recursal/Fanatic-Fandom huggingface dataset:
Pop up glass cannons

**Pop up glass cannons** are glass cannons that pop up like the checkpoint 2 pop up glass sheets, except using a stone wall instead of a glass sheet. In the middle of the wall lies a glass cannon. When the wall pops up, the cannon fires 1-3 cubes, then pops down again, allowing the player to go through.
Next Generation Mode

## Info

**Next Generation Mode** is a game mode which allows you to play the multiplayer stages in single player. (so one side only which fills the screen instead of half-half, Specifically the left side)

## Trivia

The rooms are slightly altered to fit single player. For example, the stone wall in the center at some stages are removed, some crystals unable to be reached on one side of multiplayer are removed, and the doors are now single doors with buttons instead of double auto ones.

There are 2 types of next generation modes:

Next gen versus is the with a dark pink tint and and the one with a dark blue tint is next gen co-op. One of them is single player versus and the other is single player co-op. (They allow you to play one side of different modes.)
Checkpoint 0.5

**Checkpoint 0.5** is a fan-made checkpoint.

## Stages

### Stage 1

Stage 1 features slim glass bars , pyramidal crystals , pop-up glass sheets , and spinning star-shaped hammers. and the music is from the 1st stage of checkpoint 5 and there is 1 button at the end.

### Stage 2

Stage 2 features pyramidal crystals , the music is from the 3rd stage of the introductory stage and there is 2 buttons at the end.

### Stage 3

Stage 3 features glass cannons , pyramidal crystals , swinging hammers , the music is from the third stage of the local multiplayer mods and there is 1 button at the end.

### Stage 4

Stage 4 features only 1 infinite ball power-up and all types of crystals. the music is from the 4th stage of checkpoint 5 and there is auto door at heading to checkpoint 1.

## Music

1. 5-1
2. 2-2
3. multiplayer-3 (42\_2.ogg. Listen: File:42 2.ogg)
4. 5-4
Version 0.8.5

Version 0.8.5 has 7 checkpoints (not counting start and endless mode) which are checkpoint 1 (today's checkpoint 2) checkpoint 2 (today's checkpoint 3) checkpoint 3 (today's checkpoint 4) checkpoint 4 (today's checkpoint 5) checkpoint 5 (today's checkpoint 6) checkpoint 6 (version 0.9.0's checkpoint 8) and checkpoint 7 (version 0.9.0's checkpoint 9).
Metal sheet with button

The **metal sheet with button** is introduced in LU-0038's checkpoint 17 and also used more in Checkpoint 120.

## Description

The metal sheet is attached to a glass slider (the bar itself also sliding on metal), which means throwing an explosive ball can destroy it.  However, if you don't have explosive ball, You need to push a button (like a door button) above the row of stone blocks in which the sheet itself slides. When the button is pressed, the sheet slides out of your way, allowing you to pass.

## ElementBall's version

In ElementBall's version, when you press the button, it instead of getting out of your way, the metal sheet turns into a Sliding Glass Pane, wich you can easily destroy. There's the shifting variant, in which it shifts with the music.

## Clicktuck's version

For Checkpoint 75, Clicktuck used a two-button version, but instead of moving, once you press both buttons the metal just breaks.
Smash Hit 598 Edition - Checkpoint 27

### New features

Circle shaped crystal with twenty three balls, Eneagon on strings, Hanging heptagon, Hanging cylinder, Hanging prism, Hanging pyramid, Hanging octahedron, Rotating glass panel with long metal bars, Rotating metal octagon, Rotating circle with inner edge Metal, Rotating Metal Circle, Groups of Crankshafts, Groups of Lasers, Groups of Rotating Double Hammers, Groups of Cannons, Triple Cell Four Boss Fight​
Infinite mode runway

this is used before infinite mode after 1.5.0 because the devs were too lazy to make more tunnels to infinite mode.

### the stage

the stage looks like a runway with pyramidal crystals (1.6.0) octahedral crystals (1.7.0 and 1.8.0) 3d star crystals (1.9.0 to 2.1.0) or box prism crystals (2.2.0 onwards) lining the runway depending on the version. The end of this stage is a H shape with a shorter top half with 2 of the highest rewarding crystal on it (the dream that this originated from didnt have the crystals along the runway and used crescent crystals on top of the doorway), with box prism crystals being used first and being modified as the updates go to use the highest crystal value. the tunnel to infinite mode uses a cross tiling similar to checkpoint 7. The gradient, colors, and tiling are identical to the previous checkpoint.

### small amount of trivia

* this, like the crescent crystal and alternate doors, originated from a dream.
	+ the dream didnt have runway-lining crystals.
	+ the dream also didnt have a tunnel to infinite mode, i forgot what it had at the end of it. (I think it was a 1 button door)
* if there were a boss it would be a single-cell boss in the middle of the stage and no crystals would appear during it (before/after), like CP2's boss (except only one boss).
Hyperball Checkpoints (WIP)

This is a list of checkpoints in Hyperball Mode.

Every stage contains 18 rooms.

### Room 1

Room 1 is a relatively empty area.

This room starts with 6 Normal Balls on pedestals.

Segments:

1. 1 glass bar.
2. 1 Normal Ball on a pedestal.
3. 2 Normal Balls on pedestals.
4. 1 glass bar with a Normal Ball in front.

At the end, there are 2 Normal Balls.

### Room 2

Room 2 is a series of rooms separated by doorways.

Segments:

1. 1 glass bar.
2. 1 sliding glass pane.
3. 1 Normal Ball.
4. 1 glass bar with a Normal Ball in front.

At the end, there are 2 Normal Balls.

### Room 3

Room 3 has only a floor.

Segments:

1. 1 glass bar.
2. 2 sliding glass panes.
3. 1 sliding glass pane.
4. 1 Normal Ball.
5. 1 Normal Ball behind a glass bar.

### Room 4

Room 4 is a tunnel with low gravity.

