Checkpoint 10

Checkpoint 10 (a.k.a Hyperspace, lavenderlands, lavender space or Galaxy) is the tenth checkpoint of Smash Hit.

The theme revolves around color schemes of lilac, slow suspense (except for stage 2), random gravity, transformational crystals, lasers and moving glass bars.

1 a.k.a. Space Station
It opens in a slow suspense, gravity deactivation, and a bright shine of light. The lasers flicker, and can be blocked by glass bars or transformational crystals. Spheres of light also appear. And the door to the next zone has 2 buttons.

2 a.k.a. Lightspeed

 * This is the shortest Zone in the game. It starts with a blast of music and a surprisingly large increase in speed.
 * The music is found in Zen Mode, Smash Hit VR trailers and Smash Hit Game Modes. Its rhythm is checkpoint 3 zone 4 (found in Zen Mode as well).
 * It is highly recommended to use Time Slow in this Zone as the ultra-fast speed will ruin your multiball, especially when smashing the group of 12 pyramids. Missing any will cause you to lose you multiball status, so the rest of the zone becomes harder.
 * Many transformational crystals may transform too quickly to get an accurate hit for +10 balls.
 * Because of such speed, the door automatically opens.
 * It and the tunnel to Endless Mode are the only rooms to have the Automatic Door in standard gameplay. (They are also found in Smash Hit VR on the first 3 doors)

3 a.k.a. Desert and Flyers
After entry, the gravity will activate, and the player will face flying glass panes. There are also transformational crystals scattered throughout. The player will have to concentrate to hit these right. After this, the player will proceed to the final numbered checkpoint, Checkpoint 11.

Zone 3, part 2 is hard. You will first go through a hole in the wall. After gravity deactivates again, there are 9 sets of flying glass panes and 2 door buttons, where the door goes to Checkpoint 11 (the Boss in Mayhem Mode).

'''4 a.k.a Boss. (Mayhem Mode only)'''

You first come by some Pyramidal Crystals and Star Shaped Crystal s and some columns in the ceiling and there are no walls in this stage.

Then you come by the single-cell and the quintuple-cell boss. The single-cell shoots very fast so beware of the first boss. While the single-cell is there, the quintuple-cell boss can barely be seen. The quintuple-cell comes up after the first boss. It shoots a bit slower then the single-cell. Since it's the last boss, the music drops and you can get more crystals and then proceed to Checkpoint 11!

Boss
See Boss Fights.

Trivia

 * zone 2 music has the rhythm of Checkpoint 3 stage 4. Put a video of the stage's (Checkpoint 3's) walkthrough of the first part (second part is out of sync) overlapped with the Checkpoint 10 stage 2 music. Whenever the tone abruptly changes, expect Falling Glass Planks to fall.
 * Zone 2 has the group of 12 pyramids in the middle.
 * zone 2 has the greatest amount of pyramid crystals in a group in any stage at 12, beating the Unknown Checkpoint by just 2 pyramids.
 * With 2 more pyramids to hit in a row (if not 4 ball multiplier before), hitting all 12 could cause a guaranteed multiball and possibly another multiball.
 * In Smash Hit VR, the 12 Pyramids are replaced by only three, lone-standing pyramids on the pedestals.
 * The twitter account on Smash Hit had a early development idea for Checkpoint 10 (image with the Spinning Hexagons), which didn't exist when Version 1.2.0 was released.
 * Checkpoint 10 is the only checkpoint that uses the same music twice in a checkpoint (Aside from Endless Mode.)
 * In an older version, there were Glass Cannons in zone 3, but they were scrapped likely in favour of Jumping Glass Cubes. Both obstacles were taken from Checkpoint 7's zone 3.

Significance in Marketing
Checkpoint 10's zone 2 music is found in many trailers, e.g. Smash Hit Game Modes, Smash Hit VR trailer, and is also a Zen Mode soundtrack.

Glass Panes
Contains middle ones and ones that don't do damage,

Crankshafts + Transforming Obstacles
The first zone to include transforming obstacles are here;

Transforming Glass Planks

They will fall off and essentially have 2-5 strings holding them, Break the 2 reverse direction part strings in the transforming obstacle, Returns back to normal after left behind

No transforming crankshafts