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I find it a little hard to believe that this algorithm wasn't publicly discussed until 1994. For instance, the basic algorithm was used in the US version of Final Fantasy, which was released in 1990, which can be confirmed by analyzing the game's ROM data. I cannot be certain that they used exactly the same algorithm as Gage, but it seems likely that it was close. This compression method is also found in a number of games from the 8-bit and 16-bit eras (we ROM hackers call it "DTE", for "dual-tile encoding"), though I don't know when the earliest example is from. - furrykef (Talk at me) 15:57, 31 August 2012 (UTC)