Segments:

1. 1 DNA strand.
2. 1 glass bar.
3. 2 glass bars.
4. 2 Normal Balls.
Mega Boss Fights

## Info

**Mega Boss Fights** are big boss fights that take place every 20 checkpoints in mayhem mode (meaning checkpoint 20, 40 etc. do not have normal mayhem bosses). They are large boss fights which cover 3 stages, with no crystals pre/post-fight. You might get powerups, though.

Prior to entering one of these fights, text will pop up saying "Now Entering Mega Boss".

Intro Music: C6 S2 P1

Fight Music Stage 1: C6 S1

Fight Music Stage 2: C2 S3

Fight Music Stage 3: C6 S1

## Bosses

### Checkpoint 20

Prior to this fight, you get 6 shield powerups.

Stage 1: 3 Triple Cells and 1 Quintuple Cell.

Stage 2: 3 Quintuple Cells, 1 Septuple-Cell and 1 Triple-Cell with a laser cannon.

Stage 3: 2 Septuple-Cells, 2 Triple-Cells with laser cannons and 1 Quintuple-Cell with a laser cannon.
Checkpoint 2763

Checkpoint 2763 is the 2764th Checkpoint in smash hit.

## Stages

### Stage 1

Stage 1 is basically Checkpoint 9-1 and Checkpoint 6-1 Combined and is x2.0625 Faster than Checkpoint 6-1. But there is one catch, THE CRYSTALS ARE ON STRINGS! The music is a Chill pop remix of Checkpoint 6-1's music

### Stage 2

Stage 2 is Checkpoint 10-1 but easier, No laser, crystals cannot transform. Music playing is Checkpoint 0-2's music

### Stage 3

Stage 3 is Checkpoint 1-1 but no glass, yup, it is a break point. Omnichad orbs replace the pyramids and the Omnichad orbs are worth 2763 balls. No music plays.
Toilet Mode

**Toilet Mode** is is the 6th mode of  smish Hit. You get flushed down a toilet with a bunch of pee and poop and you will be in a yucky new zero gravity sewage network filled with pee,poop,sewage,dirty stuff,and vomit. You use your unlimited amount of pee,poop,diherriah,mud,and sewer muck. Nothing can hit you too. When you hit pee, blobs of it go everywhere and destroy other potty contents around it. When you hit poop, chunks of it will fly everywhere destroying potty contents around it. If poop hits pee, then poop becomes diherriah and diherriah will explode destroying potty contents around it. When you hit puke, it is the same as pee when it is hit, but the blobs explode destroying all potty contents around it. When you hit fart, it gives you a superpower which allows you to destroy potty contents with a fart laser and boost your speed with a fart jet pack. It is kind of hard to find and the superpower lasts 15 seconds. The zero gravity is caused by ugly,dirty green sewage water. Toilet Mode also has bad music, is a meditation like zen mode, and is very smelly,full of toilets. Enter at your own risk.Use Power Ups to protect yourself from pee and poop!

The text for toilet mode is:

Toilet Mode | Flush yourselves into a bad world of pee, poop, and other drainy stuff.
Smash Hit 598 Edition - Checkpoint 35

### New features

Five-button door, Bouncing Pentagon, Pentagon throwing itself at the player, Groups of five-bladed fans, Group of pentagons on strings, Group of pentagons with metal on strings, Rotating pentagon with metal inner edge, Rotating metal pentagon, Group of cubes that look like bouncing pentagons, Five crossed salmon glass lasers, Eneagon on strings lying with crystal on the right, Decagon on strings lying with crystal on the left, Sevenfold cell and two single cell boss fights
Smash Hit 598 Edition - Checkpoint 37

### New features

Yellow crystals, Four- and five-hammer hammer fan, Octagon on strings with six strings, Enagon on strings with seven strings, Cylindrical bar with six glass supports, Metal crosses, Group of heptagons on strings, Group of heptagons with metal on strings, Upright five-metal crankshaft, Hexagon with metal hanging, Heptagon hanging with metal, Enagon hanging, Octahedrons of falling glass, Octahedrons of metal, Lasers of four, five, six beams of yellow glass, Septuple cell boss fight, quintuple cell and single cell
Smash Hit 598 Edition - Checkpoint 26

### New features

Rotating Hollow Hub Shift, Two, Three and Four Blade Large Fans Shift, Five Hammer Star Shaped Rotary Hammer, Oscillating Large Glass Panel with Metal, Triangle on Strings with One String, Square on Strings with Two Strings, Pentagon on Strings with Three Strings, Hexagon on Strings with Four Strings, Heptagon on Strings with Five Strings, Six-Panel Rotating Metal Disc, Flying Glass Square, Flying Glass Rectangle, Three Quintuple Cell Boss Fight
Super gun boss

This boss are still operate like real bosses. But the cannons are upgraded into super-cannons. The cannons can shoots from 6-10 glass cubes. Variant: The laser version. This laser cannot use anything to deflect it. Even the lightsaber cannot deflect this laser! But here’s one way to help you deflect this dangerous laser. Use Metallic Ball to deflect it! This cannons appear in many checkpoint higher than Checkpoint 100.
Smash Hit 598 Edition - Checkpoint 20

### New features

Laser Shift, Square with Hanging Metal, Upright Square on Strings, Upright Square on Strings with Metal, Circle on Strings, Swivel Circle, Swivel Glass Panels Shift, Large Glass Panel Shift, Pop-up Glass Sheet with metal, Large cylindrical metal supported by four glass bars, Falling lying glass bar, Five-cell boss fight and two single cells
Massimo Corvo

## Informazioni artistiche

**Massimo Corvo** (Roma, 9 luglio 1959) è un attore, doppiatore, direttore del doppiaggio e dialoghista italiano.
Oltre che per alcune interpretazioni in televisione, è noto per la sua attività di doppiatore, avendo dato la voce italiana a diversi attori di Hollywood e anche a svariati personaggi dei cartoni animati, molti dei quali in produzioni Disney.
Smash Hit 598 Edition - Checkpoint 41

