recursal/Fanatic-Fandom huggingface dataset:
Checkpoint 15

## Description

Checkpoint 15 has the threats of 3 and 5 in more difficult formations.

This checkpoint introduces the suspended metal cubes: a metal cube with 4 glass supports. It is something like the spinning star-shaped hammer of Checkpoint 11, however there are only 4 glass bars and 1 cube.

The Mayhem boss is a Triple-gunner with a ring of glass panes.

## Stages

### Stage 1

Stage 1 has 5 segments:

1. A narrow area with 6 spinning glass panes in a row, with the 6th having a star crystal inside.
2. 3 sliding belts, alternating between horizontal and vertical.
3. 4 hanged cylinders with one side near the player.
4. A suspended metal cube in the way of the player.
5. 3 transformational crystals on large pedestals.

This stage has 4 3D star crystals at the beginning.

### Stage 2

Stage 2 has 4 segments:

1. 10 sliding glass bars alternating between horizontal and vertical.
2. 5 squares on strings, with the first 4 in the corners, then the 5th in the center.
3. 2 star crystals in cages with 3 glass bars in front of each.
4. 3 pairs of sliding glass bars moving in opposite directions.

This stage has 2 parts and features an Infinite Balls power-up at the beginning.

### Stage 3

Stage 3 has 4 segments:

1. 2 sets of cross bars with 4 octahedral crystals between them.
2. 6 sliding glass panes, with the first 4 on the sides, and then 2 above.
3. 1 suspended metal cube.
4. A set of cross bars with 2 sliding glass bars before and after.

This stage has 4 octahedral crystals at the beginning.

### Stage 4

Stage 4 has 3 segments:

1. 4 lasers (M-M, 5 beams) on the sides.
2. A large platform where 5 glass planks fall.
3. 1 3D star in front of a laser (S-S).

The first segment appears 3 times as frequently as the other 2.

There are 2 parts to this stage.

There are 2 Time Slow power-ups here; one at the start and one in the middle.

## Music

Stage 1: 3-1

Stage 2: 9-1

Stage 3: 6-3

Stage 4: 10-1

 2
 4
Checkpoint 32

## Description

Checkpoint 32 (a.k.a Forest) is a made-up checkpoint that has 3 stages and makes is the third to last checkpoint before Timeless Infinity.

## Checkpoint 32

### Stage 1

Stage 1 has blocks that use beams that heal you, but only after smashing it. In the second part, there also swinging hammers. The music is from the first stage in Checkpoint 9.

### Stage 2

Stage 2 continues to have healing beams, but now also has harmful beams. They are similar to lasers. Star crystals will appear from time to time. The music is from the second stage in Checkpoint 7.

### Stage 3

Stage 3 an automatic door making this stage two parts as well. A new feature which is spinning crystals has been added. The music is from the second stage in Checkpoint 3. It Goes To Checkpoint 33.

 2
Lasers
Star Shaped Crystals
 3
Checkpoint 0

**Checkpoint 0** is a made-up check point that is only available at a certain stage. (It is not the introductory stage, despite the fact it precedes Checkpoint 1. It is also not accessible from the main menu.) It is a test for grandmasters at Smash Hit to see if they can handle the simple elegance that they started with...with a twist.

## Stage 1

Stage 1 starts off very simple. The triangles are placed out on steps, which is homage to other checkpoints, but they don’t give much points. One or two balls if you’re lucky. There are absolutely no power ups, it is just simple. The obstacles are minuscule, most of the time.

## Stage 2

Stage 2 is pretty much the same as Stage 1 except the scenery is much more pleasuring. The colour scheme is pleasing to the eye. And, you are greeted by 3-point crystals. This goes on for quite some time.

## Stage 3

Stage 3 immediately thrusts you into a world of lasers, spinning obstacles, and triple-cells. Everything starts to warp using the automatic space bender used in the secret Checkpoint X.

## Epilogue

It’s really a test to see if grandmasters can be thrust into easiness and then thrown back into mayhem, this is the real test of a grandmaster.
Checkpoint 30

Checkpoint 30 (a.k.a Underground Hell) is harder than 5th endless mode. It has 4 stages

1. The 1st stage is a slow stage. It's hard. There is quite a lot of sliding glass panes, cubes, and bars.
2. 10 pointed star crystals are first seen (10 pointed star crystals are worth 100 balls) and a Quintuple cell Boss at the end.
3. oh crap! MORE bosses (appearing suddenly!)! Kill them with your 100s of balls!
4. it looks like the 1st stage but no glass, instead a break point and it leads to Checkpoint 31.
Bonus Crystals

The **Bonus Crystals** were introduced in version 3.0.0 as a better way to allow the player to get to fraction checkpoints which no longer appear in the main menu.

## Checkpoint 52.25 Exception

Checkpoint 52.25 is an exception. In the game.xml file for 3.0.0 (not any later versions), there is a comment that reads "allow 52.25 because of a bug."

## Controversy

When the feature was announced, the Smash Hit community criticized it because it made it too hard to get to the point checkpoints.
Checkpoint 21/LU-0038 version

## Info

Checkpoint 21 is Fan-Made. It has 4 stages.

1. A narrow area with 6 wide spinning glass panes in a row, with the 4th having 2 pyramidal crystals inside.
2. 3 sliding belts, alternating between horizontal and vertical.
3. 4 fast spinning propellers (7-shaped with smaller metal and thinner glass bars)In front of the player.
4. 2 five-metaled Crankshafts on the sides.

This stage goes at a medium-fast speed. At the start, there is a time slow with 3 star crystals and at the middle, there is a minigame crystal containing the game "Jetpack bird".

### Stage 2

Stage 2 only has lines of stone on each side which curve and split when needed. 5 segments:

1. 4 lasers (2 beams) on the sides.
2. 6 spinning octagons, with the first 3 being horizontal, and the last 3 being vertical.
3. A horizontal spinning metal disk with 4 glass bars with a star crystal inside.
4. A row of 4 crankshafts.
5. 12 pyramidal crystals on either side.

This stage goes at normal speed. Right before the ending door are 2 dodecahedral crystals.

