Is there an issue? Send a MessageReason:
None
Changed line(s) 39,41 (click to see context) from:
* NoPowerNoColor
** If a crystal is broken and your ball count is resultingly added to, it turns from blue (or black in a select few rooms) to gray.
** In Mayhem Mode, unhit boss faces will have both color and a glowing outline to help you find them, even if they're not facing you.
** If a crystal is broken and your ball count is resultingly added to, it turns from blue (or black in a select few rooms) to gray.
** In Mayhem Mode, unhit boss faces will have both color and a glowing outline to help you find them, even if they're not facing you.
to:
* NoPowerNoColor
**NoPowerNoColor: If a crystal (or Mayhem boss face) is broken and your ball count is resultingly added to, to for the former, it turns from blue (or black in a select few rooms) to gray.
** * NoticeThis: In Mayhem Mode, unhit boss faces will have both color and a glowing outline to help you find them, even if they're not facing you.
**
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* EasyModeMockery: Your ball count is capped at 500 in Training mode.
Is there an issue? Send a MessageReason:
None
* DestructibleProjectiles: There exist units that launch glass cubes at you, but throwing balls at the cubes will break them and prevent them from hitting you.
Changed line(s) 21 (click to see context) from:
* GlassCannon: The Mayhem mode bosses are this in a literal sense. They even shoot glass blocks at you.
to:
* GlassCannon: GlassWeapon: The Mayhem mode bosses are this in a literal sense. They even shoot glass blocks at you.floating block cannons plated with glass.
Deleted line(s) 45 (click to see context) :
* ShootTheBullet: There exist units that launch glass cubes at you, but throwing balls at the cubes will prevent them from hitting you.
Is there an issue? Send a MessageReason:
None
Changed line(s) 35 (click to see context) from:
* MusicSpoiler: In Mayhem mode, when you enter a boss room, the boss theme plays with a distinct opening.
to:
* MusicSpoiler: MusicalSpoiler: In Mayhem mode, when you enter a boss room, the boss theme plays with a distinct opening.
Is there an issue? Send a MessageReason:
None
* GlassCannon: The Mayhem mode bosses are this in a literal sense. They even shoot glass blocks at you.
* MusicSpoiler: In Mayhem mode, when you enter a boss room, the boss theme plays with a distinct opening.
Changed line(s) 35 (click to see context) from:
* NoPowerNoColor: If a crystal is broken and your ball count is resultingly added to, it turns from blue (or black in a select few rooms) to gray.
to:
* NoPowerNoColor: NoPowerNoColor
** If a crystal is broken and your ball count is resultingly added to, it turns from blue (or black in a select few rooms) togray.gray.
** In Mayhem Mode, unhit boss faces will have both color and a glowing outline to help you find them, even if they're not facing you.
** If a crystal is broken and your ball count is resultingly added to, it turns from blue (or black in a select few rooms) to
** In Mayhem Mode, unhit boss faces will have both color and a glowing outline to help you find them, even if they're not facing you.
Added DiffLines:
* SuspiciousVideoGameGenerosity: In Mayhem mode, if you see a bunch of crystals essentially in the open immediately after a door, be prepared for a boss.
Is there an issue? Send a MessageReason:
None
Deleted line(s) 14 (click to see context) :
* BulletTime: Using the second-introduced powerup temporarily slows your perception of time.
Added DiffLines:
* TimeMaster: Using the second-introduced powerup temporarily slows your perception of time.
Is there an issue? Send a MessageReason:
None
Changed line(s) 19 (click to see context) from:
* DroughtLevelOfDoom: [[spoiler:The far reaches of EndlessMode have its obstacles being rushed at incredibly fast, with very few crystals to easily hit, and it being all too many to pass a crystal or hit something, both of which reset your Multiball.]]
to:
* DroughtLevelOfDoom: [[spoiler:The far reaches of EndlessMode have its obstacles being rushed at incredibly fast, with very few crystals to easily hit, and it being all too many easy to pass a crystal or hit something, both of which reset your Multiball.]]