### New features

Decagon-shaped crystal with thirty-three balls, Falling crystals, Pentagon-shaped Cuboid on strings, Hammer with octagonal bar, Bouncing glass Enagon, Heptagon-shaped sweeper, Triangular prism on strings, Oscillating square-shaped panel, Oval on Ropes, Trapezoid on Ropes, Hanging Glass Diamond, Triple Cell Five Boss Fight
Octuple-cell Boss (ElementBall's version)

An Octuple-cell boss (ElementBall's version) is a boss with eight cells, like the name says. The boss is full of metal. There's a stone square in the middle with a button. If you press the button, the metal will turn into glass (so you can defeat the boss), until it shoots. Laser cannons variant will coming soon!
Version 1.5.0/LU-0038 version

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

This page is a stub. You can help by adding anything you know about **Version 1.5.0/LU-0038 version**. This page might be in progress, meaning that it is only temporarily a stub.

## New features

A fan-made version that adds my version of checkpoints 12-24. (checkpoints 19-24 are still under construction)

* It adds the 2 next generation modes.
* Multiball can now go up to 10 balls per throw!
* Different credits with screen propellers and billboards with text!
* Checkpoint 6 will have 4 stages (that is, a door between stage 2 part 1 and 2, making them seperate stages)
* Checkpoint 10 stage 3 part 2 and 3 will have a door (not just a hole )between them, and stage 3 part 3's music will be changed to local multiplayer stage 6.
* By 2119 there will be up to checkpoint 1933828284728375848383958493939494! AND IT WILL TAKE ABOUT 1 CENTURY TO REACH INFINITY !
Checkpoint 901939

Stage 1:

3 P-F type propeller (6 blade)

(They spinning very fast but sometimes will crash you,sometimes don’t.)

3 Falling Glass Cube (in a group)

21 Jumping Glass Planks

23 Spinning Hexagon with random shapes.(3 of them is large one)

Music From C3 Z2

Stage 2:

10 Shifting Mosaic glass panes (in a group)

Other unused obstacles and obstacles from Custom Stages Mod

Music from stage 11st in Custom Stages Mod

0 Gravity

F-4 type propeller with 2 blades.

Stage 3 :

Fast speed like S2 C10 and 3 Time Slows are here.

17 Shifting Glass Bars

19 Shifting Small Type Lazers.

13 Moasic glass panes.
Timeless Infinity 2

Its Fake!

## Stages

### Stage 1

Stage 1 features normal gravity with crystals , lasers , evil crystals , there is 1 button at the end and the music is from the 1st stage of checkpoint 11.

### Stage 2

Stage 2 is the same as the 1st stage but it is faster , but the music is from the 2nd stage of checkpoint 10 and there is 1 button at the end.

### Stage 3

Stage 3 features falling glass planks , lasers , there is 2 buttons at the end leading to Checkpoint 56 and the music is from the 1st stage of checkpoint 4.
Triple-gunner boss

## Info

The Triple-gunner boss is a hypothetical mayhem boss introduced in Checkpoint 14 , it has 3 cannons and 11 exposed sides. It is a upgraded variant of the triple cell Boss, with 3 cannons instead of one. The excessive weight of the 3 cannons are all on one side, thus making the boss unbalanced. Therefore it also spins faster than a regular triple cell.

## Variants

* Regular Triple-gunner boss: Fires 3 Glass Cubes at the same time.
* Triple-gunner boss with Laser cannon: Fires 3 (1 Beam Lasers) at the same time.
Versus Mayhem Mode

*Not be confused with Fight Mode, a game mode where the players ARE bosses.*

Accessible in the Classic Split Mod, Versus Mayhem mode allows the two players to compete against one another in Mayhem Mode. The perspective is slightly different, but room design is the same.

The two players will have to both face off against the Boss. They can either help each other defeat the boss, or increase the difficulty of the game for the opponent (cylinder, glass cannon, glass slab, etc.)
Version 1.5.7

Version 1.5.7 is a new version of *Smash Hit*.

## List of Changes

* New Game Mode has been added, called Tick Tock Mode
* New Graphics and Improvements
* New Main Menu Music
* Game Modes are free
* Major Changes and Improvements were added to the Introductory Stage
* Added a new Power Ups for Tick Tock Mode called the Freeze Time Power Up and an Extra Chance Power Up
Reverse Glitch

The **Reverse Glitch** is a rare gltich (0.6% chance) ecountered in Smash Hit, which (obviously) causes you go backwards.

## Reverse Glitch

What the player sees before the bug occurs

### First Documented Occurance

2017 - The bug was discovered, including the reverse room.2023 - The 64bit was discovered.

August 1, 2023 - 128bit limit was discovered.

### Version(s) affected

1.3.0 - latest (iOS) 1.3.4 - latest (Android)

## Cause of glitch

The cause is known to be from an unknown, very rare code bug which caused this glitch, but it is unconfirmed. The glitch appears in an unknown command from the main.lua.mp3 of the HUD.

## History

The glitch first took appearence on 1.3.0 when the iOS got an update on the game modes. Android followed after 1.3.4 update rolled out. The glitch is still active today, but the developers did not seem to notice the bug.

## Gameplay

The moment the person gets the reverse glitch, the camera starts moving backwards, away from the "starting stairs". It gives an illusion that you are on a negative game mode. The person will also notice that the camera is accelerating, going faster in reverse. A minute later the 'Starting section' will cut off, leaving only a platform and a skybox on the player's screen. At -524288 the platform dissapears all of a sudden, the skybox is the only thing left in the player's view. An eternity later, at -2147483648 the skybox will eventually start glitching (flickering), and players with 32-bit devices will have their game crashed before the flickering occurs. And finally at -9223372036854775808, 64-bit devices will crash, it is not known what is past the 64-bit integer limit. For x86 (128-bit) devices however the skybox, which is known as the void, disappears into just into black and the HUD begins glitching until the game does a so called "ultimate crash" for Reverse Mode meaning the game deletes itself due to severe code failure at the score of -170141183460469231731687303715884105728. But if you go forwards instead of backwards then it will do the same but without deleting and when you open the app, the score shows "170141183460469231731687303715884105727" - mediocre rank.

