Checkpoint 5


 * 1) (a.k.a) Deep Ocean


 * 1) Checkpoint 5 is the checkpoint after Checkpoint 4 and before Checkpoint 6.
 * 2) The checkpoint's theme focuses around an aquatic nature with low gravity, and introduces metal objects.
 * 3) This is the first checkpoint to have an underwater look ,and the  Explosive ball power up. This checkpoint was introduced in version 0.1. Checkpoint 4 was the last level in 0.0.

1 (a.k.a Underwater)
Stages 1 and 2 feature calming music and plenty of crystals. Yet there are platforms that move and also sliding glass bars and hanging cylinders in the ceiling. A noticeable feature about this stage is that there is lower gravity, as the balls move slower. After this, you will proceed to the next stage.

2 (a.k.a Parts storage room)
Stage 2 features the same music as the first stage of Checkpoint 1, Local Multiplayer Modes and Smash Hit Gameplay end music. sliding glass panes, and spinning glass bars. This stage is the second rotating stage.

3 (a.k.a CrossesNSlides)
At the beginning of stage 3, there would be 1 octahedral crystal to break and 1 Explosive ball power-up and 1 time slow power up to collect. However, in older vesions the crystal doesn't exist. As to these power-ups, the player would be faced with faster sliding glass panes and glass bar crosses. The music is Zen Mode Music.

4 (a.k.a Stairs)
Stage 4 features no obstacles and many rows of 16 or 18 pyramidal crystals. which are in stairs. This is a break point in the game and later goes to Checkpoint 6, mayhem boss in mayhem mode. The music is Local Multiplayer Modes and Smash Hit Trailer's end Music.

Trivia

 * The Boss has low gravity. This is the only checkpoint to have this feature.

Object Debuts
Hanged Cylinders

Star Shaped Crystals (VR only)

Vertical Glass bars (in the crosses)

Rotation (in VR)

Power Up Debuts
Explosive Ball

Gravity Debuts
Low