“Funhouse dungeon” is a good term for an old style adventure with no logical “ecology”, just a series of rooms full of monsters with treasure, especially one with lots of traps and puzzles. As Matt Colville points out, S2: White Plume Mountain is a classic example of of a funhouse with encounters designed as puzzles for the players as much or more than for their characters. This room full of charmed monsters feels like it was designed by a committee of Bond villains, with alternating land and aquatic creatures in giant aquariums. (David Sutherland illus. from S2 by Lawrence Schick, TSR, 1979)