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* GoodBadBugs: [[spoiler:If you get far enough in Endless Mode for the room cycle to start over (the four different kinds of rooms are used many times in each, so you need to get '''really''' far), all DifficultyByAcceleration accrued will be undone, giving you some breather space and more crystals to gain balls from.]]

to:

* GoodBadBugs: [[spoiler:If you get far enough in Endless Mode for the room cycle to start over (the four different kinds of rooms are used many times in each, so you need to get '''really''' far), all DifficultyByAcceleration accrued will be undone, giving you some breather space and more crystals to gain balls from. Humorously, the "Checkpoint Infinity" word and symbol appear again when this occurs.]]
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** Various other rooms (the first room after Checkpoint 3, first after 6, fourth after 6, third after 8, fourth after 10, and third after 11) have surprisingly simple obstacles for when they are encountered.

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** Various other rooms (the first room after Checkpoint 3, first after 6, & fourth after 6, third after 8, fourth after 10, and third after 11) have surprisingly simple obstacles for when they are encountered.
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** The heavily inclined string-suspended squares[[note]]found in the third room after Checkpoint 6[[/note]] are not broken as easily as ones that directly face you. They are also easily waved around when hit by the balls you launch, making them even harder to detach and easier to unexpectedly get hit by.

to:

** The heavily inclined string-suspended squares[[note]]found in the third room after Checkpoint 6[[/note]] are not broken as easily as ones that directly face you. They are also easily waved around when hit by the balls you launch, making them even harder to detach and easier to unexpectedly get hit by.by (possibly from behind).
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* GoodBadBugs: [[spoiler:If you get far enough in Endless Mode for the room cycle to start over (the four different kinds of rooms are used multiple times in each, so you need to get really far), all DifficultyByAcceleration accrued will be undone, giving you some breather space and more crystals to gain balls from.]]

to:

* GoodBadBugs: [[spoiler:If you get far enough in Endless Mode for the room cycle to start over (the four different kinds of rooms are used multiple many times in each, so you need to get really '''really''' far), all DifficultyByAcceleration accrued will be undone, giving you some breather space and more crystals to gain balls from.]]
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None


** Various other rooms (the first rooms after Checkpoints 3 and 6, the fourth rooms after Checkpoints 6 and 10, and the third rooms after Checkpoints 8 and 11) have surprisingly simple obstacles for when they are encountered.

to:

** Various other rooms (the first rooms room after Checkpoints 3 and Checkpoint 3, first after 6, the fourth rooms after Checkpoints 6 and 6, third after 8, fourth after 10, and the third rooms after Checkpoints 8 and 11) have surprisingly simple obstacles for when they are encountered.
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** The fast metal disks with 3 glass bars (2 in Training)[[note]]in the second room after Checkpoint 8[[/note]] are much more hazardous than their slow and steady counterparts. The bars' sudden movements allow them to ram you at either side of the disks, so shearing through the middles of all the bars is to only reliable way to protect yourself.

to:

** The fast metal disks with 3 glass bars (2 in Training)[[note]]in the second room after Checkpoint 8[[/note]] are much more hazardous than their slow and steady counterparts. The bars' sudden movements allow them to ram you at either side of the disks, so shearing through the middles of all the bars is to the only reliable way to protect yourself.



* GoodBadBugs: [[spoiler:If you get far enough in Endless Mode for the room cycle to start over, all DifficultyByAcceleration accrued will be undone, giving you some breather space and more crystals to gain balls from.]]

to:

* GoodBadBugs: [[spoiler:If you get far enough in Endless Mode for the room cycle to start over, over (the four different kinds of rooms are used multiple times in each, so you need to get really far), all DifficultyByAcceleration accrued will be undone, giving you some breather space and more crystals to gain balls from.]]
Is there an issue? Send a MessageReason:
None


** The heavily inclined string-suspended squares[[note]]found in the third section after Checkpoint 6[[/note]] are not broken as easily as ones that directly face you. They are also easily waved around when hit by the balls you launch, making them even harder to detach and easier to unexpectedly get hit by.

to:

