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Prerelease:Smash Hit

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This page details prerelease information and/or media for Smash Hit.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
Document version 0.9.0 and add more press things, also I think those should go on the Proto page

Pre-Alpha videos

Five videos have released on the internet containing the earliest builds of Smash Hit before 0.1.

January 2013 Builds

2 January 2013 9 January 2013 18 January 2013
This is the first known build. It seems to use almost no textures, excluding test ones from Granny Smith. The walls now have a tile texture, and the floors are reflective. The player can now move side to side at a fixed position. Some walls are also colored. Glass has been updated to look like glass, and the sandstone-like material can now be broken.

February 2013 Builds

At the start, a very early main menu can be seen along with an early Mediocre logo. This is the only build (not including the VR version) where there is a reticle on the screen, though it is not at all functional. A score will now appear after breaking an obstacle. The standstone-like material can't be broken anymore, and there appear to be doors for the first time. The extra balls power-up now has a texture, and the extra life power-up is seen for the first time.

March 2013 Builds

The reticle has been removed, but the HUD has been redesigned with a new font, ball count, life count, score and pause menu. The levels are now curved. An early version of the diamond power-up can be seen, which gives the player 3000 points. There also appears to be a new texture for the tiles.

Late 2013 - Early 2014 Trailers

2013-12-12 2014-01-14

In December 2013 and January 2014, Mediocre released two trailers, aside from the CGI announcement trailer.

2013-12-12

As the oldest version after being officially announced, this version has not only graphic design but also gameplay differences:

  • Instead of having distance be the score, the score is instead based on how many crystals where smashed.
  • The HUD is completely redesigned from the previous versions, featuring the ball count at the centre-bottom and score at the centre-top.
  • Both the music and the visual appear to give a more neutral and less-upbeat feeling, closer to resembling the ascetic of the final game.
  • Crystals now give 100 score, but are still not used for gaining balls, a function which is instead reserved for 10 ball powerups.
  • The glass in the starting room is coloured blue whereas it is black in all known later versions.
  • The streak multiplier was represented by a number with an 'x' after rather than an array of balls indicating the streak level.
  • The music used for the start goes unused in later releases until it was repurposed for a track in Zen mode.

2014-01-14

The gameplay of this version is basically the same as the final, except for power-ups being used automatically and not stored. The graphics are slightly different, with the background of the circle seen after breaking a crystal being much darker, the time slow HUD element lacking the clock face, and there being a lack of coloured borders around the screen while power-ups are in use.

While the first room is basically the same as the final - the exceptions being the different music, ball frenzy power-up and extra crystals at the tail segment - the second room is considerably different. The shape of the hammers is more boxy instead of cylindrical, and there is a slomo power-up present. In addition to this, near the end of the trailer, vertical crankshafts can be seen which are not present in the final version of the stage.