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* NoPowerNoColor: If a crystal is broken and your ball count is resultingly added to, it turns from blue (or black in a select few rooms) to gray.
Added DiffLines:
* SinisterGeometry: Obstacles in the first room after Checkpoint 9 and certain ones in the third room after look like hollow-faced cubes and cacti, respectively.
Is there an issue? Send a MessageReason:
None
Changed line(s) 22 (click to see context) from:
* GravityScrew: Certain rooms have gravity reduced — or even nullified entirely.
to:
* GravityScrew: GravityScrew:
** Certain rooms have gravity reduced — or even nullifiedentirely.entirely.
** While your view of your environment rotates with you, the direction of gravity rotates with such, so your view of "downwards" is always where things fall.
** Certain rooms have gravity reduced — or even nullified
** While your view of your environment rotates with you, the direction of gravity rotates with such, so your view of "downwards" is always where things fall.
* InterfaceScrew: Certain rooms have you rotate longitudinally, altering your view of your surroundings.
* RedSkyTakeWarning: [[spoiler:As Endless Mode and its DifficultyByAcceleration drag on, the background's color gets more harshly warm.]]
Changed line(s) 39 (click to see context) from:
* SpreadShot: Multiball. Hitting enough crystals in succession increases the number of balls thrown for each ball expended from your supply. [[DownplayedTrope The spread is rather thin]], but they make obstacles much easier to remove. Also, there are some times where you can hit multiple different targets with one throw.
to:
* SpreadShot: {{Downplayed| Trope}} with Multiball. Hitting enough crystals in succession increases the number of balls thrown for each ball expended from your supply. [[DownplayedTrope The spread is rather thin]], thin, but they make obstacles much easier to remove. Also, there are some times where you can hit multiple different targets with one throw.
Added DiffLines:
* UnderTheSea: The particle effects, [[GravityScrew lowered gravity]], and music of the first room after Checkpoint 5 give off this impression.
Is there an issue? Send a MessageReason:
None
Changed line(s) 16 (click to see context) from:
* ContinuingIsPainful: {{Downplayed|Trope}}. While ball counts and multiball combos are preserved at checkpoints, any powerups obtained are not.
to:
* ContinuingIsPainful: {{Downplayed|Trope}}. While ball counts and multiball Multiball combos are preserved at checkpoints, any powerups obtained are not.
Is there an issue? Send a MessageReason:
None
Changed line(s) 3,4 (click to see context) from:
''[[http://www.smashhitgame.com/ Smash Hit]]'' is a physics-based runner developed by Mediocre. In it, you fly through a surreal, seemingly empty dimension and launch small metal balls to break blue crystals (to gain more balls and a Multiball combo) and destroy glass objects that you'd otherwise run into (to avoid losing too many balls).
to:
''[[http://www.smashhitgame.com/ Smash Hit]]'' is a physics-based runner rail shooter developed by Mediocre. In it, you fly through a surreal, seemingly empty dimension and launch small metal balls to break blue crystals (to gain more balls and a Multiball combo) and destroy glass objects that you'd otherwise run into (to avoid losing too many balls).
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* GravityScrew: Certain rooms have gravity reduced — or even nullified entirely.
Added DiffLines:
* SpreadShot: Multiball. Hitting enough crystals in succession increases the number of balls thrown for each ball expended from your supply. [[DownplayedTrope The spread is rather thin]], but they make obstacles much easier to remove. Also, there are some times where you can hit multiple different targets with one throw.
Is there an issue? Send a MessageReason:
None
Changed line(s) 36 (click to see context) from:
* ShootTheBullet: There exist units that launch glass cubes at you, but throwing balls at them will prevent them from hitting you.
to:
* ShootTheBullet: There exist units that launch glass cubes at you, but throwing balls at them the cubes will prevent them from hitting you.
Is there an issue? Send a MessageReason:
None
* CompetitiveMultiplayer: In Versus mode, two local players can compete to survive the longest in a new set of rooms tailored to both this mode and its cooperative counterpart.
