Checkpoint 4

Checkpoint 4 (a.k.a Canyon) is the checkpoint after Checkpoint 3.

Description

 * 1) The main color scheme is red, the glass is red and is the first to introduce hammers. This checkpoint has three stages, and the difficulty becomes noticeable. This checkpoint mostly includes spinning objects. The spinning blades in Stage 1, the hammers in Stage 2, and the sheets of glass that pop up and down, thick glass bars, spinning propellers, shifting glass walls that move to the rhythm in Stage 3, have proved to be a challenge. The glass is also double-thickness in some parts. This later leads to the next checkpoint, before the Infinity after the Checkpoint 5. The theme is "canyon and house". The 3rd stage of Checkpoint 4 is the same music of the last checkpoint of Checkpoint 1 stage 3 music.

Object Debuts

 * Spinning Propellers
 * Spinning glass fans
 * Swinging Hammers
 * Pop Up/Down Glass Panes
 * Glass with double thickness (the Glass bars and the Shifting glass panes)

Trivia

 * Stage 3 Shares its music with the third segment of Checkpoint 1, Coincidentally
 * Checkpoint 4 is the originally the last checkpoint, joining Endless mode in V0.0.

Early Version
(As seen in Smash Hit Gameplay)

The trailer shows an early version of Checkpoint 4.

Objects

 * Crankshafts were seen (and smashed), but were never actually used in the real checkpoint.
 * Pyramids checkpoint 4.jpg, 4 in Training Mode, 6 in Smash Hit Gameplay.]]Apparently there were 6 pyramids in a group as well, though only 4 pyramids are seen as a group, in Training Mode. They follow an Infinite Balls Power Ups as well.
 * Time Slow and pyramids are seen in Stage 2, appearing on isolated pedestals. However, the only crystals in Stage 2 come from the beginning, and are exclusive to Training Mode. They are two pyramids that appear on the two pedestals at the beginning, separated by a crack.

Music

 * The first stage used the music that was used for the first stage of Checkpoint 3.
 * The second stage used the music that was used for the first stage of Checkpoint 1.

Formatting

 * The Pause button is in the bottom right, rather than the top right.
 * When the Power Ups are used, the symbols do not display on the ball status. e.g. for the Time Slow being used, it is displayed as a purple circle, without the clock icon on it.
 * The glass is less reflective of light, as well as metal. It doesn't have the shiny effects usually seen.
 * When Power Ups are collected, they disappear in a puff of smoke, rather than a flash of light in reality.
 * When the pyramids are smashed, the number 3 coming out of them is purple, not blue in reality.