In the process of assessing minisphere backwards compatibility, I found out that Sphere 1.x is quite misbehaved when certain kinds of errors occur.
If one does this in Sphere 1.5:
try { LoadImage("nonexistent"); }
catch(e) { }
It produces an uncatchable error and terminates the engine, bypassing the try/catch entirely. This is not really desirable behavior: I don't think I'll emulate that particular quirk. :P
Oh man this has messed me up many times. Many resource and other functions do indeed quit without throwing an error. I've wrapped my game in a try catch block to catch anything, but many times it just fails flat.