
Blocks which are darkened also have a layer of thick, black fog applied to them, appearing darker when looked at from further distances. Blocks that do not receive light are in a dim shadow that remains at the same level of brightness no matter how far they are from a light source. It passes through transparent blocks to light blocks underneath. "Sunlight" is emitted by the top edge of the map and hits any block that is under it, regardless of distance.

The lighting engine in Classic and Pre-Classic was simple, with only two light levels, bright and dark.Reached down until a few blocks before the last layer of cobblestone, making a ravine.Falling off the edge of the world will not kill the player.It was possible to fall out of the world.The game takes 20 seconds to generate a 256×64×256 map.Chunks are loaded in order of their proximity to the player.Chunks are 16×16 blocks instead of 8×8 because 8×8 chunks decreased performance.The size of each chunk was 16×16 blocks.Take about 1⁄ 10 of a second to generate each.At the top of the map, grass will generate on all fully lit tiles. The higher the Y level is, the more chance there will be of grass generating. Grass generation is randomized, but it will only generate on fully lit tiles.Made with the same graphics from RubyDung.Its texture at this time would later be repurposed for Cobblestone.Made with the same graphics from Notch's game RubyDung.

Not listed internally as a block at this time.
