Ok here is my thought.
I know that most likely the game did this simply to make it easier for the player to trap ghosts, and probably was not intended as a canon tech update, but…
You think it is possible to interperate the traps in the video game as cordless upgraded versions with a beacon and even a PKE detector that registers when a ghost is within trapping range and automatically opens?
This would also account for the ability to use the same trap to capture several different ghosts without releasing what you already captured, as the capture field probably keeps the inmates inside while it captures new ghosts…
Just an off the wall thought of interpretation.
It does seem like a logical step to me.
we talked about this in another thread and it makes perfect sence to me.
really what other thread? Cuz i don’t want to post a repeat thread if one already exists.
yep thats the one, thanx jetta
On the packaging the trap Venkman is throwing is very clearly corded, so I don’t think they’re SUPPOSED to be cordless. They just appear that way because of the nature of the game.
On the packaging, they are also firing the stream from the slime nozzel.
I think that the traps appear cordless simply to make it easier to animate (not having to include the cord and pedal). However, a cordless trap would be difficult to control, because it would be easy to throw it too far. The beacon is a really good idea (worthy of a canon tech update) as it makes it easier to see in chaotic battles with smoke, flying ectoplasm, etc. 
The traps have cords, you just have to look closer…