** The heavily inclined string-suspended squares[[note]]found in the third section room after Checkpoint 6[[/note]] are not broken as easily as ones that directly face you. They are also easily waved around when hit by the balls you launch, making them even harder to detach and easier to unexpectedly get hit by.
Is there an issue? Send a MessageReason:
None


* GoodBadBugs: [[spoiler:If you get really far in Endless Mode, the room cycle starting over undoes all DifficultyByAcceleration accrued, giving you some breather space and more crystals to gain balls from.]]

to:

* GoodBadBugs: [[spoiler:If you get really far enough in Endless Mode, Mode for the room cycle starting over undoes to start over, all DifficultyByAcceleration accrued, accrued will be undone, giving you some breather space and more crystals to gain balls from.]]
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Added DiffLines:

* BreatherLevel:
** The second and fourth rooms after Checkpoint 2, not to mention the fourth room after Checkpoint 5, have no obstacles that can hit you at all.
** Various other rooms (the first rooms after Checkpoints 3 and 6, the fourth rooms after Checkpoints 6 and 10, and the third rooms after Checkpoints 8 and 11) have surprisingly simple obstacles for when they are encountered.
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** [[spoiler:The four-glass-bar large metal cylinders in Endless Mode are approached incredibly fast late in the game, and it takes a while to bump them out of your way without Multiball.]]

to:

** [[spoiler:The four-glass-bar large metal cylinders in Endless Mode are approached incredibly fast late in the game, and it takes a while to bump them out of your way without Multiball.]]
* GoodBadBugs: [[spoiler:If you get really far in Endless Mode, the room cycle starting over undoes all DifficultyByAcceleration accrued, giving you some breather space and more crystals to gain balls from.
]]
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** The shifting glass panes (in Checkpoint 2 and the last room of Checkpoint 4) move at sudden increments, and can easily hit you by surprise if you focus toouch on conserving your ball count.
** The heavily inclined squares on strings (found halfway through Checkpoint 6) are not broken as easily as ones that directly face you. They are also easily waved around when hit by the balls you launch, making them even harder to detach and easier to unexpectedly get hit by.
** The fast metal disks with 3 glass bars (in the middle of Checkpoint 8, 2 bars in Training) are much more hazardous than their slow and steady counterparts. The bars' sudden movements allow them to ram you at either side of the disks, so shearing through the middles of all the bars is to only reliable way to protect yourself.

to:

** The shifting glass panes (in that shift at sudden increments[[note]]in the first and third rooms after Checkpoint 2 2, and the last third room of after Checkpoint 4) move at sudden increments, and 4[[/note]] can easily hit you by surprise if you focus toouch too much on conserving your ball count.
** The heavily inclined squares on strings (found halfway through string-suspended squares[[note]]found in the third section after Checkpoint 6) 6[[/note]] are not broken as easily as ones that directly face you. They are also easily waved around when hit by the balls you launch, making them even harder to detach and easier to unexpectedly get hit by.
** The fast metal disks with 3 glass bars (in (2 in Training)[[note]]in the middle of second room after Checkpoint 8, 2 bars in Training) 8[[/note]] are much more hazardous than their slow and steady counterparts. The bars' sudden movements allow them to ram you at either side of the disks, so shearing through the middles of all the bars is to only reliable way to protect yourself.
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None

Added DiffLines:

* DemonicSpiders:
** The shifting glass panes (in Checkpoint 2 and the last room of Checkpoint 4) move at sudden increments, and can easily hit you by surprise if you focus toouch on conserving your ball count.
** The heavily inclined squares on strings (found halfway through Checkpoint 6) are not broken as easily as ones that directly face you. They are also easily waved around when hit by the balls you launch, making them even harder to detach and easier to unexpectedly get hit by.
** The fast metal disks with 3 glass bars (in the middle of Checkpoint 8, 2 bars in Training) are much more hazardous than their slow and steady counterparts. The bars' sudden movements allow them to ram you at either side of the disks, so shearing through the middles of all the bars is to only reliable way to protect yourself.
** [[spoiler:The four-glass-bar large metal cylinders in Endless Mode are approached incredibly fast late in the game, and it takes a while to bump them out of your way without Multiball.]]

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