### Stage 3

Stage 3 goes at normal speed and has differently sized stone cuboids. 4 segments:

1. One 8x8x12 stone cuboid above the player with 4 fast-moving sliding glass panes.
2. Six 4x4x3 cuboids with spinning octagons.
3. Two 2x3x4 cuboids holding up a cylinder.
4. 4 pairs of 5x5x2 cuboids with spinning glass panes.

This stage rotates and has 5 octahedrons at the start.

### Stage 4

Stage 4 has zero gravity. 3 segments:

1. 8 flying glass panes.
2. 2 octahedrons, each in front of a laser (type S-S)
3. 6 pyramidal crystals.

## Music

1. 11-1
2. Versus/Co-op stage 6
3. 9-3
4. 10-3 part 1

## Number of door buttons

Stage 1: 2

Stage 2: 1

Stage 3: 0

Stage 4: 3
Double-cell boss

The **2-cell boss** is a boss that debuts in Checkpoint 0.5, with a total of 9 glass panes to destroy.

Due to its unbalanced top-heavy appearance, this boss may look easy to destroy, but it spins fast.

In clicktuck's version, the launcher is on the short end of the boss and the second cell is parallel to the launcher
Checkpoint 33

Checkpoint 33 (a.k.a Pink Panters City) is a made up checkpoint. It has 3 stages. It is the second to last checkpoint before Timeless Infinity.

## Stages

### Stage 1

Stage 1 has no gravity and rotates. It has star crystals and octahedral crystals, and spinning glass panes from Checkpoint 6. The music is from the first stage in Checkpoint 4.

### Stage 2

Stage 2 is the same as Stage 1, but a little faster. The music is the same.

### Stage 3

Stage 3 is the same as Stage 1, but even faster. The music is once again the same.

Octahedral crystals
 2
 3
Checkpoint 35

## Description

Checkpoint 35 is another fan-made checkpoint , which goes after Timeless Infinity.

## Checkpoint 35

### Stage 1

Stage 1 features lasers , beams and pyramidal crystals , there is a automatic door at the end and the music is from the 3rd Stage of checkpoint 3

Subsequent stages are faster, up until stage 8 which is the same speed as stage 7 (and stage 1).

### Stage 8

Stage 8 has the same layout as the 1st stage but the room rotates , same speed as the 7th stage , same music.

### Stage 9

Stage 9 has the same layout as the 1st stage but it is slower than the 1st stage , 3rd stage of checkpoint 6 , and it leads to Checkpoint 36.

## Trivia

This is the only checkpoint with 9 stages.
Checkpoint 8 stage 3 (oldid 5798)

### New features

Spinning Hexagons, Spinning Metal Disks, Triangle on Strings, Pentagon on Strings, Painting, Hexagon on Strings

### Stage(s)

3

In Stage 3 , you will shoot Triangles on Strings, and cubes fired from Glass Cannons.

The room rotates, there are star crystals, there are all three power ups (Infinite Balls, Time Slow, Explosive Ball), low gravity and 4 door buttons at the end. Fan-made stage.
Deathstar Checkpoint Boss

6 pyramids and 3 octahedrons at the start , 1 triple cell and 2 single cells or 1 septuple cell,  4 octahedrons at the end.

   In clicktuck's way its very long and will fool the casual mayhem player into thinking that there are 4 stages (with custom core room) and the boss is in the middle. 4-pane spinning glass panes are present as an obstacle.
CL-ANK

Alliance To Restore The Jedi Order

New Republic

Seperate 247

**CL-ANK, also known as Clanker** was a B2 Super Battle Droid forged on Geonosis. Following the Battle Of Geonosis, it's remains were found by Anakin Skywalker. Skywalker rebuilt him, but was stolen by Vyrr Farlance and re-programmed to help him. It was a member of the Alliance To Restore The Jedi Order, and was one of their main muscle. He was destroyed by his formal master, Vyrr when his programming was overided by Seperate 247.

## Biography

### Early Life

Clanker was designed in a Geonosian Factory, meant to battle the Republic. It was programmed to kill any Jedi, and obey The Sith and other Seperatist leaders. It fought later in the Battle Of Geonosis.

### Joining The Jedi

Clanker was killed by a Clone Trooper, but wouldn't be gone for long. Young Anakin Skywalker found his pieces and took them home, intending to study them in order to find the best way to study these droids. However, Clanker was stolen by Vyrr Farlance, who reprogrammed it to be his personal slave/bodyguard. Mace Windu, Vyrr's master disapproved of Clanker, but decided Clanker would help keep Vyrr safe.

### Saving Vyrr

During the Great Jedi Purge, Vyrr was chased by a group of Stormtroopers. However, they were all shot down by Clanker. Clanker saved Vyrr, and the two flew away on a ship to escape, with Clanker knowing all of the controls.

### The Revolution Alliance

When Vyrr founded the Revolution Alliance, Clanker was one of their many warriors. Clanker fought in all of the Battles of the alliance, and was the most ruthless. Clanker ended up killing many stormptroopers and even once killed an Inquisitor, Seveth Roza. Clanker was a Revolution Hero.

### Seperate 247

Clanker became a general in the New Republic following it's rise after the destruction of Death Star 2. However, its programming was overidden by Seperate 247's leader Giss Felsi. CL-ANK attempted to kill Jacen Solo, leading to Vyrr learning that Clanker's programming was overidden. Vyrr fought with Clanker, and tried to reason with it. However, Clanker shot at Vyrr and fatally wounded him, causing Vyrr to be forced to kill him. A Jedi Counciler healed Vyrr, but Clanker's materials were lost.
1st endless mode

**Wait a minute - this isn't fake! Checkpoint 4 actually exists in the game!**

**1st endless mode** has a Smash Hit Wiki counterpart.

See https://smashhit.fandom.com/wiki/1st\_endless\_mode

Follows Checkpoint 11, followed by 2nd endless mode (see the original wiki)

The **Endless Mode** (also known as **Checkpoint Infinity**, **Checkpoint ∞**, **Checkpoint ♾️**, and **Checkpoint Endless**) is a level that extends infinitely. The obstacles and soundtracks are all repeated, except for the Brick walls and the second stage's soundtrack (download here). Obstacles are only seen in the black color.

