Great work on figuring out how the teleporter works. I think there's all sorts of interesting interaction details with shops and other things. One way possible way to explore this more fully is to use savestates, which actually do work.
Caveat: I think that using savestates while playing a normal game is a bad idea, since it totally obliterates the primary game mechanic of Spelunky — risk. But I think it's useful in rare cases, such as to explore teleporter behavior more fully.
To do savestates, download the GM Debug Mode Enabler, and use it to start the Spelunky .exe. Then, to save, do Tools > Execute Code, game_save("savefile"). To load, do game_load("savefile"). It works just like savestates in any emulator, though "save files" sometimes don't work across different versions of the game .exe. --Interiot 17:57, 1 February 2009 (UTC)
ah, savestates. The temptation is great, but I've pretty much been satisfied with my level editor testing methods. Especially in being able to create visual cues with the different colored tiles. It isn't quite as exciting as true in-the-field testing, but I've already pulled off some pretty crazy shopkeeper telefrags that made me want to debunk the clear bias of the previous iterations of the article towards calling it a fool's gambit to use. --MechanisMs 21:39, 1 February 2009 (UTC)
- Are you able to create shopkeepers in the level editor? It might be possible to do this with some hackery.
- But yeah, telefraging the shopkeeper is awesome. It's not too hard to do after you have the teleporter, but it's not possible to telefrag a shopkeep and steal a teleporter from him at the same time, is it? --Interiot 15:39, 2 February 2009 (UTC)