* CoOpMultiplayer: In Co-Op mode, two local players can work together to reach the farthest distance.
Changed line(s) 21 (click to see context) from:
* HeavilyArmoredMook: Certain obstacles have you headed for metal parts that cannot break, so you'll have to break glass that they are connected to, instead of just tapping the center of the screen once they get close.
to:
* HeavilyArmoredMook: Certain obstacles have you headed for metal parts that cannot break, so you'll have to break glass that they are connected to, instead of to. Just like the forementioned lasers, you can't just tapping tap the center of the screen once they get close.close.
* IdiosyncraticDifficultyLevels:
** Training
** Classic
** Mayhem
* IdiosyncraticDifficultyLevels:
** Training
** Classic
** Mayhem
Added DiffLines:
* SharedLifeMeter: Both players in Co-Op mode share one ball count.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* EnergyWeapon: Some glass blocks emit rows of hazardous laser beams that vaporize any balls that touch them. Thankfully, breaking the blocks shuts off the lasers.
Is there an issue? Send a MessageReason:
None
Changed line(s) 16 (click to see context) from:
* DifficultyByAcceleration: [[spoiler:As you get farther into EndlessMode, each room has more obstacles that you must fly through more quickly.]]
to:
* DifficultyByAcceleration: [[spoiler:As you get farther into EndlessMode, Endless Mode, each room has more obstacles that you must fly through more quickly.]]
Changed line(s) 23 (click to see context) from:
** In Zen mode, your ball count is always infinite, so you can mash the screen to fire even more balls at no cost.
to:
** In Zen mode, your ball count is always infinite, so you can mash the screen to fire even more throw balls ''even more rapidly'' at no cost.cost. ''And if you can hold on to a Multiball combo...''
Is there an issue? Send a MessageReason:
None
Changed line(s) 13,14 (click to see context) from:
* BribingYourWayToVictory: The premuim upgrade allows you to start from checkpoints, which makes high scores easier to obtain.
* BulletTime: The second of the three powerups temporarily slows your perception of time.
* BulletTime: The second of the three powerups temporarily slows your perception of time.
to:
* BribingYourWayToVictory: The premuim premium upgrade allows you to start from checkpoints, which makes high scores easier to obtain.
* BulletTime:The second of Using the three powerups second-introduced powerup temporarily slows your perception of time.
* BulletTime:
Changed line(s) 22 (click to see context) from:
** The first powerup you obtain temporarily allows you to rapid-fire balls without losing any.
to:
** The Using the first powerup you obtain temporarily allows you to rapid-fire balls without losing any.
Changed line(s) 30 (click to see context) from:
* TacticalSuicideBoss: Each boss in Mayhem mode alternates between spinning around to expose all of their weak spots to facing forward to shoot several glass cubes at you.
to:
* TacticalSuicideBoss: Each boss in Mayhem mode alternates between spinning around to expose all of their weak spots to and facing forward to shoot several glass cubes at you.
Is there an issue? Send a MessageReason:
None
Changed line(s) 20 (click to see context) from:
* HeavilyArmoredMook: Certain obstacles have you headed for metal parts that cannot break, so you'll have to break glass that they are connected to, instead of just tapping the center of the screen once it gets close.
to:
* HeavilyArmoredMook: Certain obstacles have you headed for metal parts that cannot break, so you'll have to break glass that they are connected to, instead of just tapping the center of the screen once it gets they get close.
Changed line(s) 26 (click to see context) from:
* RailShooter: You can't control how you move, so you just have to fire steel balls to knock and break things out of your way.
to:
* RailShooter: You can't control how you move, so you just have to fire throw steel balls to knock and break things out of your way.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* HardLevelsEasyBosses: Mayhem mode has obstacles more complex to remove than in any other mode. However, the bosses share the same simplistic patterns for the most part.
* HeavilyArmoredMook: Certain obstacles have you headed for metal parts that cannot break, so you'll have to break glass that they are connected to, instead of just tapping the center of the screen once it gets close.