## Gallery

The Empty Platform, beginning at -1000.Skybox at less than -524288After surpassing the 64-bit limit. The counter shows "null" due to the error and the HUD begins to glitch.
Checkpoint 12/XhanLu/New

Checkpoint 12 is a calm checkpoint. This checkpoint has low gravity.

* 2 pyramidal crystals with a propeller in the middle (type F-4).
* 2 4-bar spinning metal disks, with the second having a star crystal in the middle.
* 3 sets of crossed glass bars, then an octahedral crystal.
* 2 spinning hollow cubes nested inside each other, with 2 pyramidal crystals after.
* 1 set of crossed lasers.

This stage has only a floor, with occasional holes/pedestals to fit obstacles. The door has 2 buttons. This stage is slow.

### Stage 2

Stage 2 has 4 segments:

* 2 pentagons on strings, with a pyramidal crystal between them.
* 4 octahedral crystals before a hexagon on strings.
* A star crystal, followed by 3 swinging hammers.
* One spinning star hammer.

This stage has a floor and a ceiling, with a big crack down the middle. At the start of this stage, there is an explosive ball power-up. The door has 1 button. This stage has a medium speed.

### Stage 3

Stage 3 has 6 segments:

* 2 crankshafts perpendicular to each other.
* 4 pyramid crystals on the sides.
* 3 squares on strings.
* 1 octahedral crystal before 2 5-bladed propellers.
* 1 spinning star hammer with 2 pyramidal crystals.
* 6 glass bars with 2 octahedral crystals.

This stage resembles C11S2 or MPS5 in appearance. This stage rotates, and goes at a slow speed. At the start, there is an infinite balls powerup. At the end, there are 2 star crystals.

### Stage 4

Stage 4 is a break point. There are 4 segments.

* 4 pyramidal crystals on stairs.
* 2 octahedral crystals in a row.
* 2 pyramidal crystals on the top and bottom.
* 1 star crystal.

This stage has no floor or ceiling.

### Boss Stage

#### Crystals

There are no crystals prior to the boss as the previous stage was a break point. At the end, there are 4 star crystals.

#### Boss

The boss is a new boss, the septuple cell boss.

### Music

Stage 1: Zen Mode

Stage 2: C2S2

Stage 3: C5S3

Stage 4: C0S3
Smash Hit 598 Edition - Checkpoint 18

### New features

Pentagon Shaped Crystal with Fifteen Balls, Wall Rotating Double Hammer, Wall Fork, Hexagon on Strings with Metal, Large Glass Wall, Small Glass Wall, Double Hammer Fan, Rotating Hanging Square, Falling Square, Hammer front-positioned oscillating, Two-leaf pop-up glass leaf fan, Seven-cell and single-cell boss fight
Introductory Stage

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

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

### New features

Sliding Glass Panes, glass bars, Crystals, "Infinite Balls" power up, boss, belts (Mayhem Mode), normal gravity, Automatic Door (Smash Hit VR)

### Stage(s)

3

The **Introductory Stage** (aka **Basic** (Internally)**,** Checkpoint 0**, or** Start**) is the first checkpoint that appears in Classic, Training, Mayhem. It acts as the game's tutorial. This checkpoint has been in all versions of the game.**

## Description

The introductory stage is mainly white, with grey glass. The gradient is mainly white, while in the previous segment a green tint is added. While in this zone, you are known as a beginner.
Version 0.0

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

**Version 0.0** has a Smash Hit Wiki counterpart.

This fan-made **version 0.0** had quite a few differences from the real version.

**Version 0.0** was the first version made with the current style, after the pre-Alpha builds. It was the only version to not have any checkpoints from Checkpoint 5 and above (except Endless Mode).

## Differences

* There were only 6 checkpoints (including Introductory Stage and Endless Mode) which were the Introductory Stage, Checkpoint 1, Checkpoint 2, Checkpoint 3, Checkpoint 4 and Endless Mode in this version.

* All versions until Version 1.0.0 (Initial Release) was not made public most likely because it was probably not "final" (just a prototype) and because of that, it could be considered "Closed Alpha".
* Checkpoint 4 stage 3 rotates. It connects to the Endless Mode. (very weird having the now entering endless mode text in checkpoint 4, which is much too early.)

Connecting to the Endless Mode from Checkpoint 4 may have looked something like this.Smash Hit Why Checkpoint 4 Room 4 Didn't Likely Rotate reupload from cdde2, unedited versionWhile likely much different from today's Checkpoint 4, this video gives an idea of what that would have been like. (Note that everything would have been much harder to hit (especially Octahedral Crystals), let alone aim correctly.)Smash Hit Classic-style ModWhat **Version 0.0** would have been like. Watch this to see what the rotation is like (note that Octahedral Crystals become insanely hard to hit.A mod, NewBartoszx1's four checkpoints mod, that can simulate this version to some extent, including the now entering endless mode text.
Shield Powerup

## Info

The Shield Powerup is a fan-made power-up. It first appears in Checkpoint 19.

## Usage

This powerup is used to block lasers from laser-cannon bosses (NOT breakable lasers), which otherwise make you lose 50 balls. You get up to 5 prior to every mayhem boss fight with a laser boss, and up to 10 prior to a Mega boss fight.
Smash hit ending?

This ending will occur after the last stage of 3rd endless mode.

## Description

After last stage of 3rd endless mode, instead of repeating room, you will head to a white room with glass panes with the following text:

Well done!
You have played all the way to the end.
thank you for playing!
Mediocre ab
smash hit

after that, you will pass an auto door and head to a house.
Mini Flexicube

The **Mini Flexicube** is a downgraded version of the original flexicube boss.