The endless mode is the longest checkpoint, taking 16 minutes (32 seconds for each stage like most others). It has 30 stages in total, if the harder variants are counted.

## Tips and Tricks

* Stash up on tons of balls here (Commuter got 800 and LU-0038 got 791). When the stage gets faster, you'll need them to protect against crashing, especially into Cylinders.
* Your Quadruple Balls are especially good at taking down the thick Glass bars.
* Your Explosive Ball can be used to its full potential here, taking down Cylinders, Lasers, etc.
* Use Quadruple/quintuple Balls to take down cylinders, if your aim is perfect. (Usually works only for slow stages)
* Time Slow can be used in fast (yellow and red) stages, especially taking down Cylinders, Lasers, Crystals (especially Pyramids).
* Multitask with the balls, smashing multiple obstacles with the one set of balls.

Taking down swinging glass slabs, and Falling Glass Planks, all with the one Quintuple Balls. What a big Smash!
* Infinite Balls are a useful Power Up, found in abundance here. Use it in fast (yellow and red) stages, for taking down enormous amounts of obstacles.
Hanged Triangle on strings

This triangle is hanging a star crystal - don't break the strings, or else it may hang in front of you!

### Description

A triangle on strings, but suspended from the ceiling.

### Traits

They are only used for hiding crystals, but if a string is broken, it could hang in your way.

The hanged triangle on strings (internally called **suspendtriangle)** is a triangle on strings, but the string suspends it from the ceiling. Like the hanged variant of the rectangle on strings, it could hide a star, pyramid or octahedral crystal above, But be warned: if when smashing the crystal, you accidentally break the string closest to you, the triangle will fall down, hanging in front of you and become a hazard, so aim carefully!
Checkpoint 11.5

This is another fanmade checkpoint. It comes after C11.25 and before C11.75

## Stage 1

The music was one of the music that is only from the multiplayer and co-op mode. The air color is blue. It has plenty of obstacles, including: Cylinders, Pop Up Glass Sheets, Spinning glass panes, and Lasers.

## Stage 2

It was 2 parts long, but this stage had the same music with Stage 3 of Checkpoint 10. The same obstacles as the previous stage. It is red color.

## Stage 3

Stage 3 was kind of a break point. No obstacles  but only crystals (Octahedral and Star). The air color turned light azure. That was a same music from a calm music only from Zen Mode and it goes to Checkpoint 11.75
Checkpoint 19 (LU-0038 version)

Checkpoint 19's theme is Vortex so it has different shades of purple as it's colors. It has 4 stages. The stone has a pattern of which it has 2 concentric squares on the stone.

## Stage 1

Stage 1 is a rotating stage. it's a stage that is 6 blocks wide and 4 blocks tall. 5 segments:

1. A set of 3 glass bars moving rapidly from one side of the stage to the other.
2. 2 two bladed glass fans together, then one 3 bladed glass fan.
3. A brick wall made out of 28 glass cubes instead of the usual 15.
4. A suspended metal cube.
5. 2 pyramidal crystals.

The exit door is automatic. 4 octahedral crystals appear beside it. Between every segment, there is a stone wall with an empty door frame. The stage goes at normal speed.

## Stage 2

Stage 2 goes at a medium-slow speed. A new feature, minigame crystals that are green and pyramidal has been added. 4 segments:

1. 2 octahedral crystals sitting on a glass bar.
2. A tunnel with 6 glass bars alternating between horizontal and vertical inside.
3. A 7-bar spinning metal disk with a star crystal inside.
4. 6 pyramidal crystals in a similar arrangement to the Unknown Checkpoint's pyramids.

This stage has no floor or ceiling, but does have walls on he left and right. Large pedestals of stone coming from the bottom that help support obstacles or crystals (eg. spinning metal disks, pyramidal crystals) appear regularly. The door has 3 buttons. In the middle, there is a minigame crystal containing the game "Block Jump" and at the start there's an infinite balls.

## Stage 3

Stage 3 has 2 mini-bosses (specifically 2 triple-gunner variants), at the start, there's 4 3D stars and at the end, there's 2 3D stars.

This boss stage looks just like the checkpoint 6 boss stage and ends with a 1-button door.

## Stage 4

Stage 4 is a tunnel. 3 segments:

1. 2 Lasers (M-M, 5 beams with black glass) on the sides with a pyramidal crystal in front of each.
2. 6 Pop up glass sheets alternating up-down.
3. 4 wide spinning glass panes in a row, with the 4th having a star crystal inside.

This stage goes at normal speed.

## Music

1. NewBartoszx1's custom stages mod, stage 11
2. 2-1
3. 10-2 (intro) 2-3 (boss theme and loops until both bosses have been defeated)
4. 3-1
In game test checkpoint

Its a test checkpoint but everyone can play it.ver.1.4.9. Its gray.It replaced checkpoint 8 entirely. New features: spinning glass bars.3 rooms.Info about them:

room 1: spins=yes gravity=normal. Segments: pyramidal crystal on glass platform,4 glass cube launchers,big sliding glass sheets.

Room 2:spins=no gravity=normal. Segments:glass cube inside hollow glass cube,sideways moving lasers whit one glass bar ,one glass cube launcher

Room 3: spins=no gravity= normal.Segments: Pentagon or ropes,cylinder of stell next to 2 pyiramidal crystals,spinning glass bar
Checkpoint 120

### New features

Many metal obstacles with buttons, Falling Glass Meteors, Floor Hammer, metal sheet with button, metal screen with button, Metal Bar, An armored Octuple-cell boss in ElementBall's version.

## General Info

This checkpoint is fake. It contains many obstacles made with metal, in which you have to press the button to deactivate the obstacle (or change the metal to glass), so you can easily destroy them.

We could say that, in stage 1, the volcano is "angry", in the second, the volcano is "calm" and in the last one we're inside the volcano.