* HeavilyArmoredMook: Certain obstacles have you headed for metal parts that cannot break, so you'll have to break glass that they are connected to, instead of just tapping the center of the screen once it gets close.
Added DiffLines:
* ShieldedCoreBoss: Certain Mayhem mode bosses are orbited by floating glass panes that they only lower when they attack.
Is there an issue? Send a MessageReason:
Difficulty by acceleration must be gradual.
Changed line(s) 10 (click to see context) from:
!!''Smash Hit'' provides examples of (under construction):
to:
!!''Smash Hit'' provides examples of (under construction):of:
Changed line(s) 16 (click to see context) from:
* DifficultyByAcceleration: The second room after Checkpoint 10 makes you travel through it at high speeds. [[spoiler:As you get farther into EndlessMode, each room has more obstacles that you must fly through more quickly.]]
to:
* DifficultyByAcceleration: The second room after Checkpoint 10 makes you travel through it at high speeds. [[spoiler:As you get farther into EndlessMode, each room has more obstacles that you must fly through more quickly.]]
Changed line(s) 19 (click to see context) from:
* MoreDakka: The first powerup you obtain temporarily allows you to rapid-fire balls without losing any.
to:
* MoreDakka: MoreDakka:
** The first powerup you obtain temporarily allows you to rapid-fire balls without losingany.any.
** In Zen mode, your ball count is always infinite, so you can mash the screen to fire even more balls at no cost.
** The first powerup you obtain temporarily allows you to rapid-fire balls without losing
** In Zen mode, your ball count is always infinite, so you can mash the screen to fire even more balls at no cost.
Is there an issue? Send a MessageReason:
Unlockable difficulty is averted; unlock is independent from skill demonstration here.
* BossBattle: In Mayhem mode, every checkpoint is preceded by one, in which you'll have to hit all of its glass panes to proceed.
Deleted line(s) 13 (click to see context) :
* BossBattle: In Mayhem mode, every checkpoint is preceded by one, in which you'll have to hit all of its glass panes to proceed.
* ShootTheBullet: There exist units that launch glass cubes at you, but throwing balls at them will prevent them from hitting you.
Deleted line(s) 25 (click to see context) :
* UnlockableDifficultyLevels: The premium upgrade allows access to Training and Mayhem modes, acting as easy and hard difficulties respectively. It also has Zen mode, where you have unlimited balls and cannot get hit.
Is there an issue? Send a MessageReason:
None
Changed line(s) 18 (click to see context) from:
* EndlessRunningGame: Uniquely, one where you can't control how you move and have to knock and break things out of your way. [[spoiler:Following the four rooms after Checkpoint 11 is an infinitely long section of four different rooms that further test your mettle.]]
to:
* EndlessRunningGame: Uniquely, one where you can't control how you move and have to knock and break things out of your way. EndlessGame: [[spoiler:Following the four rooms after Checkpoint 11 is an infinitely long section of four different rooms that further test your mettle.]]
Added DiffLines:
* RailShooter: You can't control how you move, so you just have to fire steel balls to knock and break things out of your way.
Is there an issue? Send a MessageReason:
None
Changed line(s) 14 (click to see context) from:
* BulletTime: The second of the three powerups can temporarily slow your perception of time.
to:
* BulletTime: The second of the three powerups can temporarily slow slows your perception of time.
Changed line(s) 19 (click to see context) from:
* MoreDakka: The first powerup you obtain can temporarily allow you to rapid-fire balls without losing any.
to:
* MoreDakka: The first powerup you obtain can temporarily allow allows you to rapid-fire balls without losing any.any.
* NoPlotNoProblem: Just moving through a bunch of glass panes strung in your path for... some reason.
* NoPlotNoProblem: Just moving through a bunch of glass panes strung in your path for... some reason.
