ARS Synchro

From Absolute

Jump to: navigation, search

Contents

Definition


TGM is a game running to a fixed framerate of 60 frames per seconds. The frame is the shortest time indice in the game.
Here is the basic of the gameplay process instruction order in one frame  :

Do {
  1°) Input read

  2°) Gameplay process:
    a. Rotation
    b. Shift (horizontal movement)
    c. Gravity
    d. Lock

  3°) Output Display update

} Until top out or last level complete

Just notice that during one single frame you can rotate and shift a piece. A Synchro move is simply the consequence of a success rotation and shift input on the same frame if both action can obviously be applied to the piece.


Use


Totally useless when gravity is low, Synchro needs follow the increasing gravity speed curve and extends Sliding navigation possibilities. In practical, Synchro moves allow you to bypass the gravity. There is 2 majors situations for using Synchro moves as shown above.

Tight spot stacking

Simply the final stack destination you plan for your piece.

L piece frequent Synchro (images 3,4 & 5 are not rendered ingame).
L piece frequent Synchro (images 3,4 & 5 are not rendered ingame).

  • 1. the spot example
  • 2. placement of the L piece
  • 3. Rotation
  • 4. Shift
  • 5. Gravity
  • 6. Success ! rotation and shift applied on the same frame
  • 7. Miss ! bad timing, the gravity is applied before rotation or shift.


Jumping hole

The piece need to navigate to a precise spot, but must jump over a blocking hole

I piece frequent Jump(image 3,4 & 5 are not rendered ingame).
I piece frequent Jump(image 3,4 & 5 are not rendered ingame).

  • 1. the spot example
  • 2. placement of the I piece
  • 3. Rotation
  • 4. Shift
  • 5. Gravity
  • 6. Success ! rotation and shift applied on the same frame
  • 7. Miss ! bad timing, Rotation too early
  • 8. Miss ! bad timing, Shift too early


Synchro Types


Even if some Synchro are particularly difficult to perform, the game don't consider them at all. Knowing them and acquiring the reflex to use them on the speed flow will strongly help you on the 20G gameplay mechanism comprehension and may save you from tigh situation. And it's always good for personnal motivation when you master them.
There is several type of Synchro with different level of difficulty as described on following sub-sections.


Blocked

The most easy to perform are those using the Delayed Auto Shift. When DAS is charged, the game will test at each frame if an horizontal shift is possible, even if the piece is blocked against wall or stack. Pushing rotation during this moment will perform a Blocked Synchro.

Charged DAS
Charged DAS


Unfortunately the Lock delay will not let you lot of time operation if you need to charge the DAS. The 3 following examples show the issues when charge is needed :

Good timing
Good timing
DAS  too late
DAS too late
Rotation too Early
Rotation too Early


Just Frame

In opposition of Blocked synchro, Just Frame don't use the DAS but the first frame of the inputted direction. So you simply have to press at the exact moment (frame) the direction and rotation input. But remember that one frame is equal to 0.017 sec (1/60) and in the speed flow, risk of misplacements errors consequences are high. All Blocked Synchro can be performed with Just Frame Synchro.

Just Frame demo
Just Frame demo
High risk
High risk


Fling

Fling Synchro use DAS as Blocked Synchro but the rotation button is pressed during piece movement. Needless to say that those moves are very difficult to perform and should be avoided.

Fling Demo
Fling Demo
Normal speed
Normal speed


Wall-Kick

Only used for jumping hole, those Synchro have the particularity to apply 2 shifts on the same frame. One is granted by, as it is named wall-kick, and the second by the inputted direction.

T piece Wall-Kick Synchro (images 3,4 & 5 are not rendered ingame).
T piece Wall-Kick Synchro (images 3,4 & 5 are not rendered ingame).

  • 1. the spot example
  • 2. placement of the T piece
  • 3. Wall-kick Rotation
  • 4. Shift
  • 5. Gravity
  • 6. Success ! rotation and shift applied on the same frame
  • 7. Miss ! bad timing, the gravity is applied before wall-kick rotation or shift.


On this example configuration the applied gravity reset the lock delay. You have to be really confident if the wall-kick synchro stay on the same line height because the resulting timing for placing the piece may be very short.


Wall-kick synchro are difficult to master, but you can also do Wall-kick Synchro in a Fling way witch is insanely difficult. To avoid !

Practical Examples


Blocked

...
...
...
...
...
...
...
...
...
...
...
...
Not useful
Not useful
Not useful
Not useful
...
...


Just Frame

...
...
...
...
...
...
...
...


Wall-Kick

...
...
...
...
...
...
...
...
...
...
...
...

Personal tools