Checkpoints

Checkpoints are places in the game that allow you to continue after you run out of balls in Smash Hit. They can be used in Classic Mode, Mayhem Mode, and Training Mode. Restarting from checkpoints requires the Premium Version. When a ballcount is higher than the original ballcount of a checkpoint, it is saved, and (the circle 〇 would have a number inside it) will appear in the Smash Hit font. See the image of Checkpoint 3:

Other checkpoints:



Preceding the checkpoints

 * Blank area
 * Starting Stairs

Checkpoints

 * Introductory stage
 * Checkpoint 1
 * Checkpoint 2
 * Checkpoint 3
 * Checkpoint 4
 * Checkpoint 5
 * Checkpoint 6
 * Checkpoint 7
 * Checkpoint 8
 * Checkpoint 9
 * Checkpoint 10
 * Checkpoint 11
 * 1st endless mode

Repetitions of endless modes

 * 2nd endless mode (20,000-28,000)
 * 3rd endless mode (28,000 and above: due to the Repeating Room Glitch, it could have ended at the score of 36,000 for this endless mode)
 * Repeating Room Glitch begins at 34,000 (which is 2,000 points before the 4th endless mode, or if all rooms of the 3rd endless mode are completed), avoiding any more repetitions. (This means that all rooms beyond the 3rd endless mode are considered a loop, or hypothetical.)

Importance
Checkpoints allow the game's progress to be saved and the distance conventionally measured, as well as organizing the rooms into groups based on their gradient colors.

History
Smash Hit has had many revisions of its checkpoints before it was released, and even many scrapped checkpoints, which were all leaked thanks to Knot126.

Table
Here is a table of when many checkpoints were added:

Premium Version
The premium version of the game is required to resume from checkpoints.

Random Rooms Glitch start points

 * Checkpoint 2 stage 3 (in Classic and Training Mode)
 * Checkpoint 2 stage 1 part 2 (Mayhem Mode only)