We just reached 25,000 articles on this wiki! ūü•≥
If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Smash Hit

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Smash Hit

Developer: Mediocre
Platforms: iOS, Android
Released internationally: February 25, 2014

AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.

PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

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.

Smash Hit is an endless runner (or perhaps an on-rails shooter) developed by the Swedish indie game studio Mediocre. With over 100 million downloads on the Google Play store alone, it lived up to its title.

To do:
  • Replace videos with proper documentation and screenshots.
  • Get more content from this wiki. See: [1] [2]
    • Check that anything from that wiki is prerelease or unused; it does not seem well distinguished (that is, some unused things only present in pre-release versions are mixed with unused things in the final).
  • There is a second set of debugging features that do not appear to be compiled out (in the Debug class). It seems that some can be enabled, but most have not been tested.
  • A lot of unused things in the HUD and Menu folders, including leftover files from old versions and references to "homing" and "sheild" power-ups.
  • Document all of the unused obstacles, and variants of the used obstacles that are never seen in the game.
  • Look through version 1.0.0 for Android and 1.0.1 for iOS (the first full release builds), they seem to have a lot of left over things too.
  • Unused fonts for the basic latin alphabet and an alternate, less-stylised font.


Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.

Unused Checkpoints

To do:
Many, many checkpoints from beta versions (though I think these go on the prerelease subpage?)

Old Checkpoint 2 Room 4

An old version of checkpoint 2's final room, found at rooms/holodeck/bonus_old.lua. The room is quite slow and fairly barren, only having the two sets of three crystals and the single cascade of four crystals on each side, and two ball frenzy power-ups.

Trailer Leftovers

In version 1.0.0 for Android, there are many mesh files left over for segments that appear in the Smash Hit trailers. Unfortunately, most of them are missing the XML file associated with them, so they are not normally loadable and need to have a dummy file put in place in order to be loaded. This results in some missing obstacles, namely the door from trailer_start. In addition to the XML files being missing, the room file is also not present and needs to be copied from a beta version in order to work. This mostly affects the colour of the fog in the background, mainly in that trailer_end's background colour is not actually known.

While trailer_cave and trailer_basic appear to be copies of other segments from Start and Checkpoint 3 respectively, the other segments appear in the first Smash Hit trailer. They appear at the start and end as their names would imply.


To do:
Get better descriptions. See this video.

Normally, Smash Hit only uses a single boss formation that goes by the name cube and is configured as needed, but there are four other types of bosses that go unused.


This boss seems to be named after matryshoka dolls. In its first phrase, a glass cube surrounds the inside, and when that is broken, a smaller part is revealed which will also need to be broken in order to defeat the boss.


The telecube boss will contract itself while it is attacking, and then expand and rotate around during its calm phrase.


This boss seems to be exactly the same as a small cube boss, just only capable of being a small cube.


This boss also seems to be like a cube in the 3-cube configuration, but looking at the font panels, it is possible to see that the two panels next to canon are blank spots on this boss where there would be glass panels on the cube configuration.


Debug Menu

There is a texture (among other UI data) for a debug menu and button to open it. It does not work when loaded into the game.

Old Help Menu

In versions before 1.3.0, there was a help menu. To make room for the game mode button in later versions, the help menu was removed, though its files still exist in the current version of the game.



The game once had pools of water in several rooms. Sound effects from them remain in the files.


In early versions of the game, there is a file called warning.ogg located in the HUD folder with a female voice saying "warning." It is never used, and it was removed in a later version of the game.

Basketball Minigame

There are some files in segments/credits that seem to be for a scrapped basketball minigame. It seems this would have been played after the credits instead of the bowling minigame.

Internal Checkpoint Names

The checkpoints have internal names, most of them not being immediately obvious:

Checkpoint Name
Start basic
Checkpoint 1 night
Checkpoint 2 holodeck
Checkpoint 3 cave
Checkpoint 4 canyon
Checkpoint 5 ocean
Checkpoint 6 cave2
Checkpoint 7 river
Checkpoint 8 brownie
Checkpoint 9 phosphor
Checkpoint 10 hyperspace
Checkpoint 11 city
Endless endless

Developer Menu

In the complied game, there exists a normally uncalled function to draw a debug display and check some inputs. Unlike the red debug menu, this features performance information and options related to testing game content. None of the buttons can be pressed using a touchscreen.