## Stages and Boss

### Stage 1

It's fast. There is a White Pyramid crystal at the start, but before you can react, it's crushed by a Falling Glass Meteor (gaining three balls). There are also two Infinite Balls, and these don't get crushed by Falling Glass Meteors. You can find said Falling Glass Meteors (in groups of 6), White Pyramid Crystals (one at a time), propellers, Pop Up Glass Sheets, Spinning Glass Panes and Glass Cannons here. The stage ends with a one-button door.

### Stage 2

It goes at normal speed. A Freeze Ball appears at the start. There are white pyramids, hollow glass cubes (cube frames), spinning glass fans, Pop Up/Down Glass Panes, crankshafts, Jumping Glass Cubes, Shifting Glass Panes, lasers and belts here. The stage ends with a Metal Screen with Button and a two-button door.

### Stage 3

The stage is slow. You can find Swinging Hammers, Floor Hammers, the metal sheet with button, Metal Bars, and White Pyramid Crystals here. The stage ends with a four-button door.

### Mayhem Boss

The Mayhem Boss is an Octuple-cell boss, in ElementBall's version. This boss is armored. Instead of being full of glass, it's full of metal. There's a stone cube in the middle, that when you press it, it turns the metal into glass until it shoots again.

## Music

The stages of this checkpoint use the music of the first stage in checkpoints 6, 7 and 8, respectively. With that, I mean, the first stage uses Checkpoint 6, stage 1 music, the second one uses Checkpoint 7, stage 1 and the last one, the checkpoint 8/4, stage 1/2.File:30.ogg
Checkpoint 74

This checkpoint takes a calm feel with tricky throws to make up for the relative easiness of the stage

## Checkpoint 74

### stage 1

there are glass launchers that launch to the sides and crash into eachother as well as few pyramidical crystals on strings that swing in and out of veiw in unison, and it ends with a force-crash door that puts you down to 3 ball multiball if you are at 5 ball or higher

### stage 2

this stage has propeller crystals like checkpoint 9 room 2 but has no rotation

### boss 1

this boss is a barricaded 9-cell boss that looks like a flexicube 4-cell boss but with the launcher and an extra cell in the place of the connecter

### stage 3

this stage is very fast rotation and very fast and is the smash hit equivelent of a super mario maker 2 "refreshing" level with an auto-door at the end

### boss 2

this boss is 74 1-cell bosses (37 if in training or standard)
Checkpoint 51

Checkpoint 51 is fan-made

## Stages

### Stage 1

Stage 1 features low gravity with platinum crystals , and lasers , the room rotates , there is a automatic door , music from the 1st stage of checkpoint 1

### Stage 2

Stage 2 features normal gravity with regular crystals (on stairs), lasers and swinging hammers , the music is from the 2nd/4th stage of Versus mode/co-op mode. There is 1 button at the end

### Stage 3

Stage 3 features zero gravity with golden versions of crystals , lasers , slim glass bars , the music is from the 5th stage of Versus Mode/Co-op Mode ,there is 2 buttons at the end leading to Checkpoint 52 and the room rotates.

Lasers
 2
Lasers
Swinging Hammers
Lasers
Slim Glass Bars
Alternate doors glitch

The alternate doors glitch happens when you use Alternate doors in a weird way

## Execution: ￼

1. open one door in the alternate doors.
2. while the camera is scrolling in the direction of the door opened, open the other door.
3. you should get launched way beyond the other door, losing 10 balls in the process, but it is used to go further in a direction, especially when paired with the repeating room glitch.
Sniper Ball Power-up

In-game

### Short Description

Makes all balls thrown move linearly (theyre not affected by gravity) and also way faster and with greater penetration

## General

The Sniper Ball Power-up (shortened as the Sniper power-up) is a power-up introduced in version 1.5.0. It debuts in Checkpoint 12 and appears in most of the later checkpoints. It makes all balls thrown by the player move somewhat like bullets, meaning they dont fall down, move way faster and have greater penetration (they go trough more obstacles). Upon collision with a metal object or stone, the ball will break and dissappear, similar to when they hit a laser. The screen will also have a blue vignette during the power-up's lifetime. The sound for throwing balls will also be louder. To prevent the ball from going through the entire room, it will slowly loose speed and eventually stop and fall down.

## Appearance

The sniper ball power-up is composed of a blue circle base. Inside of it is s red crosshair which also contains a ball inside it.

## Trivia

* The power-up's name comes from real-life snipers as they shoot powerful and fast bullets that have high penetration

* This is among the best power-ups to deal with thick glass obstacles as the ball will go right through the obstacle instead of getting caught in it
* It is also great for making accurate shots as you dont have to worry sbout the gravity.
Fight Mode

**Fight Mode** is a mode where two players become bosses, shoot balls (instead of cubes), and collect crystals in order to not run out of glass panes and balls. You are granted 25 balls to start, and if you run out of balls, you lose. You also lose if the other player knocks out all of your glass panes.

The players do not have direct control of how the boss spins and any other element of the boss, other than the fact that they control when the boss shoots the balls. This is really a competition of who collects the most crystals and aims the best.

*Not to be confused with Versus Mayhem Mode (both players against the same boss and viewing externally) or Versus Mode. For other multiplayer modes, see Category:Multiplayer Modes.*
Checkpoint 15/LU-0038 version

Checkpoint 15‘s theme is Amethyst. it is a hard version of checkpoint 9. The mayhem bosses are 4 single cells.

## Checkpoint 15/LU-0038 version

### New features

Rotors,4-bar forks, cube frames with metal.

### Stage 1

Stage 1 has a time slow in place of the 2 infinite balls at the start of the stage and has hollow glass cubes with metal at the corners. the star crystals at the end are replaced with pyramidal crystals. music is 5-3 and door has 3 buttons.

### Stage 2

Stage 2 has rotors replacing all

propellers. music is 5-4. the door has 4 buttons.

