hm...If you played with the scripting and got the Gravitron, maybe there's a way of doing the Tower by using it?
That would explode my mind. 
Also, can i implement the gravitron in my level by using that code? I'll credit you! 
Sure, but you know what patches will do..
About the tower, I tried. I really did.
I believed that tower mode was accessible by accessing a thing that the game calls a "game state". Gamestates is used for many things, and is identified by a number. For example, running gamestate 10 turns on the gravitron mode, gamestate 1001 will run the "hey, you found a shiny trinket!" script, and so on. This however isn't the case (or I've just failed to access the right one) with tower mode. Changing the game's gamestate is probably the most powerful thing that scripts can do, but it simply isn't enough.
First at all, towers use a special tileset, tiles3.png. This is arranged in a different way compared to tiles.png and tiles2.png (the first one for space station, the second for everything else). Only *accessing* the tileset at all seems impossible without exploiting some kind of memory overflow, which I'm just not going to do. Secondly, the tower mode has this tile switching. I believe that the code is just doing some kind of (usual tile number * a counter), and looping after the last colour (the bottom row in tiles3.png), probably using a modulo function. If I were to access tower mode at all, I first would have to turn on this tileset, which seems completely impossible. Second, I would somehow be needed to insert some kind of "map" to this tower, as it's read in a completely different way (I belive? I don't have access to the source soo..). And third, if the towers is hardcoded, i.e. the tower will only go X tiles before stopping, that would also stop me to use it properly.
The only tower you would be able to access with the current engine is Panic Room and The Final Challenge, as the polar dimension can be accessed easily from custom levels.