Unused Templates

Near the top of assets/templates.xml, there are some templates that seem to have been used for testing purposes:

	<!-- TEMP -->
	<template name="blue"> 				<properties color="0.7 0.8 1.0"/></template>
	<template name="blackfloor"> 		<properties color="0 0 0" reflection="1" /></template>
	<template name="work_s"> 			<properties lightLeft=".8" lightRight=".85" lightTop=".9" lightBottom=".75" lightFront="1" fogcolor="1.1 1.1 .9 0 0 .2" softshadow=".75" /></template>
	<template name="work"> 				<properties tile="19" color="1 .98 .94"/></template>
	<template name="scoretop"> 			<properties param0="color=.4 .8 1" /></template>

Near the end of the templates, there is also a template for a checkpoint called deathstar, though this is the only mention in released versions:

	<!-- DEATHSTAR -->
	<template name="deathstar_s"> 		<properties lightLeft="1" lightRight=".75" lightTop="1" lightBottom=".7" lightFront=".9" fogcolor="1.2 1.6 1.8 .1 .2 0" /></template>
	<template name="deathstar_s2"> 		<properties lightLeft="1" lightRight=".75" lightTop="1" lightBottom=".7" lightFront=".9" fogcolor="1.2 1.6 1.8 .1 .2 0"/></template>
	<template name="deathstar"> 		<properties color=".72 .74 .7" tile="20" reflection="1" /></template>
	<template name="deathstar2"> 		<properties color=".54 .58 .5" tile="20" reflection="1" /></template>
	<template name="deathstar_circuit"> <properties tile="35" color=".72 .74 .7"/></template>
	<template name="deathstar_circuit2"><properties tile="24" color=".72 .74 .7"/></template>
	<template name="deathstar_end"> 	<properties color=".7 1 1.2" tile="20"/></template>
	<template name="deathstar_glass"> 	<properties param0="color=.7 .73 .75" /></template>	

Development Text

Throughout various parts of the game, it seems there are many strings left in that go unused. Some seem to be for development tools, others for debug logging and some that are unused because the features never appear in the finished game.

Shader errors:

Failed to compile vertex shader 
Failed to compile fragment shader 
Could not find vertex shader 
Could not find fragment shader 

Some misc. logging:

Current bank allocations: 
System allocations: 

Font load errors:

Couldn't find font for texture: 
Couldn't read spacing for font: 

Descriptions of level entity parameters (possibly for a level editor):

0 0 0
tile or tileX tileY tileZ
tileSize or tileSizeX tileSizeY tileSizeZ
rot or rotX rotY rotZ. 0, 1, 2 or 3
1 = Enable refections on top
balls life barrel slowmotion multiball ballfrenzy nitroballs
Decal tile index in decal image
Size x, y
Rotation around x, y and z axis in radians
1 1 1 1
Color multiplied with texture
Additive (0) or blended (1) or anthing in between
32 32
20 5 20

Full list of power-up types, including some not otherwise mentioned:


Related to in-game advertisements used to promote new games Mediocre created:

Wide wide screen detected
Reporting stats 
Stats successfully reported
Error writing local file
Failed to download
Ad revision 
New ad revision ready

Strings for the development menu:

Init time: 
Tick time: 
Draw time: 
Draw calls: 
Not loaded
Menu scene
Movie scene
Hud scene
Level draw calls: 
Total draw calls: 
Texture memory: 
[generate sync]
[generate all]
obstacletest properties

Related to dresscode (profiler):

Dresscode tick
Dresscode send

Some errors:

GetProperty: Object not found: 
GetProperty: illegal argument: 
SetProperty: Object not found: 
SetProperty: illegal argument: 
Unknown command: 

Logs seemingly related to game startup:

32 bit
64 bit
Starting up
32 bit arch detected
64 bit arch detected
Main ResMan
\nMenu ResMan
\nMovie ResMan
\nHud ResMan
\nLevel ResMan


  • The file about/main.lua appears to have been used as some sort of animation or possibly for the credits, but Smash Hit does not use these and the contents of the file only appear to be boilerplate.
  • Some room's segment files appear to be more or less organised than others. For example, in segments/holodeck, the segments are all in one folder, while in most other checkpoints' segments folders they are split by what room they belong to.