traps have always been infuriating. thats why theyre there. this port uses split second invulnerabilty from respawning. kinda cheap, which adds to the infuriation factor.
ive played alot of these games, on alot of different ports through the years. other then utilizing bunny hop jumping to move forward, it boils down to luck i think.
definitely use the spear demons to help take care of thoses williams & ropers in the middle however.
Pretty sure they've hit me mid-jump. How does a floor trap trigger while you're in the air??
Anyway, I'll just call this game beat. :p
I'm pretty sure the game does not use your aerial coordinates because of the sloped field, and it just looks at your raw coordinates without checking some "air time = true/false" variable, If the game just makes sure you're crossing a specific zone trigger, air time does not count. You can see this in many old 2.5D games where it's just how far the screen has scrolled that governs what happens (you can see this in Final Fight too).
The first game is a 1987 release, and many modern tricks probably could not have been programmed properly at the time.
See how in the original arcade Kunio-kun (aka Renegade on the NES/Master System and western computers), when you straddle an enemy there is nothing that stops the others from ganging on you from behind and how most of your moves are pointless (jump kick and some running attacks are such a pain to connect it's best to ignore them).
Technos games always have a unique style, but the programming is not the most precise (except maybe the NES DD2), see how River City Ransom, while a great and fun games, contains a lot of weird quirks (even more blatant in the EX version on GBA, where almost half of the possible moves are a pain to use, if not downright pointless because of the AI).