Changed line(s) 21 (click to see context) from:
* SplashDamage: The third powerup introduced can temporarily eschew any Multiball and allow the balls you throw to create strong explosions that break nearby glass (even if said balls hit indestructible metal surfaces).
to:
* SplashDamage: The Using the third powerup introduced can temporarily eschew eschews any Multiball and allow allows the balls you throw to create strong explosions that break nearby glass (even if said balls hit indestructible metal surfaces).
Is there an issue? Send a MessageReason:
None
Changed line(s) 3,4 (click to see context) from:
''[[http://www.smashhitgame.com/ Smash Hit]]'' is a physics-based runner developed by Mediocre. In it, you fly through a surreal, seemingly empty dimension and launch small metal balls to break blue crystals and destroy glass objects that you'd otherwise run into.
to:
''[[http://www.smashhitgame.com/ Smash Hit]]'' is a physics-based runner developed by Mediocre. In it, you fly through a surreal, seemingly empty dimension and launch small metal balls to break blue crystals (to gain more balls and a Multiball combo) and destroy glass objects that you'd otherwise run into.
into (to avoid losing too many balls).
Changed line(s) 17 (click to see context) from:
* DroughtLevel: The fourth room after Checkpoint 10 has absolutely no crystals for you to gain balls from.
to:
* DroughtLevel: The fourth room after Checkpoint 10 has absolutely no DroughtLevelOfDoom: [[spoiler:The far reaches of EndlessMode have its obstacles being rushed at incredibly fast, with very few crystals for you to gain balls from.easily hit, and it being all too many to pass a crystal or hit something, both of which reset your Multiball.]]
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* DroughtLevel: The fourth room after Checkpoint 10 has absolutely no crystals for you to gain balls from.
Is there an issue? Send a MessageReason:
None
* BossBattle: In Mayhem mode, every checkpoint is preceded by one, in which you'll have to hit all of its glass panes to proceed.
Changed line(s) 16 (click to see context) from:
* EndlessGame: [[spoiler:Following the four rooms after Checkpoint 11 is an infinitely long section of four different rooms that further test your mettle.]]
to:
* EndlessGame: EndlessRunningGame: Uniquely, one where you can't control how you move and have to knock and break things out of your way. [[spoiler:Following the four rooms after Checkpoint 11 is an infinitely long section of four different rooms that further test your mettle.]]
Added DiffLines:
* TacticalSuicideBoss: Each boss in Mayhem mode alternates between spinning around to expose all of their weak spots to facing forward to shoot several glass cubes at you.
* UnlockableDifficultyLevels: The premium upgrade allows access to Training and Mayhem modes, acting as easy and hard difficulties respectively. It also has Zen mode, where you have unlimited balls and cannot get hit.
* UnlockableDifficultyLevels: The premium upgrade allows access to Training and Mayhem modes, acting as easy and hard difficulties respectively. It also has Zen mode, where you have unlimited balls and cannot get hit.
Is there an issue? Send a MessageReason:
None
Changed line(s) 13,15 (click to see context) from:
* BulletTime: One of the three powerups temporarily slows your perception of time.
* ContinuingIsPainful:
{{Downplayed|Trope}}. While ball counts and multiball combos are preserved at checkpoints, any powerups obtained are not.
* ContinuingIsPainful:
{{Downplayed|Trope}}. While ball counts and multiball combos are preserved at checkpoints, any powerups obtained are not.
to:
* BulletTime: One The second of the three powerups can temporarily slows slow your perception of time.
*ContinuingIsPainful:
ContinuingIsPainful: {{Downplayed|Trope}}. While ball counts and multiball combos are preserved at checkpoints, any powerups obtained are not.
*
Changed line(s) 18 (click to see context) from:
* PowerUp: Three different ones exist: one that allows you to rapid-fire balls without losing any, one that slows down time, and one that temporarily eschews any Multiball, but allows the balls you throw to create strong explosions.
to:
* PowerUp: Three different ones exist: one that allows MoreDakka: The first powerup you obtain can temporarily allow you to rapid-fire balls without losing any, one that slows down any.
* PowerUp: Three different ones exist in the game, able to act as temporary buffs to you. Up to four can be held at a time, and only the most recently obtained onethat can be used.
