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YMMV / Smash Hit

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  • Breather Level:
    • 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 room after Checkpoint 3, first & fourth after 6, third after 8, fourth after 10, and third after 11) have surprisingly simple obstacles for when they are encountered.
  • Demonic Spiders:
    • The glass panes that shift at sudden incrementsnote  can easily hit you by surprise if you focus too much on conserving your ball count.
    • The heavily inclined string-suspended squaresnote  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 (possibly from behind).
    • The fast metal disks with 3 glass bars (2 in Training)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 the only reliable way to protect yourself.
    • 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.
  • Good Bad Bugs: 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 Difficulty by Acceleration 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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