### Stage 3

Stage 3 has 1.5 times as many glass bars and the forks have 4 heads instead of 3 and the star crystals in the middle are replaced by octahedral crystals. the door has 2 buttons and music is 3-2.
Zapdos boss fight

## Info

The Zapdos boss fight is introduced in checkpoint 145. Zapdos takes 800 hits to be defeated (so 160 hits with quintuple ball) However he could fire either 8 cubes or a laser from one of his wings, or 3 cubes from his tail. At the beginning of his initial fight, There's a Nyan cat (he has unlimited balls, And helps you take 3 hits for every 10 hits you take, read the article), there's also 20 star crystals.

## Theme

Deaf and KEV- Invincible

Link: Click Here
Checkpoint 43

Lasers
 2
Jumping Glass Panes

## Description

Checkpoint 43 is a very hard checkpoint and a fan-made checkpoint.

## Stages

### Stage 1

Stage 1 features low gravity with crystals , evil crystals , lasers , there is 1 button at the end and the music is from the 1st stage of checkpoint 9.

### Stage 2

Stage 2 features low gravity with crystals , evil crystals , jumping glass panes , there is 1 button at the end leading to C44 , the music is from the 2nd stage of checkpoint 9 and the room rotates.
Smash Hit Deluxe+LE

*Warning: This is a not a real game; however, this fanon is based on possible future events.*
***Smash Hit* Deluxe with Level Editor** (Shortened ***Smash Hit* Deluxe+LE**, ***Smash Hit* DX+LE**, **SHDXLE**, or just **DXLE**) is a re-release of the original *Smash Hit* including PC and console releases, minor bug fixes, and a level editor. It coencides the release of *Smash Hit* version 1.4.16, which finally patches the Random Rooms Glitch on all devices. It released on March 23rd, 2022.

The logo for this extensively modified *Smash Hit*.Instead of the Random Rooms Glitch, the level editor can be used to create your own custom checkpoints!
Checkpoint 23

## Info

Checkpoint 23 is a buffed version of Checkpoint 6.

Spinning metal panes are introduced here. They act like spinning glass panes, and can't be smashed, but you can move them out of the way.

## Checkpoint 23

### Stage 1

Stage 1 is 6-1, but with spinning metal panes, and transformational crystals replacing the octahedral crystals. The Explosive Ball powerup at the end remains the same.

### Stage 2 Part 1

Like the first part of 6-2, but with glass bars blocking the lasers and spinning hammers replacing the propellers.

### Stage 2 Part 2

Like the second part of 6-2, but with paintings replacing the squares on strings and red pyramidal crystals.

### Stage 3

Stage 3 is 6-3, but with spinning metal panes, and transformational crystals replacing the octahedral crystals. The 2 octahedral crystals at the end remain the same, except for one being red.

## Mayhem Boss

1 penta-gunner with a ring of glass panes.

## Music

Stage 1: 1-1

Stage 2 Part 1: Endless Mode Stage 2

Stage 2 Part 2: 7-1

Stage 3: 5-4
Checkpoint 111

### New features

Spinning Hexagons on strings, Moving Vertical Spinning Disk, 20-Star Shaped Crystals

### Stage(s)

3

**Checkpoint 111** is another fan-made checkpoint, which was added on version 2.000.000.000

## New Things

* **Spinning Hexagons On Strings**
* **Moving Vertical Spinning Disk**
* **20-Star Shaped Crystals (+20 Balls when broken)**;

## Stages

The checkpoint is quite easy, this checkpoint also has 2 stages rotating which may be harder, this checkpoint can be harder variant of Checkpoint 9.

### Stage 1

Stage 1 is a harder version of Checkpoint 9, there are 2 Infinite Balls power-up but protected by forks, there are x1.2 many Cubes and Double Cubes, part 2 is a rotating one but after you end part 1 and start to join part 2 there are 20-star shaped crystals protected by double cubes and glass bars.

### Stage 2

Stage 2 Is an harder version of Checkpoint 9, while this is on 2 parts and both parts are rotating, this checkpoint has less propelers but more fast-rotating propellers (5-Shaped with big metal) and after you enter part 2 there are also fast propellers (3-shaped) blocking the way on getting the 10-star shaped crystals (4). The objects are same and after you end part 2 this is the same as entering part 2.

### Stage 3

Stage 3 Is an harder version of Checkpoint 9, there are many more glass bars and cubes and forks (Vertical and Horizontal), the checkpoint completely rotates but after you are on part 2 you are given only 1 20-star shaped crystals, part 2 also rotates with the same things as before.
Checkpoint 79426848624686842868668326832683268328632682368236823623632683683286328686686

Checkpoint 79426848624686842868668326832683268328632682368236823623632683683286328686686 was released in version 473287742433742338989334794328732498743398433748397.4378753856887979.

The theme is Cave.

## Stages

### Stage 1

Stage 1 has 7 segments:

* 2 crankshafts in front of the player.

* 4 3D star crystals.

* 1 falling glass plank with metal.

* 3 hollow glass cubes in front of the player.

* 1 octahedral crystal.

* 5 glass bars in front of the player. One of them moves.

* 3 pyramidal crystals.

### Stage 2

Stage 2 rotates. 4 sections:

* 3 laser cannons.

* 2 spinning glass panes in front of the player.

* 1 DNA strand in front of the player.

* 2 paintings in front of the player.

### Stage 3

Stage 3 has 5 sections:

* 4 triangles on strings.

* 2 falling glass planks.

* 3 swinging hammers in front of the player.

* 2 moving lasers.

* 1 spinning metal disk with a 3D star in it.

## Music

Stage 1: 11-4 Part 1

Stage 2: 5-3

Stage 3: 7-2

## Powerups

### Stage 2

2 explosive balls,
1 infinite ball
Checkpoint 20

## Info

**Checkpoint 20** is a fanmade checkpoint.

This checkpoint has 4 stages.

The mayhem bosses are 3 quintuple-cells.

## Stages

### Stage 1

Stage 1 contains many columns of stone scattered around, with 2 Infinite Ball power ups at the start. The segments:

1. 6 vertical shifting glass panes.
2. 3 6-bladed propellers.
3. 5 belts in a row.
4. 4 transformational crystals.

### Stage 2

Stage 2 has 1 Time Slow power up at the start. The segments:

1. A red pyramidal crystal in the way of the player.
2. 4 large 2-bladed propellers, one after another.
3. 5 swinging hammers with S-S lasers behind them.
4. A narrow area with 6 red pyramidal crystals on the sides.

