Checkpoint 5

Checkpoint 5 (a.k.a Deep Ocean) is the checkpoint after Checkpoint 4 and before Checkpoint 6.

The checkpoint's theme focuses around an aquatic nature with low gravity, and introduces metal objects. This is the first checkpoint to have an underwater look, and the Explosive Ball Power Ups.

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 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. At the end, there are some floor tiles leading to a Cross-shaped door.

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. It has sliding glass panes, as well as a thinner variation, and spinning propellers. This stage is the second rotating stage.

Apparently, this stage has a Redwall when in the thin sliding glass panes. See Redwall for more information.

3 (a.k.a CrossesNSlides)
At the beginning of stage 3, there would be 1 octahedral crystal to break and 1 Explosive Ball and 1 Time Slow Power Up to collect. However, in older versions (and a Disappearing Crystal Glitch) the crystal doesn't exist. As to the placement of the power-ups, the player would be faced with faster sliding glass panes and glass bar crosses (use Time Slow and Explosive Ball respectively.). 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.