## Appearance

It’s the first Flexicube, but instead of triple-cells, it’s single-cells. Also, the panes that are connected to the stick are metal, meaning there’s no point in aiming at it.

## The Fight

### Phase 1

Break the glass panes to reach Phase 2. Both cannons shoot two cubes at you.

### Phase 2

The stick becomes glass. Now you need to break it. Once it breaks, the bosses die, and the two metal panes jump at you like the *glass* panes in checkpoint 10.
Smash Hit 3 - Checkpoint 155

Checkpoint 155 is super impossible because it has several difficult obstacles and difficult bosses.

## Smash Hit 3 - Checkpoint 155

### New features

Big circle on strings, Big circle on strings with metal, Big triangle on strings, Big triangle on strings with metal, Big square on strings, Big square on strings with metal, Big pentagon on strings, Big pentagon on strings with metal, Big hexagon on strings, Large Hexagon on strings with metal, Large Heptagon on strings, Large Heptagon on strings with metal, Octagon, Eneagon, Decagon and Large Dodecagon on strings and with metal, Circle, Triangle, Square, Pentagon, Hexagon, Heptagon, Octagon, Metal Eneagon, Decagon, and Dodecagon, Twenty-four Button Door, Ten-Panel Rotating Panels, Large Rotating Glass Gear, Quintuple-Gunner, Septupple-Gunner, and Nondouble-Gunner Boss Fight
Very easy mode

Very easy mode is a gamemode that is easier than training.

It is the only gamemode that can be combined: but only with Mayhem.

### Changes applied

* Some obstacles get nerfed. For example, propellers have 1 glass bar in them instead of the regular 2.
* Some obstacles get removed.
* Every time you pass an checkpoint your ballcount resets to 3 million.
* Crystals give you twice their original aumont of balls.
* Combining this mode with Mayhem makes bosses much easier to defeat (no rings, larger reload times etc.)
* You need to smash 4 crystals to get multiball.
* The maxium multiball status is increased to 9 instead of 5.Very laggy; never try to spam with that!
Checkpoint 119

I'm changing some things, so if you don't mind...

### New features

Freeze Ball, Falling Glass Panes, Horizontal Swinging Glass Slabs, Jump Cannon, Rotating Jump Cannons, Cloud-like Glass, White Pyramid Crystals, Boss with Jump/Rotating Cannons

## General Info

This checkpoint was the first one introduced in *Smash Hit: Ball Empire*. The zone from this checkpoint is "Expert Things". It contains obstacles that make the scenery a sky. Also, there's almost no floor or ceiling in the whole checkpoint.

## Stages and Boss

### Stage 1

It doesn't rotate, and it's slow. You can find Sliding Glass Panes, Cloud-like Glass, Sliding Glass Panes, Glass Cannons, Transformational Crystals and Swinging Hammers here. The stage ends with a White Crystal and a one-button door.

### Stage 2

#### Part 1

It doesn't rotate and it is slow. You can find Swinging Hammers, Spinning Glass Panes, White Pyramid Crystals (in groups of 2), Squares on Strings, Transformational Crystals and Glass Cannons here.

#### Part 2

The second part of the stage doesn't rotate, but it's very fast (in easy mode, it's just fast). It contains Falling Glass Panes, Glass Cannons, Jump Cannons, Rotating Jump Cannons and Falling Glass Planks here. The stage ends with a Freeze Ball power up and a two-button door.

### Stage 3

It doesn't rotate and the speed is normal. You can find Swinging Glass Slabs, Horizontal Swinging Glass Slabs. Cloud-like Glasses, Crankshafts, Flying Glass Panes and Transformational Crystals here. The stage ends with a two-button door.

### Mayhem Boss

Before starting the boss fight, there are two White Pyramid Crystals. The Mayhem Boss is a triple-cell boss, but there suddenly could appear a Jump Cannon or a Rotating Jump Cannon.

## Music

The first stage uses the music of the checkpoint 5 stage 1, the first part of the second stage uses the checkpoint 6 stage 2, the second part the checkpoint 10 stage 2 and the last one, the checkpoint 1/4 stage 3.
No Infinity, Checkpoint 12

Checkpoint 12 Was 3 Zones, But It's Checkpoint 12. Followed By Endless Mode.

**1**

In this stage one, glass is a cube. The Glass Cannons Want to kill the player! The 18 Octrahedron Crystals total 90 balls. It is blue stage.

**2**

Many Gray! Low Gravity. Obstacles Are Many Rows Of Star Crystals.

**3**

Return To Blue! Spinning Metal Disks with Star Crystals. Next is the Automatic Door and 2nd endless mode, or Checkpoint 13, depending on where you choose in the menu.
Smash Hit 598 Edition - Checkpoint 34

### New features

Clear Glass, Star with Metal on Strings, Rhombus with Metal on Strings, Square Bar Hammer, Hexagonal Bar Hammer, Oscillating Cross Bar, Fast Single Beam Lasers, Two, Three and Four Leaf Pop-Up Glass Leaf Fan , Falling Rectangle, Flying Rectangle, Rectangle with Metal Upright on Ropes, Groups of Glass Panels with Metal, Groups of Rotating Glass Gears, Groups of Glass Walls, Nonuple Cell and Quintuple Cell Boss Fight
Minigames

Minigames are introduced in LU-0038's checkpoint 19. The score you get on the minigames before you lose equate to the number of balls you gain.

## How to access them

You need to find a minigame crystal (a pyramidal crystal, but green) and smash it. After breaking the crystal one of four games below will pop up.

## Games

### Block jump

On mobile, tap the screen to make the block jump over the spikes. To jump on desktop, press the enter key. As you progress through the game, it becomes faster. Each spike you jump over equals 1 point. the score you get before you crash into a spike is the number of balls you receive.

### Jetpack bird

It operates like flappy bird. The jumping of the bird is the same as block jump. The number of pillars you pass before you crash into a pillar is the number of balls you receive.