### Stage 3

Stage 3 contains many rows of stone scattered around. The segments:

1. 6 shifting glass panes.
2. 3 up/down glass sheets.
3. 1 big glass sheet with 2 star crystals behind it.
4. 2 pyramidal crystals, one red.

### Stage 4

Stage 4 contains concentric rings of stone.

This stage rotates and has low gravity.

The segments:

1. A set of 9 flying glass panes.
2. A set of 4 flying glass panes.
3. 8 pyramidal crystals.
4. 8 red pyramidal crystals.
5. 4 octahedral crystals.
6. 2 star crystals.

## Music

Stage 1: 5-1

Stage 2: 1-2

Stage 3: 5-4

Stage 4: 11-2
Boss rush

Boss rush is an gamemode, similar to Mayhem.

### Gameplay

It's like playing Mayhem, but bosses will appear after you pass the Introductory Stage, at random points, briefly interrupting your progress.

They will become harder the more you progress, like an real challenge.

Once defeated, you will gain extra balls. The aumont depends on the difficulty of the boss defeated.
Checkpoint 11.25

## Description

Checkpoint 11.25 is another fan-made checkpoint which has a new feature which is upside-down gravity , it comes after Checkpoint 11 and before Checkpoint 11.5.

## Stages

### Stage 1

Stage 1 has upside-down gravity, transforming crystals, DNA Strands, pop-up glass sheets, glass cannons, spinning glass fans and swinging hammers and has 1 button door at the end.

### Stage 2

Stage 2 has zero gravity , transforming crystals , pop-up glass sheets , lasers , DNA Strands , glass cannons and spinning glass fans , it also rotates , it has 2 buttons at the end.

### Stage 3

Stage 3 features zero gravity , lasers , flying glass panes and transforming crystals , it has 1 button at the end with 2 3D Stars at the end of this stage

### Stage 4

Stage 4 features normal gravity , spinning glass fans , pop-up glass sheets , glass cannons and pyramidal crystals , the room rotates , it has 1 button at the end.

### Stage 5

Stage 5 features low gravity , spinning glass fans , pop-up glass sheets , squares on strings , triangles on strings and hexagons on strings , it has 1 button at the end with 4 3D Stars.

### Stage 6

Stage 6 is a break point stage with low gravity , 30 pyramidal crystals , 2 3D Stars and 1 button at the end which leads to Checkpoint 11.5

## Trivia

This Is The Only Checkpoint with 6 Stages

It Is A Fan-made Checkpoint
Checkpoint 115

## Description

Checkpoint 115 is fake with new features called plasma beams and ice ball power-up

## Glass Panes

They Destroy Plasma beams and laser beams when it touches the laser.

## Stages

Stage 1 goes at normal speed. 2 Infinite Ball power ups appear at the beginning. Crossing glass bars, lasers, and metal appear in this stage. The exit door has 2 buttons and has 1 Star Shaped Crystal.

Stage 2 is as fast as the 2nd Stage of Checkpoint 10 (really fast). Another Infinite Ball power up appears along with the new ice ball power-up. Crystals are very sparse in this stage, partially because of the speed. Plasma beams appear in this level. They deduct 20 balls instead of 10 when they hit you. DNA strands appear as well.

Stage 3 goes at normal speed again. There is a Time Slow power up at the beginning. Crashers, glass cannons, and flying glass panes appear. It is also a spinning Stage.

## Music

115-1: custom E-1

115-2: custom 2-2 and the Checkpoint 4 zone 4 music

115-3: custom 7-3 infinite

115-4 Checkpoint 4/8 Zone 2/1 music
Checkpoint 20/LU-0038 version

## Info

Checkpoint 20 is fan made. It has 3 stages.

## Stages

### Stage 1

Stage 1 doesn’t rotate, and has pedestals of stone in a grid pattern (like the checkpoint 5 boss) on the floor and ceiling.

4 segments:

1. 3 suspended billboards, in a row.
2. 8 pyramidal crystals on the sides.
3. 2 lasers (sliding with 6 beams) above the player.
4. 5 octahedral crystals on a horizontal line of stone going from one edge to the other.

### Stage 2

Stage 2 begins to rotate as you see some pyramidal crystals beginning to appear.

3 segments:

1. 5 wide spinning glass panes in a row, with the 3rd having a star crystal inside.
2. 3 sets of gears, all at the same angle.
3. 4 shifting lasers (M-M, 4 beams) on random sides.

### Stage 3

Stage 3 stops rotating, and is a stage that is 7 blocks tall and 5 blocks wide. 5 segments:

1. 4 fast-moving vertical glass bars going from one edge to the other.
2. 2 propellers (Type P-F, 3 blades) above the player.
3. 6 pyramidal crystals below the player.
4. 8 shifting lasers (Type S-S) on the left and right.
5. 3 diagonal glass bars.

## Music

1. Endless mode stage 2
2. Custom hit stage 4
3. Custom hit stage 9

## Trivia

* This is the only checkpoint to not have any music from ANY checkpoints before endless mode.
Checkpoint 101

***But I haven't even gotten past the first room!***

This page is a stub. You can help by adding anything you know about **Checkpoint 101**. This page might be in progress, meaning that it is only temporarily a stub.

## Checkpoint 101

### Stage(s)

*Unknown*

This checkpoint contains everything of the entire *Smash Hit* game.

IT will have everything even 6000 power ups in the checkpoint. Ultimate balls and yes even infinity/ you can play forever like zen mode. When you fight a boss in this level you are going to have...
Checkpoint 12

**Wait a minute - this isn't fake! Checkpoint 4 actually exists in the game!**

**Checkpoint 12** has a Smash Hit Wiki counterpart.

## Description

Checkpoint 12 revisits features of many previous checkpoints, now in more difficult arrangements. No new gameplay mechanics are added.

This checkpoint has 3 stages.

The Mayhem bosses are 3 triple-cells.

