Today's update adds a new mechanic specific to ARCADE mode called synchro moves (also just called synchros). Synchros are an advanced high gravity technique originally found in classic arcade stacker games.
Full notes
Full TETRACHROMA update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes4 additions1 change0 removals
Gameplay
UI and audio
addedToday's update adds a new mechanic specific to ARCADE mode called synchro moves (also just called synchros). Synchros are an advanced high gravity technique originally found in classic arcade stacker games.
addedSynchros added to ARCADE mode : In ARCADE mode, pressing rotate or shift to move a piece "into the air" starts a synchro window. More technically, the button press must move the piece out of a soft lock state. During this window, gravity is delayed. If a second input (either another button press or an auto shift) occurs within this window, a synchro may be performed: Auto Synchro : Triggered when the first input is a rotation and second is an auto shift. Manual Synchro : Triggered when both inputs are manual button presses. There are two ways to do this: rotate-then-shift or shift-then-rotate. (Unlike in classic games, the order matters.) Note that double-shift and double-rotate synchros are not allowed.
changedSynchro Move Sound Effect : If a synchro move changes the piece’s resulting position or rotation (e.g. allowing the piece to “jump” a gap), a sound effect will play. This audio cue helps players recognize and learn synchros more easily.
addedWhy not add synchros to all the modes? I tested this out! I found that when paired with the much more flexible rotations of the other modes, auto synchros made the other modes feel a bit too floaty. This might be something I revisit, but for now synchros are an ARCADE mode specific feature. I also think it's cool to make the ARCADE mode even more unique.
addedWith a new design to a classic feature, some fine-tuning may still be needed, so your feedback is greatly appreciated. I think the mechanic adds an exciting layer of control depth to ARCADE mode, and I'm eager to see how players use it!
TETRACHROMA changes
addedToday's update adds a new mechanic specific to ARCADE mode called synchro moves (also just called synchros). Synchros are an advanced high gravity technique originally found in classic arcade stacker games.
addedSynchros added to ARCADE mode : In ARCADE mode, pressing rotate or shift to move a piece "into the air" starts a synchro window. More technically, the button press must move the piece out of a soft lock state. During this window, gravity is delayed. If a second input (either another button press or an auto shift) occurs within this window, a synchro may be performed: Auto Synchro : Triggered when the first input is a rotation and second is an auto shift. Manual Synchro : Triggered when both inputs are manual button presses. There are two ways to do this: rotate-then-shift or shift-then-rotate. (Unlike in classic games, the order matters.) Note that double-shift and double-rotate synchros are not allowed.
changedSynchro Move Sound Effect : If a synchro move changes the piece’s resulting position or rotation (e.g. allowing the piece to “jump” a gap), a sound effect will play. This audio cue helps players recognize and learn synchros more easily.
addedWhy not add synchros to all the modes? I tested this out! I found that when paired with the much more flexible rotations of the other modes, auto synchros made the other modes feel a bit too floaty. This might be something I revisit, but for now synchros are an ARCADE mode specific feature. I also think it's cool to make the ARCADE mode even more unique.
addedWith a new design to a classic feature, some fine-tuning may still be needed, so your feedback is greatly appreciated. I think the mechanic adds an exciting layer of control depth to ARCADE mode, and I'm eager to see how players use it!
Today's update adds a new mechanic specific to ARCADE mode called synchro moves (also just called synchros). Synchros are an advanced high gravity technique originally found in classic arcade stacker games.
An 'auto synchro' is used to 'skip' the I piece over the small gap.
Background on Synchros in Classic Games: In classic titles, a synchro is performed by rotating and shifting a piece within the same 60Hz frame. Because gravity only applies once per frame, this allows for high gravity movements that would otherwise be impossible. It’s somewhat like a 'combo'. Because the mechanic is tied to the game's framerate, certain synchros ('manual synchros') require frame perfect inputs in classic games.
Tetrachroma's Synchro Design: Because Tetrachroma is designed for modern, high-refresh rate displays, the traditional frame-based approach doesn't translate well. Instead, the game uses an adjustable 'synchro window'. This approach decouples synchros from the game's framerate and gives players more control over the game's feel.
Changes
Synchros added to ARCADE mode: In ARCADE mode, pressing rotate or shift to move a piece "into the air" starts a synchro window. More technically, the button press must move the piece out of a soft lock state. During this window, gravity is delayed. If a second input (either another button press or an auto shift) occurs within this window, a synchro may be performed:
Auto Synchro: Triggered when the first input is a rotation and second is an auto shift.
Manual Synchro
Triggered when both inputs are manual button presses.
There are two ways to do this
rotate-then-shift or shift-then-rotate. (Unlike in classic games, the order matters.)
Note that double-shift and double-rotate synchros are not allowed.
Synchro Move Sound Effect: If a synchro move changes the piece’s resulting position or rotation (e.g. allowing the piece to “jump” a gap), a sound effect will play. This audio cue helps players recognize and learn synchros more easily.
Synchro Window Size Option: The 'Controls Handling' options screen now includes a user configurable 'Arcade Synchro Window' setting. The default value is 1 frame, but I encourage you to also try out 2 or 3 frames for a looser game feel with easier manual synchros. Setting it to 0 disables the mechanic entirely. Note the size is specified in 60Hz frames for convenience, but the mechanic is not tied to the game's frame rate.
Why not add synchros to all the modes? I tested this out! I found that when paired with the much more flexible rotations of the other modes, auto synchros made the other modes feel a bit too floaty. This might be something I revisit, but for now synchros are an ARCADE mode specific feature. I also think it's cool to make the ARCADE mode even more unique.
With a new design to a classic feature, some fine-tuning may still be needed, so your feedback is greatly appreciated. I think the mechanic adds an exciting layer of control depth to ARCADE mode, and I'm eager to see how players use it!