### Traffic cross

It's just like crossy road. Except with DNC cars, cities and roads.
Master Mode/CI - C3

This is the first part of Master Mode. Here, we go through every stage in detail.

## Introductory stage

**Note: You now start with 30 balls instead of 25**

### 0-1

* The two crystals at the start are now star crystals

**HOWEVER**

* There are no crystals for the rest of the stage
* Each spot where the crystals should be, there are now sliding glass bars

### 0-2

* There are more crystals

**HOWEVER**

* The number of sliding glass panes has been doubled

### 0-3

* You get 3 octahedrons at the start
* Extra infinite balls power-up at the end

**HOWEVER**

* No 6-pyramid crystals/
* Sliding glass panes are now shifting

## Checkpoint 1

### 1-1

* Each pyramid crystal has been replaced with an octahedral crystal

WIP
Smash Hit 598 Edition - Checkpoint 30

### New features

Rotating decagon, Decagon on strings, Rotating rectangle with inner edge, Blue glass laser, Yellow glass laser, Upright rectangle with metal on strings, Upright hexagon with metal on strings, Fork groups, Pop-glass sheet groups ups, Groups of rotating glass panels, Groups of fans, Sweeper with oscillating metal, Groups of octahedra on strings, Falling pyramid, Flying metal blocks, Rotating triangle, Rotating pentagon, Rotating heptagon, Falling triangle, Hanging metal triangle, Circle with metal on strings, Nonuple Cell boss fight
Survival Mode

**Survival Mode** is a gamemode that removes all crystals. After passing a zone, the player collects a supply of balls for the next zone. The background will turn slightly red, like in Mayhem Mode. Like most gamemodes, you can continue from the previous checkpoint. And try hard and harder to do your best without crystals!
Smash Hit 598 Edition - Checkpoint 29

### New features

Enagon with metal on strings, Quad shot cannon, Green glass laser, Triangle with metal hanging, Pentagon hanging with metal, Double crosses, Different five-bladed fan, Group of falling glass bars, Small glass panel with metal, Cube hollow glass, Hollow metal cube, Large swinging glass wall panel, Upright hexagon on ropes, Upright octagon on ropes, Group of bouncing glass cubes, Fight against two septuplet cell bosses​
Smash Hit Fanon Wiki

Welcome to the *Smash Hit* fanon Wiki! We currently have 495 articles and 3 active users

This wiki is for made-up *Smash Hit* content: e.g. checkpoints, obstacles, game modes, etc.

You can see the rules, but you only need to know that anything you put here has to be somewhat relevant to *Smash Hit.*

## Recent Activity

Track the most recent changes to the wiki on this page.

 Help

* Wiki Activity
* Social Activity
* Image Activity

**List of abbreviations:**
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## Are you at the right wiki?

Smash Hit Wiki

A wiki for general information about Smash Hit from a player's perspective.

go to this wiki

Smashing Mods Wiki

Releases of modifications for Smash Hit, which extend the game in new ways.

go to this wiki

Smashing Tech Wiki

Technical information about Smash Hit, including ways to mod the game.

go to this wiki
Laser cannons

## Info

Laser cannons are a hypothetical obstacle introduced in Checkpoint 17 , they are the upgraded variant of the Glass Cannons, they shoot a single beam at the player , a button must be pressed to deactivate it before it fires, It also appears as a boss weapon starting at Checkpoint 32 , the button used for the laser cannon if hit deactivates the weapon the boss uses and switches weapons to the glass cannon weapon for 30 seconds. But permanently deactivated if not a boss weapon.
Cody

SirHighAwesomeParty (World Tour)

**Cody** was a camper in TDCYOR: Island. He was played by Finnmcmissilecar and was placed on the Screaming Gophers. He made an alliance with Trent and Gwen but unlike the others he couldn't make the merge.

He competed again in Action, this time played by Elodge on the Killer Grips. His player was inactive so her was voted out placing 17th.

He played one last time in World Tour, played by SirHighAwesomeParty and was placed on Team Victory where he stayed during the tribe swap and merged for the first time. Cody ended up on the wrong side of the numbers and pplaced 7th

## Personality

Cody is a tech-savvy geek, who sees himself as a ladies' man instead of a nerd. He joined the show primarily to be with the "cool" kids: his own kind, or so he thinks. His self-named "manly charms" and "smooth moves" are famously not so smooth, failing him around the other contestants such as Trent. Cody's usual tactic of getting women involves him using pick-up lines that sound irresistible to him, but irritating to everyone else. Most of the girls he flirts with usually end up annoyed or amused. Cody likes to think that he is the "cool guy," but his biographies suggest that he is very intelligent. When he's not being perverted, he can be quite clever and even crafty, as seen in episodes like Dodgebrawl and Total Drama Drama Drama Island

It is highly suggested through Cody's huge crush on Gwen that once he becomes truly interested in someone, he will be loyal and will do whatever it takes to make her happy - even give her up to another guy. Cody is a sweet boy, but with it comes tendencies that are perverted and somewhat stalker-like. He shifts to the receiving end of a major fixation in Total Drama World Tour.
Pyramidal Crystal

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

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

### Appearances

Introductory Stage, Checkpoint 1 - Checkpoint 6, Checkpoint 8, Checkpoint 9, Checkpoint 10 (Boss), Checkpoint 11, Endless Mode, Local Multiplayer

### Internal Name

scoretop

**Pyramidal Crystals** are a type of crystal in *Smash Hit*. These crystals take the shape of a square-based pyramid, and are the most abundant in the game. They grant you 3 balls.
Smash Hit 598 Edition - Checkpoint 33

### New features

Hexagon shaped crystal with twenty five balls, Rotating triangle with inner edge, Rotating pentagon with inner edge, Triangle shaped sweeper, Cube that looks like a glass triangle, Cube that looks like a glass heptagon, Group of prisms on strings , Set of four rotating hollow cubes, Six-fork rotating forks, Quintuple shot cannon, Group of neagons on strings, Nonuple cell and triple cell boss fight
Smash Hit 598 Edition - Checkpoint 38