 2
 3

## Stages

### Stage 1

Stage 1 goes at a fast speed. 2 Infinite Balls power ups appear at the beginning. 4 types of segments appear:

1. A series of 5 glass sheets in a row.
2. 6 spinning glass panes on each side of the player.
3. 4 pedestals with glass propellers at the top.
4. 2 3D Star crystals on short pedestals.

This level has only a floor, like the Mayhem boss of Checkpoint 2 or the first half of 10-3.

### Stage 2

Stage 2 goes at a slow speed. 4 segments appear:

1. 2 squares on strings with metal in the center. The first is at the bottom left of the player, and the second is at the top right.
2. 6 hammers on the sides swinging inward, then 3 swinging hammers in the center.
3. 1 laser on the top and bottom, followed by 3 lasers on the sides.
4. 4 pyramidal crystals.

This stage is a large square-shaped tunnel with occasional pyramidal crystals on the sides. At the middle, there is an Infinite Balls with 8 pyramidal crystals.

### Stage 3

Stage 3 is rotating. The segments:

1. 8 shifting glass panes in front of the player.
2. 3 cross bars in a row.
3. 4 up/down glass sheets on all 4 sides.
4. A sequence of 6 spinning glass panes on the sides.

Right before the door is 4 transformational crystals.

## Music

12-1: 1-3

12-2: 9-1

12-3: 11-1

The Mayhem Mode bosses.
Checkpoint 17

This is Checkpoint 17, which is a copy of Checkpoint 7, but with upgraded obstacles. The colors are different as well.

The Mayhem bosses are 2 quintuple-cells.

## New features

* Laser cannons: They shoot a single beam in front of the player. Press a button (like a door button) to turn it off.
* Swinging crankshafts: They operate like normal crankshafts, except they swing. (Only one end is fixed. The loose end has a dangerous metal part.)

## Stages

### Stage 1

Stage 1 is 7-1, except there are belts replacing all of the glass bars (7-1 in Mayhem) and laser cannons replacing the glass cannons.

### Stage 2

Stage 2 is 7-2, except the swinging hammers are replaced with dual revolving hammers, and the crankshafts swing as well. (So that means only one end is attached to the wall.). There are red octahedral crystals here (they take away five balls).

### Stage 3

Stage 3 is 7-3, except with belts (again, think of 7-1 in Mayhem), laser cannons (instead of glass cannons), and spinning star-shaped hammers in place of jumping glass cubes. The 3D stars are slightly easier to hit - they are no longer hidden behind glass panes (like Checkpoint 7 in Training Mode). There is 1 3D star crystal at the end.

The 5 star crystals are arranged like the ones in Checkpoint 7's Boss.
Bonus Checkpoint

## Stages

### Stage 1

Stage 1 has lasers, Crystals and the music is from the 2nd stage of Checkpoint 6.

### Stage 2

The second stage of the checkpoint has been the most chaotic break-point and It leads to Checkpoint 53 and the music is from the 2nd stage of checkpoint 11

## Bonus Checkpoint

### Stage(s)

2

All stages have a music that is from a different checkpoint.

Stage 1 has the music from the 2nd stage of checkpoint 6/the intro for the boss in mayhem mode/zen mode.

Stage 2 has the music from the 2nd stage of checkpoint 11/zen mode.
Checkpoint 21

## Info

Checkpoint 21 is a fanmade checkpoint.

1. 3 tall spinning glass panes.
2. 2 pedestals on the floor with pyramidal crystals, and 2 pedestals on the ceiling with red pyramidal crystals.
3. 2 sets of 3 moving glass bars.
4. 4 glass cannons in front of a doorway.

At the end, there are 4 star crystals, 2 red.

### Stage 2

This stage has 2 Time Slow powerups at the beginning. The segments:

1. 3 pentagons on strings.
2. 2 sets of 3 moving glass bars.
3. 5 crankshafts.
4. 3 swinging hammers.
5. 3 octahedral crystals on the top.

### Stage 3

This stage has many 3x3 holes in the floor. The segments:

1. 2 sets of 3 moving glass bars.
2. 7 jumping glass cubes.
3. 4 glass cannons.
4. 1 jumping glass cube surrounded by 4 pyramidal crystals.
5. 2 red pyramidal crystals.

### Stage 4

This stage has many floating cubes of stone and low gravity. The segments:

1. 4 crossing S-S lasers connecting with each other.
2. 2 sets of 3 moving glass bars.
3. 3 S-S lasers blocked by falling glass planks.
4. 2 laser cannons.

## Mayhem Boss

1 triple-gunner, 1 quintuple-cell, and 1 triple-cell.

## Music

Stage 1: Multiplayer Stage 5

Stage 2: 7-1

Stage 3: 6-2

Stage 4: 5-1
4-cell Flexicube boss

The **4-cell flexicube boss** has 4 single cell units that connect to each other by 4 metal bars, making a square shape. If all the glass is destroyed, the metal bars will fall off, revealing glass bars that have to be destroyed to defeat it. It’s introduced in Checkpoint 1110101101100101010101010101010101101010101010101010110100101101011010101000101011011111101010101101010101011010101011010101101010110101101010101101010101 and its cell color is red (but it cannot be seen in this front view).
Checkpoint -100

Checkpoint -100 was the -101st checkpoint in smash hit. It was themeless.

It got added on 3300 BC, and removed 100 BC.

## Stage 1

Stage 1 is an easier version of checkpoint 7-2. No metal

## Stage 2

Stage 2 had Line Crystals. Line Crystals were worth 1 ball. Stage 2 was also a harder version of Checkpoint 2-2

## Stage 3

The 3rd and final stage is Checkpoint 0-1 but No crystals. just Glass.
Suspended metal cubes

**Suspended metal cubes** are obstacles that suspend cubes and glass bars in the air. The cubes and bars are fixed in place. Taking its cue from the spinning star-shaped hammers of checkpoint 11, this obstacle now has only 4 bars and 5 cubes, removing 2 of each from the original 6 bars and 7 cubes. (Note that the bottom cube is anchored to the floor or a plaform, unlike the original hammer obstacle.)
Checkpoint -0

Checkpoint -0 is an checkpoint that can only be accessed in the Negative Game Mode -3 .

