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A second special case is when a clone block ''without'' a clone machine is connected to a [[red button]] and that red button is pressed; in MS, the clone block will clone once assuming this is legal, and then disappear, revealing the tile underneath it. In Lynx, a red button connected to anything other than a clone machine has no effect.
A second special case is when a clone block ''without'' a clone machine is connected to a [[red button]] and that red button is pressed; in MS, the clone block will clone once assuming this is legal, and then disappear, revealing the tile underneath it. In Lynx, a red button connected to anything other than a clone machine has no effect.


Clone blocks are irrelevant and unsupported in [[Chip's Challenge 2]], in which all types of blocks have a starting direction which can be determined in an editor, just like any normal entity (though [[directional block]]s need a more sophisticated editor like [[CCCreator]] to fully control the direction they face, independently from their arrows. It is possible to rotate blocks in the built-in editor with the , and . keys; the editor just does not show the direction they face.)
Clone blocks are irrelevant and unsupported in [[Chip's Challenge 2]], in which all types of blocks have a starting direction which can be determined in an editor, just like any normal entity (though [[directional block]]s need a more sophisticated editor like [[CCCreator]] or [[CC2Edit]] to fully control the direction they face, independently from their arrows. It is possible to rotate blocks in the built-in editor with the , and . keys; the editor just does not show the direction they face.) Level designers can still get an "unpushable block" in CC2 by simply placing a block on top of a [[wall]].


== See also ==
== See also ==
* [[Block]]
* [[Block]]
* [[Clone machine]]
* [[Clone machine]]

Latest revision as of 12:27, 5 July 2021

The clone block is a special type of block in Chip's Challenge that is used to clone blocks. In MS, it appears as a normal block but functions as a wall, although CCEdit and CCLD show the tile as it is seen in the infobox so it can be read easier. In Lynx, it appears and behaves as a normal block, except that if it starts on a sliding tile other than a force floor, it will begin moving in the direction that it faces. Normal blocks in Lynx behave exactly like north clone blocks.

When a clone machine is placed under a clone block, it will clone a block just like any other clone machine, in a direction specific to the direction of the tile used. A similar device is created by putting a regular block on top of a clone machine, which in MS is activated only by Chip pushing on it, and clones the block opposite from Chip. This is a common type of situation for use of the Mouse Panel Glitch, although this type of clone block is not commonly seen.

A second special case is when a clone block without a clone machine is connected to a red button and that red button is pressed; in MS, the clone block will clone once assuming this is legal, and then disappear, revealing the tile underneath it. In Lynx, a red button connected to anything other than a clone machine has no effect.

Clone blocks are irrelevant and unsupported in Chip's Challenge 2, in which all types of blocks have a starting direction which can be determined in an editor, just like any normal entity (though directional blocks need a more sophisticated editor like CCCreator or CC2Edit to fully control the direction they face, independently from their arrows. It is possible to rotate blocks in the built-in editor with the , and . keys; the editor just does not show the direction they face.) Level designers can still get an "unpushable block" in CC2 by simply placing a block on top of a wall.

See also[edit]