A lot of NES games had those floors that looked like floors but you'd fall right through if you walked over them.  In castlevania II, you could tell by throwing holy water every couple of steps. In Zelda II sometimes a flying enemy would drop fire that'd  also fall through the floor giving you a heads up, but most of the time there'd be NO indication that ANYTHING was wrong.  You'd either end up dead, or be force to backtrack anywhere from a small area to half the god damned level (here's lookin' at you Great Palace!)
I HATED this crap, which usually came off to me as lazy game design. Any similar things that you hated or would like to see avoided?
I HATED this crap, which usually came off to me as lazy game design. Any similar things that you hated or would like to see avoided?
 
 ). I made sure to not do this in my game by having dead/alive bits for every enemy in the level (only takes 16 bytes for 128 enemies; I think that's pretty good).
 ). I made sure to not do this in my game by having dead/alive bits for every enemy in the level (only takes 16 bytes for 128 enemies; I think that's pretty good).