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When the appropriate brown button is read as pressed (see [[Button Smash Glitch]]), or if it starts on the lower layer, the appropriate trap will allow any object on it to move, although MS rules allow objects to remain on an open trap. An open trap functions as [[acting floor]] for as long as it is open. An object that falls into an unconnected trap remains there for the duration of the level, since there is no way to open it.
When the appropriate brown button is read as pressed (see [[Button Smash Glitch]]), or if it starts on the lower layer, the appropriate trap will allow any object on it to move, although MS rules allow objects to remain on an open trap. An open trap functions as [[acting floor]] for as long as it is open. An object that falls into an unconnected trap remains there for the duration of the level, since there is no way to open it.


== Traps on the lower layer ==
=== Traps on the lower layer ===
If an ''unconnected'' trap is on the ''lower layer'', it will still trap Chip and [[block]]s that run onto it and be erased by [[monster]]s. In the case when there is a connection, the trap will ''not'' work on Chip when revealed, and will allow Chip to move onto the square after a [[block]] in exchange for being trapped himself. Normally, this is not permitted, as covered in the next section.
If an ''unconnected'' trap is on the ''lower layer'', it will still trap Chip and [[block]]s that run onto it and be erased by [[monster]]s. In the case when there is a connection, the trap will ''not'' work on Chip when revealed, and will allow Chip to move onto the square after a [[block]] in exchange for being trapped himself. Normally, this is not permitted, as covered in the next section.


== Blocks in traps ==
=== Blocks in traps ===
Although blocks can also be trapped in traps and released, they become [[acting wall]]s until the trap is opened. If a block ''slides'' into a trap, the block will slide an additional space in the direction it was sent in when it is released, because it is still on the [[slide delay|sliplist]] for one further move. This can be seen in [[Torturechamber]].
Although blocks can also be trapped in traps and released, they become [[acting wall]]s until the trap is opened. If a block ''slides'' into a trap, the block will slide an additional space in the direction it was sent in when it is released, because it is still on the [[slide delay|sliplist]] for one further move. This can be seen in [[Torturechamber]].


== Other uses ==
=== Other uses ===
Even though they may not be connected to anything, traps can often be used to ensure specific monsters that fix the [[Controller and Boss Glitch]] stay facing a certain direction, and can even appear as special types of "[[wall]]s" in levels such as [[Strange Maze]].
Even though they may not be connected to anything, traps can often be used to ensure specific monsters that fix the [[Controller and Boss Glitch]] stay facing a certain direction, and can even appear as special types of "[[wall]]s" in levels such as [[Strange Maze]].


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In both rulesets, Chip will move D to send the block sliding onto the button and 2R into the trap. However, in Lynx, Chip is automatically slid horizontally from either side of the trap, such that he cannot reach the [[computer chip]]. In MS, Chip can simply move DU to pick it up.
In both rulesets, Chip will move D to send the block sliding onto the button and 2R into the trap. However, in Lynx, Chip is automatically slid horizontally from either side of the trap, such that he cannot reach the [[computer chip]]. In MS, Chip can simply move DU to pick it up.
 
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== See also ==
== See also ==
* [[Brown button]]
* [[Brown button]]
* [[Controller and Boss Glitch]]
* [[Controller and Boss Glitch]]
* [[Sokoban level]]
* [[Sokoban level]]
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