* SplashDamage: The third powerup introduced can temporarilyeschews eschew any Multiball, but allows Multiball and allow the balls you throw to create strong explosions.explosions that break nearby glass (even if said balls hit indestructible metal surfaces).
* PowerUp: Three different ones exist in the game, able to act as temporary buffs to you. Up to four can be held at a time, and only the most recently obtained one
* SplashDamage: The third powerup introduced can temporarily
Is there an issue? Send a MessageReason:
None
Changed line(s) 3,4 (click to see context) from:
''[[http://www.smashhitgame.com/ Smash Hit]]'' is a game developed by Mediocre.
to:
''[[http://www.smashhitgame.com/ Smash Hit]]'' is a game physics-based runner developed by Mediocre.
Mediocre. In it, you fly through a surreal, seemingly empty dimension and launch small metal balls to break blue crystals and destroy glass objects that you'd otherwise run into.
There exists a variety of rooms and graphic environments, and the level sequences are musically synchronized. A one-time premium upgrade also provides you with more difficulty levels, the ability to continue from checkpoints, and more detailed statistics.
There exists a variety of rooms and graphic environments, and the level sequences are musically synchronized. A one-time premium upgrade also provides you with more difficulty levels, the ability to continue from checkpoints, and more detailed statistics.
Changed line(s) 9 (click to see context) from:
* DifficultyByAcceleration:
to:
* DifficultyByAcceleration:AllegedlyFreeGame: The premium upgrade is required to access more statistics and difficulty levels.
* BribingYourWayToVictory: The premuim upgrade allows you to start from checkpoints, which makes high scores easier to obtain.
* BulletTime: One of the three powerups temporarily slows your perception of time.
* ContinuingIsPainful:
{{Downplayed|Trope}}. While ball counts and multiball combos are preserved at checkpoints, any powerups obtained are not.
* DifficultyByAcceleration: The second room after Checkpoint 10 makes you travel through it at high speeds. [[spoiler:As you get farther into EndlessMode, each room has more obstacles that you must fly through more quickly.]]
* EndlessGame: [[spoiler:Following the four rooms after Checkpoint 11 is an infinitely long section of four different rooms that further test your mettle.]]
* PowerUp: Three different ones exist: one that allows you to rapid-fire balls without losing any, one that slows down time, and one that temporarily eschews any Multiball, but allows the balls you throw to create strong explosions.
* BribingYourWayToVictory: The premuim upgrade allows you to start from checkpoints, which makes high scores easier to obtain.
* BulletTime: One of the three powerups temporarily slows your perception of time.
* ContinuingIsPainful:
{{Downplayed|Trope}}. While ball counts and multiball combos are preserved at checkpoints, any powerups obtained are not.
* DifficultyByAcceleration: The second room after Checkpoint 10 makes you travel through it at high speeds. [[spoiler:As you get farther into EndlessMode, each room has more obstacles that you must fly through more quickly.]]
* EndlessGame: [[spoiler:Following the four rooms after Checkpoint 11 is an infinitely long section of four different rooms that further test your mettle.]]
* PowerUp: Three different ones exist: one that allows you to rapid-fire balls without losing any, one that slows down time, and one that temporarily eschews any Multiball, but allows the balls you throw to create strong explosions.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/7ffacf3a_3c2b_47a9_b002_255192cfa30b.jpeg]]
''[[http://www.smashhitgame.com/ Smash Hit]]'' is a game developed by Mediocre.
You can download the game on the App Store [[https://apps.apple.com/us/app/smash-hit/id603527166 here]].
----
!!''Smash Hit'' provides examples of (under construction):
* DifficultyByAcceleration:
----
''[[http://www.smashhitgame.com/ Smash Hit]]'' is a game developed by Mediocre.
You can download the game on the App Store [[https://apps.apple.com/us/app/smash-hit/id603527166 here]].
----
!!''Smash Hit'' provides examples of (under construction):
* DifficultyByAcceleration:
----