### New features

Rotating Quadruple Hammer, Tumbling Glass Diamond, Triangle Shaped Sweeper Change, Six Blade Different Fan, Rhombus on Strings Lying with Crystal, Group of Rotating Hexagons, Group of Rotating Octagons, Thick Glass Bar, Rotating Shaped Hammer star with three hammers, Falling hollow cube, Nonuple cell and septuple cell boss fight
Smash Hit 598 Edition - Checkpoint 25

### New features

Pink crystals, Rectangle with hanging metal, Square with swinging hanging metal, Upright rectangle on strings, Metal door with two buttons, One, two and three beam lasers, Metal pyramid, Oscillating five-metal crankshaft, Cuboid on strings, Upright Octahedron on strings, Upright Prism on strings, Fight five single cell bosses
Smash Hit Gameplay (Checkpoint 4)

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

**Smash Hit Gameplay (Checkpoint 4)** has a Smash Hit Wiki counterpart.

*(As seen in Smash Hit Gameplay)*

The *Smash Hit Gameplay* trailer shows an early version of Checkpoint 4. It is slightly different to the Checkpoint 4 in reality.

## Objects

* Crankshafts were seen (and smashed), but were never actually used in the real checkpoint.

* Apparently there were 6 pyramids in a group as well, though only 4 pyramids are seen as a group, in Training Mode. They follow an Infinite Balls Power Up as well.

* Time Slow and pyramids are seen in Stage 2, appearing on isolated pedestals. However, the only crystals in Stage 2 come from the beginning, and are exclusive to Training Mode. They are two pyramids that appear on the two pedestals at the beginning, separated by a crack.
* The only objects that appear as they're supposed to (real Checkpoint 4) are the Propellers (type F-4 and P-T).

2 pyramids in Classic Mode, 4 in Training Mode, 6 in Smash Hit Gameplay.
## Music

* The first stage used the music that was used for the first stage of Checkpoint 3.

* The second stage used the music that was used for the first stage of Checkpoint 1.

## Formatting

* The Pause button is in the bottom right, rather than the top right.
* When Time Slow is used, the clock icon does not appear on the multiball status.
* When Power Ups are collected, they disappear in a puff of smoke, rather than a flash of light in reality.
* When the pyramids are smashed, the number 3 coming out of them is purple, not blue in reality.

### Reflections

* The glass is less reflective of light, as well as metal. It doesn't have the shiny effects usually seen (especially true on doors.).
* No reflections are seen on the ground too!
Super-bosses

## Info

Super-bosses are the 2nd hardest bosses in the game, they only appear in certain checkpoints, and they appear in every game-mode. All Checkpoints containing super-bosses will have no regular mayhem bosses.

## Super-bosses

* Alien Boss: This boss appears in Checkpoint 27 stage 5 along with 2 Alien Mini-bosses, it has 3 known attacks, and takes 80 hits to be defeated.
	+ Alien Laser: This attack occurs once per 12.5 seconds, but they can be destroyed, you lose 15 balls if you get hit by one of these.
	+ Alien Railgun: This attack occurs once per 22 seconds, but they can be destroyed, you lose 30 balls if you get hit by one of these.
	+ Alien Colossus Laser: This attack occurs once per 55 seconds, but they can be destroyed, you lose a whopping 75 balls if you get hit by one of these.

* Mechanical Boss: This boss appears in Checkpoint 33, it has 4 known attacks and takes 90 hits to be defeated.
	+ Mecha Laser: This attack occurs once per 10 seconds, but they can be destroyed, you lose 20 balls if you get hit by one of these.
	+ Missiles: This attack occurs once per 15 seconds, but they can be destroyed, you lose 35 balls if you get hit by one of these.
	+ Shockwave: This attack occurs once per 25 seconds, but they can be destroyed, you lose 50 balls if you get hit by one of these.
	+ Giga Blaster: This attack occurs once per 35 seconds, but they can be destroyed, you lose a whopping 90 balls if you get hit by one of these.

* Experiment 51, Aircraft of Bosses: This boss appears in Checkpoint 40, the boss has 2 phases, the 1st phase takes 50 hits while the 2nd phase takes 100 hits meaning it takes 150 hits to defeat it, it has 3 known attacks in the first phase and gains 2 more attacks in the second phase.
	+ Missiles: This attack occurs once per 7.5 seconds, but they can be destroyed, you lose 25 balls if you get hit by one of these.
	+ Summon Floating Drone: This attack occurs once per 10 hits taken in both phases, it summons a floating drone.
	+ Lasers: This attack occurs once per 10 seconds, but they can be destroyed, you lose 35 balls if you get hit by one of these.
	+ Summon Shielding Drone: This attack occurs once per 25 hits taken only during the 2nd phase, it summons a shielding drone.
	+ Summon Laser Drone: This attack occurs once per 12-13 hits taken only during the 2nd phase, it summons a shielding drone.
Overtime Mode

**Overtime Mode** is the same as classic mode, but replaces the Endless Mode checkpoint with a PinOut!-esque overtime; that is, all checkpoints are repeated at the end without crystals. It is available under novice, normal, and expert difficulties as are all game modes after the difficulty update.

## Trivia

* In Overtime Mode, the first room of Start is replaced with the mayhem mode version, since it is barren without crystals.
Smash Hit 2: Endless adventures

**Smash Hit 2: Endless adventures** is a fangame idea made by 114.219.23.95.

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

This page is a stub. You can help by adding anything you know about **Smash Hit 2: Endless adventures**. This page might be in progress, meaning that it is only temporarily a stub.
Stop sign

Stop signs are introduced in Checkpoint 6.5. The metal where the hexagon stands makes it hard to destroy. They appear from the ceiling, walls, floor, and stands. The boss also uses stop signs from which they pop up from the boss that is used, it pops right next to the cannons from which the boss shoots too when the stop signs pop up. Stop signs can also be found on propellors. They can be found on the Stop-sign-cube Boss which you have to break the stop signs to defeat the boss.
Minigame Mode

The Minigame Mode is an Easter Egg in *Smash Hit: Ball Empire*.

