This game has unused areas.
This game has a prerelease article
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.
- 1 Sub-Page
- 2 Unused Checkpoints
- 3 Bosses
- 4 Graphics
- 5 Audio
- 6 Basketball Minigame
- 7 Internal Checkpoint Names
- 8 Developer Menu
- 9 Unused Templates
- 10 Development Text
- 11 Oddities
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.
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.
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.
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.
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:
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.
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>
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.
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: Thread canceled QiString::Data
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):
#SEGMENT# EItem template 0 0 0 hidden visible RGB or RGBx RGBy, RGBz tile or tileX tileY tileZ tileSize tileSize or tileSizeX tileSizeY tileSizeZ tileRot rot or rotX rotY rotZ. 0, 1, 2 or 3 reflection 1 = Enable refections on top EPowerUp balls life barrel slowmotion multiball ballfrenzy nitroballs EObstacle param0 param1 param2 param3 param4 param5 param6 param7 param8 param9 param10 param11 EDecal 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 blend Additive (0) or blended (1) or anthing in between EWater resolution 32 32 Segment 20 5 20
Full list of power-up types, including some not otherwise mentioned:
multiball UNDEFINED barrel slowmotion ballfrenzy nitroballs freebie antigravity rewind shield homing
Related to in-game advertisements used to promote new games Mediocre created:
Wide wide screen detected Reporting stats Stats successfully reported Downloading Error writing local file Failed to download Checking Ad revision New ad revision ready
Strings for the development menu:
Init time: Tick time: Draw time: Draw calls: Not loaded [clear] Menu scene Movie scene Hud scene Level draw calls: Total draw calls: Allocations: Allocated: Texture memory: Levels Rooms Segments [generate sync] [generate all] Obstacles properties [reload]  [copy] obstacletest properties /data/rooms/obstacletest.lua ---
Related to dresscode (profiler):
dresscode.tmp basic_string Dresscode tick Dresscode send
GetProperty: Object not found: GetProperty: illegal argument: SetProperty: Object not found: SetProperty: illegal argument: Command: Unknown command:
Logs seemingly related to game startup:
zh_hans Language: 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.luaappears 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.