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Executing game events on error would be possible by simply doing a check on the end of the step and calling game_end - I tested a bit, and legacy-format errors (such as show_error, which will still fire Game End event) simply order the window to close itself and set a global flag so that you don't get any more error windows. I imagine that newer errors had been changed to quit instantly because you may not want to run any further code (including Game End) if the game state is potentially broken