## How to access it

There's a hidden button in the "more" menu, below "more games". If you press it, you can access it easily.

## Minigame "menu"

Like all the Game Modes, this mode has direct accesses to all the minigames (except the premium ones, if you don't have premium). In the part of select Game Mode, this one will only appear when you are in the Minigame Mode. The rankings are a summary of your points in the minigames, but, as in the classic mode, the statics will only appear if you have the premium.

## Minigames

These are the minigames you can play:

* Bowling: The Bowling is the same as in the first game, but you can play it as much as you want. You can only shoot one ball at a time.
* Basketball: You have to throw the ball through the hoop, just like the original sport! You can only shoot one ball at a time.
* Training: You have to shoot the targets with your balls.

### Premium Minigames

And, there are premium minigames, which are:

* Demo Bosses: Play against the demo Bosses, the Matryoshka and the Telecube.
* Jumping Block: Is kinda the same as Block Jump but you have to shoot the target to make the block jump. You can only shoot one ball at a time, but there could appear an Infinite Ball.
* Boss training: You can train your boss skills for Fight Mode, playing against normal bosses.
The void

**The void** is an occurence in Smash Hit, starting at 524287 and -524288 and can occur in arm7 (32-bit), arm64 (64bit) and x86 (128-bit) devices and it is known that it could happen since Version 0.8.0 and can be caused by the Reverse Glitch, or by surpassing the score of 524287.

Template:Glitch / Bug

## Appearance

The appearence of the area is only a purple-white gradient skybox.

## Occurences

The void starts at 524287 (or -524288) as mentioned, but another strange thing is that balls cannot be thrown in this place. Which loses all of the game's purpose. More errors occur at 2147483647 and -2147483648 for 32-bit, 9223372036854775807 and -922337203685477508 in 64-bit, and 170141183460469231731687303715884105727 and -170141183460469231731687303​715​884105728 for 128-bit devices. such as the skybox glitching and the game crashing itself. This occurence is caused by a calculation error (mentioned in the infobox)

## Trivia

* The negative occurences were found via the Reverse Glitch
* You can only discover either via the Reverse Glitch or by surpassing the score of 524287.
* Version 0.1 does not have the void due to lack of bugs and lack of an all new design and only versions older than 0.8.0 can have it.
Reverse Transformational Crystal

A Reverse Transformal Crystal is kind of self-explanatory. It's a Transformational Crystal that goes in the opposite direction. It starts out as a Pyramid. At a distance of 12 from you, it transforms into an Octahedron. another 6 distance and it transforms into a 3D Star. These crystals are best hit close-up to get the most balls.
Smash Hit shorts

**Smash Hit shorts** is an animation series helping you learn *Smash Hit*.

## Episodes

### Season 1

1. Starting the game (basics)
2. Extra balls (Blue pyramids)
3. What to buy? (premium)
4. The new crystals (octahedral, star, folding crystal etc.)
5. New house (rooms)
6. Where to start? (checkpoints)
7. Move and slide (sliding objects)
8. Spin but don't get dizzy (spinning objects)
9. Forever and ever (endless mode)
10. The villains (boss fights)
Version 0.2.0

Version 0.2.0 is the first version to have checkpoints, of which there are only 3 (not counting start and endless mode) : Checkpoint 1(today's checkpoint 3) checkpoint 2 (today's checkpoint 4) and checkpoint 3 (today's checkpoint 5) but all the checkpoints have way more crystals than today's checkpoints. Version 0.2.0's Endless mode consists of the following rooms:

Checkpoint 6 stage 1, checkpoint 7 stage 2, checkpoint 9 stage 3 and checkpoint 11 stage 2. however they are all grey and white since it's endless mode.
Spinning rectangle

Same as Spinning squares ,but it’s rectangle.Small and medium rarely don’t have a metal center.(they can be didvide in 5 types:)

1. Blank center.
2. Glass center.
3. Blank center (but the rectangle glass frame appears in middle,no center.).
4. Metal center.
5. Metal center (but the rectangle metal frame appears in middle,still no center.).
Hyperball Mode

Hyperball mode is a fan-made Game Mode.

This game mode uses multiple types of balls in many different stages. You can swap between ball types by tapping.

The main menu color is dark blue with longer checkpoint areas and an altered endless mode.

There are no crystals; instead, you get various types of balls through powerups. There is also no Multiball.

You start with 15 Normal Balls. Each powerup you collect gives 5 of a specific ball type. If you run out of a specific ball type, you will automatically switch to another.

You will have to manage your balls carefully to pass through some of the later checkpoints.

See all stages here.

## Ball Types

1. Normal Ball: Your average ball. Deals moderate damage to glass and no damage to stone or metal. Recommended for pressing door buttons.
2. Quintuple Ball: Basically 5 normal balls (there is no multiball). Great for taking out cross bars and dual revolving hammers.
3. Explosive Ball: Whenever this ball hits something, it explodes, smashing other close obstacles. Great for squares on strings and their variants.
4. Line Ball: Travels in a straight line, regardless of gravity. Good for getting crystals or opening doors from far away. Super useful for rotating stages. But, it will bounce off objects that it cannot fly through.
5. Homing Ball: Just select a (glass) obstacle or crystal, and this ball will seek it out and smash it. Cannot target metal, however. It will bounce off stone if it hits it, or it may just go around it.
6. Stop Ball: If an obstacle is moving and you hit it with this ball, it will freeze in place (metal included), regardless of gravity, then the ball will disappear. Cannot destroy obstacles.
7. Alloy Ball: A ball that is resistant to lasers. Takes the pain out of fast laser stages. It will go through the laser beams, but not do any damage unless it hits the generator glass.