated how the next line was going to be generated while working within the constraints of the Atari 2600.