Syncopation

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Description

Syncopation is a gimmick stemming from Classic beats. Syncopation typically involves the player hitting on the 6.5th beat, with a 7 pulse beat being offset by half the beat's Tick on one pulse (1-2-3-4-5-67). Like Classic beats, Syncopation can be affected by Swing, Insomniac Beats, Free Times, and Row Xs (check cueing section for restrictions).

Levels

Cueing

 
Classic row with syncopation on the 6th beat.
 
Invalid syncopated row, due to muting the 3rd beat, which should have a "Beep" cue sound.

Syncopation is most commonly cued with distinct beat sounds to audibly indicate where the Syncopation is. Additionally, Xs can be put onto the row, however, they cannot mute any beat in which these sounds should be played (e.g. beats 1, 3, 5 for "Beep" sounds). "Chirp" is less restrictive than "Beep" in this sense as it only has sounds on the syncopation, rather than on every two beats up until the syncopation. However, "Beep" is recommended as it's more standard in custom levels. With "Chirp", "Cue modifier changes" is required when the Syncopation is added or removed to a row, i.e. it is not required if the Syncopation is moved to a different beat (e.g. switching from 1-2-3-4-5-67 to 1-2-3-4-56-7).

Syncopation has two different visual cues: a green arrow on the row on the beat that is syncopated, and a yellow glow on the row. At least one of these visuals cues must be used, and both can be used at the same time for additional clarification. Using a green arrow is a built-in mechanic in the Set Row Xs event, therefore normal classic beats can be used and the syncopation and its sounds will be done automatically. If not, then freetimes must be used to execute the behaviour.

History

  • Syncopation arrows were introduced alongside X-MAT.

Trivia

  • Syncopation had long existed as a semi-official mechanic before the introduction of syncopation arrows, having special cue sounds included in the Level Editor despite not appearing in any official levels.