It's significantly worse in Drier Anomaly. But I can... *Try* to explain my findings, regarding this whole glitch pentology (excluding the dumb kaboom! one lol)
Warning: This is very technical, and I'm not 100% certain on everything, and it's
quite spoilery if you haven't managed to figure out all of the other levels for yourself yet still intend to.
![Razz :P](./images/smilies/icon_razz.gif)
(although, even knowing the glitch, solving the level is still a different matter ;p)
So, transporters behave a little bit... odd, when something breaks into them while they are being occupied. I think trampolines are the most consistent way to make this happen; not sure about ice or conveyorbelts, although I know they can lead to some simpler bugs (like a box being pushed onto an empty tile).
The glitch mainly applies when an object collides with another object (usually via trampoline), generally as said other object is in
transition with the transporter. An object falling on an idle object on a transporter will just move the transporter one space in the direction of the moving object colliding with everything else. An object falling on a stinker
in most cases will just kill the stinker (and the object). The same is true with an object moving
onto or
off of a transporter as it is happening.
The case is different if the objects are
using the transporter,
or if a stinker is pushing something
off a transporter. The latter is actually pretty straightforward, and is what's used in Muzozavr's Simple series levels (well, the ones using this transporter glitch anyway). Basically, the game freaks out, and creates a "glitched transporter", which will carry the stinker (which was just stepping onto it, to get the box/object off of it) straight in the same direction the stinker was moving until the stinker hits the edge of the level. They can move just fine to the left or right, but cannot move up. In fact, no stinker may walk on any tiles that this glitch transporter has passed through, as it creates other glitched transporter metatiles - which boxes can be pushed on, and the game treats the object as if it's gliding on a transporter until it hits a normal tile or its path is blocked by another box. I call the difference between these "active" and "inactive" glitched transporter tiles.
Now note, the rest of this I'm a bit less certain on.
The
other way is to collide an object while the transporter is in use. The transporter may be moving in any direction; however, stinkers may not be moving
into the colliding object's destination tile. This actually does the same thing as the other method, but the stinker doesn't get carried to the edge of the level - because the stinker is not already on the
active glitched transporter.
You can then move objects onto either the active or inactive glitched transporters. Moving one onto an active glitched transporter will basically carry it to the end of the level (although, as this level shows, conveyorbelts can alter their direction - but only once? It's definitely weird)
or until the object hits another object (i.e. box; watch out, they crush stinkers and phase through enemies!). However, you may
also move these metatiles a little bit; inactive glitch tiles affect the active one, and actually
move it (I believe), creating more inactive ones where it used to be. If you do this
while an object is currently using it (including a stinker), the object will actually stop moving. Er, possibly; I haven't tried doing this in the
same direction as the moving object, but for all other directions it basically moves the active transporter tile to the collision direction, effectively shoving the other object onto it. This
does seem to create
two metadata tiles if you're doing this perpendicular to the moving transporter's direction... I think it's the game basically thinking the transporter is kinda
in between all of those tiles for a brief moment. But yeah, definitely glitchy. xD
The glitch gets worse - somehow. As Amnon thankfully showed, if you use (i.e. push a box over) an inactive glitch tile 32 times, then it will become a trampoline. Why? Uh. That's in God's hands.
Then there's the effects of this when
multiple transporters are present. (See the sequels: Brick Buster, Moist Anomaly). Basically, the
first loaded transporter (i.e. uppermost then leftmost) is dually affected by the transporter glitch - on
any other transporter, in fact. I believe this basically becomes the new "active glitch transporter" - however, the other transporter still leaves behind several sad glitch metatiles.
What's interesting is, because this new transporter is
centered, it actually works a lot more normally than other glitched transporters; in fact, it's basically a normal transporter - once you get onto it. However, before you can, you must walk onto where the transporter
used to be, and then proceed to move one tile in any direction
other than where the "effective glitched transporter" is currently located. Moving backwards, you'll be able to just walk back onto the transporter, and life goes on (although, I believe you do convert the tile ahead of it into being usable; more on that in a moment). Moving perpendicular, however, moves the transporter with you - and then you can walk onto the transporter from your new floating tile.
This does two things. 1) It leaves behind a new inactive glitch transporter metatile (note that stinkers can't really transport into this), and 2) it converts not just the tile ahead of where it used t obe (as moving backwards would), but
also the tile the transporter is currently on, into either empty, water, or lava tiles - whatever the type of transporter it is, really. This allows you to basically turn floors, walls, teleporters, transporters, and, yes, even inactive glitched metatiles into normal water/lava/empty tiles that the "effective" glitched transporter (and any other transporter) can then proceed to utilize.
However, you can go one step further. What happens if you use an inactive glitched metatile
while the effective glitched transporter is being used? Well, several things may happen. 1) You may repeat the above glitch as many times as you like, using this method. 2) If you time it just right, you actually can pull off effectively the same glitch as pushing an object off a transporter as something's about to collide/move it; i.e. you go flying off to the edge of the level. I believe however this requires you to have perfect timing (which can be done remarkably easily if you set it up properly). 3) You may use it and end up one tile ahead of where you normally would've gone, effectively letting you phase a single wall or gate. And 4) If you move the transporter
after it begins moving (i.e. after the collision), then you can effectively use the transporter as if no glitch took place; however, a) it'll
appear to be pushed in the direction it was heading before you moved, and b) it'll leave behind an inactive glitched metatile, but
not where you were standing - instead, where the transporter was
going to go before you decided to move it.
Final thoughts: I'm not sure how much more you can break the game with this - it's possible. I haven't tried turning a trampoline-ified tile back into another trampoline-ified tile, etc. However, I will leave you off with this: I
have stuck Stinky inside of Peegue using this glitch (using three transporters), and actually managed to get Stinky to
pass through Peegue onto the other side. It's definitely a bit quirky... and I'm still not
entirely sure how effective glitched transporters and regular transporters work together with glitched metatiles and normal / transformed tiles. But suffice it to say I think I have a
bit of a handle on this wild beast.
![Razz :P](./images/smilies/icon_razz.gif)