Azel wrote:Your description of secret walls/buttons only applies to Grimrock, not all Dungeon Crawlers; least of all the older games that gave birth to this genre.
Not in my experience. I've played many dungeon crawlers;(though not all ~of course). What I said before does seem to me to hold true with them. In 'Eye of the Beholder' there is one instance that I know of, of a super-secret button. It appears only once [afaik], and it's terribly random, and it's not in the clue-book. It disables the mantis trap on level 10; but other than that, there isn't anything else like it until level 12 (the smallest buttons).
The developers of EoB, did not think that many would ever complete it. This is one of the reason EoB for PC did not have the end cinematic viewable in the Amiga version... space savings.
In 'Lands of Lore', the buttons actually made larger and more obvious. The same in Stone-Prophet and Stonekeep; [*Stonekeep surprise fatal encounters though
]. Menzoberranzan had arbitrary hidden buttons, but that game was such a bad dungeon crawler, aside from art design, that doesn't surprise in the least.
The Menzo engine supports real time movement and grid-step; but the developers were so lax, that it passed Q/A that the game cannot be completed in grid-step mode, for careless hallway obstructions that must be tip-toed around. Stone Prophet uses the same engine afaik.