## Checkpoint -0

### Stage(s)

6

It starts out like the 3rd stage of the Introductory Stage, however it is colored green.

Then there are Cylinders, Crossing Lasers and Decagons on Strings.

After that, you pass an door with 2 buttons.

### 2nd stage

The 2nd stage starts with an high speed, but no rotation at all.

There are Crankshafts, Octahedral and Transformational crystals.

Then, you pass an automatic door and then the speed lowers down.

In here are Triangles on Strings, Pop Up-Down glass panes and some Pyramidal crystals.

### 3rd stage

In this stage, the room rotates and it goes a bit faster. There are Pyramidal crystals, and Squares on Strings.

After that the room slows down and stops rotating. Then an Pyramidal crystal appears, however it is green and it gives 50 balls.

After the pyramidal crystal, you pass an automatic door and enter the 4th stage.

### 4th stage

This stage is hard.

The room speeds up a lot, and it starts rotating. Crankshafts and Metal Hexagons on Strings show up here.

After that, 10 pyramidal crystals appear, before passing an 1-button door.

### 5th stage

On this stage. the room speeds up again and starts rotating. Cylinders and Triangles on Strings show up, and then the room slows down and stops rotating.

4 Transformational Crystals and a Multiball appears before you stumble across a 1-cell boss.

After defeating it, you will enter an Automatic door and then enter a 6th stage.

### 6th stage

On this stage the room does not rotate but it goes fast. Crankshafts, Triangles on Strings, Star Crystals and Crossing Lasers show up.

Then you pass an 1-button door and complete the checkpoint.

### Mayhem Boss

The boss at the end of the checkpoint is a 11-cell boss, followed by a laser boss.
Single-Laser Boss

The Single-Laser boss is a single-cell, but much more complicated to defeat.

## Appearance

It’s a single-cell but with a different type of laser cannon. It also has a button on it’s back, explained later. This boss always has red glass, no matter what.

## The Fight

### Gimmick

This boss and any other boss equipped with this new laser cannon type has this gimmick.

Every time the button is pressed, the boss cannot shoot it’s unavoidable laser the next time it tries to. This basically creates a catastrophe where you **HAVE** to press the button every few seconds.

### Beating it

Don’t let the laser hit you, and hit the glass panes. That’s it. Once you do that, the fight is over.
Septuple-cell boss

A septuple-cell boss is a boss with seven cells. Some other variations:

Regular (Single-cannon)Double-cannonTriple-cannonLU-0038's version.And then theres clicktuck's version which is different from these like the 2-cell, 4-cell, and 6-cell which it looks like a 5-cell looking at it forward from all direct veiws and other than the H design they kinda ruin the adding 4 glass panes each cell they go up each time pattern.
Smash Hit

**Wait a minute - this isn't fake! Checkpoint 4 actually exists in the game!**

**Smash Hit** has a Smash Hit Wiki counterpart.

*For the Main Page, see Smash Hit Fanon Wiki. This is a condensed version of the page at the Smash Hit Wiki.*

**Smash Hit** (stylised **smAsh HIT**) is a 2014 first person video game developed by Swedish indie studio Mediocre AB. It was released on 25 February 2014.

## Gameplay

### Description

*Smash Hit* involves a steadily-moving view through a decorative, colorful passageway. The music changes along with the level, as the pace is fixed and the player doesn't slow down due to anything except "losing" the game.

The player has an inventory of metal balls (of which the player begins with 25) that they can tap the screen to aim and shoot. The player must be careful not to run out of these balls, for if they do, the game is over and they must either:

1. Start again from the beginning (free version), or:
2. Start at the beginning of the checkpoint, presuming they have the premium version.

### Objects

There are many objects which may get in the player's way throughout the game.

### Multiball

If the player hits 10 of these polyhedrons in a row without missing any, they upgrade their multi-ball status. The player must hit 40 in a row to get to the maximum multi-ball from the single-ball default. The maximum number of balls the player can shoot with a single tap is 5. If the player hits an obstacle or misses any of the ball-gaining targets, they lose all their multi-ball status and must regain it.

### The endless mode

Over time, the levels get more and more challenging. If the player completes all the checkpoints, there is an endless mode (*which is actually not infinite, as it repeats every 8000 distance*) at the end, where the goal is to survive as long as possible repeating the same course over and over. For every 0.1% through a checkpoint, 1 is added to the score. At the end of one checkpoint, the player will have gained 1,000 points.

### Losing

In ***Smash Hit***, there is no "winning" the game. As the player will run out of balls, they will lose eventually. The object of the game is to travel as far as they can before they lose, rather than winning.
Checkpoint 13/XhanLu

## Info

This Checkpoint is fanmade. It has 3 stages. The rank is wizard.

## Stages

### Stage 1

Stage 1 has walls on the sides and a platform for the player to walk on (Like C7S1). 4 segments:

* 4 crankshafts alternating Horizontal and vertical.
* 1 cube crystal with 2 glass cannons.
* A tunnel with 2 triangles on strings at the start and end with 2 propellers (Type P-F) inside it.
* 6 fast sliding glass panes.

This stage goes at normal speed and has 2 parts. There is an Explosive Balls Powerup at the start. In the Middle, There are 2 Cube Crystals.

### Stage 2

Stage 2 is a narrow stage with a 3x3 opening for the player to go through (Just like a real cavern, where there are only small openings for people to go through). There are also occasional cracks/pillars for placing obstacles. 5 segments:

* 2 pyramid crystals, then 3 squares on strings, then 1 more pyramid.
* 2 lasers and 1 star crystal.
* 4 pop up-down glass sheets.
* 1 crossing belts obstacle
* 3 sliding glass panes, then 1 shifting glass pane.

This stage is a slow stage. There is 1 infinite balls powerup at the start.

### Stage 3

Stage 3 is a break point with a total of 25 pyramid crystals. There are also 3 cube crystals at the end.

## Boss

1 septuple cell boss with a ring of glass panes

## Music

Stage 1: 3-1

Stage 2: 9-2

Stage 3: 1-2