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{{Infobox Tile
{{Infobox Game Tile
|image cc2 = [[File:TrapOpenCC2.png]] [[File:TrapClosedCC2.png]]
|name =
|image = [[Image:Trap.png]] [[Image:TrapOpenCC2.png]] [[Image:TrapClosedCC2.png]]
|cc1 = Yes
|cc1 = Yes
|cc2 = Yes
|cc2 = Yes
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|moves = No
|moves = No
}}
}}
A '''trap''', often called a '''bear trap''' and called this by [[Melinda]], is a [[tile]] that restricts any [[object]] that steps on it from moving. The only way to release the trap is via a [[brown button]] that is connected to it. When a trap is released, it is termed ''open'', and when not released or not connected at all, it is ''closed''. Note that this terminology does ''not'' describe the graphics in [[Chip's Challenge 2]]: the teeth of the trap appear separated and "open" when it would be called closed, and vice versa.


In [[Microsoft's version of Chip's Challenge|MSCC]], if running with the black and white option, a trap appears as a black circle with a T on it to let the player know it's a trap.
A '''trap''', often called a '''bear trap''' and called this by [[Melinda]], is a [[tile]] that restricts from movement any [[object]] that steps on it. The only way to release the trap is via a [[brown button]] that is connected appropriately to it. When a trap is released, it is termed ''open'', and when not released or not connected at all, it is ''closed''.
 
In MSCC, if running with the black and white option, a trap appears as a black circle with a T on it to let the player know it's a trap.


== Connections ==
== Connections ==
More than one brown button can activate the same trap, but only one trap is released by one brown button; only the first trap a brown button is connected to will be released. To change trap connections, either disconnect or reconnect them (in [[ChipEdit]]), or go to the "Trap Connections" menu and disconnect the tiles (in [[CCEdit]] or [[CCLD]]). In the [[DAT]] file of the [[Microsoft's version of Chip's Challenge|Microsoft port]] of the game, the number of connections is limited to a maximum of 25 per level.


== Basic trap mechanics in [[MS ruleset|MS]] ==
More than one brown button can activate the same trap, but only one trap is released by one brown button; only the first trap a brown button is connected to will be released. To change trap connections, either disconnect or reconnect them (in [[ChipEdit]]), or go to the "Trap Connections" menu and disconnect the tiles (in [[CCEdit]] or [[CCLD]]). In the [[DAT]] file of the [[ruleset#Microsoft_ruleset|Microsoft]] port of the game, the number of connections is limited to a maximum of 25 per level.
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 allows monsters ''not'' affected by the [[Controller and Boss Glitch]]<ref>Blobs can also move out in any legal direction due to their uninitialized direction.</ref> to exit in their facing direction<ref>Even after the button has been released so long as they haven't left and reentered the trap.</ref>. An object that falls into an unconnected trap remains there for the duration of the level, since there is no way to open it.
 
== Basic trap mechanics in MS ==
 
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]].


== Trap mechanics in [[Lynx ruleset|Lynx]] ==
== Trap mechanics in [[Lynx]] ==
In Lynx, an open trap forces an object that touches it, whether it stepped into the trap while it was open or closed, to slide across it akin to an [[ice]] tile<ref>When a monster or block slides into an obstacle it will ''not'' turn around and will instead become stuck, Chip however can change direction after hitting an obstacle.</ref>. Although there is no sliplist in Lynx, [[Torturechamber]] can still be solved there because of this mechanic: the block, when released, will move L a second time and elicit the same result as in MS.
 
In Lynx, an open trap forces an object that touches it, whether it stepped into the trap while it was open or closed, to slide across it as if it were an [[ice]] tile. Although there is no sliplist in Lynx, Torturechamber can still be solved there because of this mechanic: the block, when released, will move L a second time and elicit the same result as in MS.
 
Although Chip, when coming out of traps, cannot use [[boosting]] after this move, [1] is still saved in comparison to the usual [2] when sliding rather than skating over one ice tile. [[Ladder]]'s [[bold time]] in Lynx is 241 compared to the MS bold of 232.


By contrast, this loss of flexibility can be detrimental to Lynx compatibility, as in the following short:
By contrast, this loss of flexibility can be detrimental to Lynx compatibility, as in the following short:
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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.
The speed at which an object slides through a trap is affected by both the tile Chip is entering ''and'' leaving, for each trap Chip is moving into or out of, it reduces the time taken to enter/exit a tile by 1 tick per trap (for a maximum of a 2 tick reduction). However even a line of open traps will still only allow an object to travel as fast ''overall'' as an object on ice.
== [[Ruleset#Steam ruleset (CC2)|Steam]] behavior ==
In Steam open traps are [[acting floor]] and as such are not affected by the [[Concussion Rule]], breaking levels such as [[Nightmare]] (which had to be changed for the Steam release of CC1) as such. However any object that enters a closed trap will be ejected in their facing direction (if possible, otherwise they act normally) if the trap is opened by a ''brown'' button, a wired trap will behave as acting floor when opened.


== See also ==
== See also ==
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* [[Controller and Boss Glitch]]
* [[Controller and Boss Glitch]]
* [[Sokoban level]]
* [[Sokoban level]]
== Footnotes ==
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