Moving right crashes CC2, and could be used as a (terrible) hazard in a user-made level. Emulate crashes as a special type of death?
Per bitbusters wiki:
Usually, unwired blue teleports function together as one network; however, due to a glitch, it is possible for an unwired teleport to send objects to a wired teleport. When the teleport search reaches the top left corner of the level, it "remembers" all teleport networks it has seen since the last unwired teleport, including all wires attached to those networks, but not the fact that it is looking for an unwired teleport. Consequently, the search always assumes that, after restarting from the bottom right, the network of the first teleport it sees (wires do not count this time) that isn't on one of the remembered networks is the current network. If this network has only one teleport, then the movable object will either exit that teleport if it is uncovered (even if the exit direction is blocked) or fail to teleport otherwise. If the network has more than one teleport, then the object will teleport normally as if it entered a teleport on that network, unless all such teleports are blocked or covered, in which case the game freezes and crashes.
And the obscure CC2 behaviours document says this is because the game will "get stuck in an infinite loop looking for an unblocked teleport"
Moving right crashes CC2, and could be used as a (terrible) hazard in a user-made level. Emulate crashes as a special type of death?
Per bitbusters wiki:
And the obscure CC2 behaviours document says this is because the game will "get stuck in an infinite loop looking for an unblocked teleport"