|Generally, levers, buttons and similar devices are also widely used in games such plan. Appointment of them may be different. For example, opening or closing doors, disable any devices that sweep the area, which the hero must cross; activate moving platforms that had been fixed, shutdown, or switching the direction of motion conveyors.|
Buttons and levers, located on the walls, usually need to be activated specifically and most often such action is necessary. Floor buttons and levers may be activated automatically when you pass through them and the hero in this case, can play both positive and negative role. In the latter case, the hero must jump through these buttons.
The last group-level elements are all sorts of traps, based on the fact that the real properties of the image does not correspond to the apparent. These include: invisible walls that do not allow the hero to move in the direction in which no obvious impediments, fake walls, having precisely the opposite properties; fail horizontal surface, which should keep the hero on the contrary, the surface appear to help the hero to avoid a fall.
When the user is faced with a similar design, conceived as a trap, he should remember this place and not get into it a second time. If such a construction is used for the opposite purpose, here everything depends on the risk. User in an emergency can reason as follows: "I am quite sure that I'm a hero right. I believe that the workaround does not exist. Consequently, I met an obstacle in fact can be overcome. As I'm sure have not missed any resources that I see is not consistent with what it actually is. Consequently, the hero can easily jump into the fire and everything will be fine. "