Random Rooms Glitch

''This article is about the glitch after 2-2. For the mod that produces random sections of rooms (not the whole room), see Random Rooms Mod.''

The Random Rooms Glitch is a major glitch in Smash Hit.

Description
This glitch was discovered on Version 1.4.0. If you close the game after Checkpoint 2, stage 2 (2-2), (stage 1 part 2 in Mayhem Mode), the checkpoints are then all jumbled up. The Mayhem Boss can appear again (even in locked checkpoints or after Endless Mode), after some time.

However, the score/distance will not be changed, regardless of what checkpoints come up (though locked checkpoints can be seen in the Main Menu but not accessed.). The checkpoint subtitle is incorrect, the game crashes in Local Multiplayer and you fight the bosses again in Mayhem Mode. This glitch is very unusual, but also the easiest to get, and the most accessible.

Sometimes the glitch will be delayed until the end of Checkpoint 2 stage 3 part 1, but it is rare.

Checkpoint Subtitles
Suppose you have passed through Checkpoint 2 Stage 2 (where after that, the glitch begins).

Though you are in a different checkpoint (e.g. Checkpoint 7,), you were previously in Checkpoint 2, so Checkpoint 3 is used as a marker. The next marker is Checkpoint 8, although you are in Checkpoint 5, really. To put it in other words, the marker shows the "checkpoint" you were just in, plus one. (Formula: [previous (real) checkpoint] + 1 = [subtitle])

Sub-glitches
These glitches only happen within the Random Rooms Glitch, are amplified by the glitch, or are caused by it.

Repeating Room Glitch
See Repeating Room Glitch for more info.

Now Entering Endless Mode Text Glitch
See Now Entering Endless Mode Text Glitch for more info.

Disappearing Crystal Glitch
See Disappearing Crystal Glitch for more info.

Double-Doors Glitch
See Double-Doors Glitch for more info.

Unlocked Checkpoint Glitch
See Unlocked Checkpoint Glitch for more info.
 * In this glitch, a player may have a low best distance in normal gameplay (i.e. haven't reached Endless Mode yet).
 * In another gameplay (with the Random Rooms Glitch), some checkpoints that have not been unlocked yet were reached. This causes Smash Hit to think that the checkpoints were encountered, yet not unlocked, so the checkpoint is displayed on the Main Menu anyway (though you can't access it because it has not been reached in terms of distance yet.).
 * Example: Your best distance is within Checkpoint 5. However, in another gameplay (with the Random Rooms Glitch), you encounter Checkpoint 7 and 11, yet you haven't properly unlocked those checkpoints. Smash Hit thinks that you are "in" those checkpoints, but a checkpoint is only really unlocked upon reaching a certain distance.
 * Note that the version has to be 1.4.0 or above (because the Random Rooms Glitch was introduced there.).
 * Behind the brick walls of other checkpoints, there is nothing, only blankness.

Broken Glass Glitch
Sometimes, a thick glass bar may appear wedged between stone blocks. The metal piece can sometimes be placed wrongly, and the glass breaks.

Reset Power Ups Glitch
This is an automatic glitch. If you close and reopen the game after you acquire a powerup, your powerups will not save, same with restarting from a checkpoint after you had powerups, even those you acquired before the checkpoint.

This occurs even before the glitch is activated.

Getting thousands of balls

 * Because of the glitch, it is possible to get over one thousand (1000) balls just by quitting and restarting repeatedly. (i.e. the Perfect Method.
 * Some people have even gotten over ten thousand (10000) balls, this is known as the Ball Grinding Method, Random Rooms Glitch is the main reason to prove that it was not cheating, if they bought premium.

Room connections

 * Rooms (and sometimes their parts) are connected together randomly, so you might see big walls, and other features you might not usually see, which are normally obscured by the stone blocks.


 * Each "part" is considered a room in it's own right, so halfway through a 2- or 3-part (Checkpoint 10 only) room, it might suddenly go somewhere else.

Checkpoint bar

 * Checkpoint 2 stage 1 part 1 is the last stage in Mayhem Mode before the glitch activates, while in Classic/Training it will be stage 2.
 * The next "checkpoint" will have the bar going extremely fast, as the "checkpoint" is really only one stage.
 * After that, there is no bar for the rest of the game, unless you end up in Checkpoint 2 again, on which the bar will be completely full.
 * If the stage chosen in the random rooms glitch is part of Endless Mode, then there will be no "bar" since then.
 * The bar could also be glitched:
 * Example is Checkpoint 11 stage 2 (the bar is going 3x as fast as normal (6x as fast as a normal playthrough of the checkpoint, due to the two-part rooms) via this glitch).
 * Another example: The bar above Checkpoint 2 will go twice as fast in Classic Mode (only 2 stages before the glitch) after the glitch is activated, but it will go six times as fast in Mayhem Mode due to the boss stages and the early start.

Menu

 * In the Pause Menu after restarting the game, the gradient is shown, but nothing else. Not even the room.
 * If you repeat the process enough times:
 * 1) close the game,
 * 2) then play, but without going to the next room,
 * then the proper room layout will be seen, instead of an empty gradient.
 * You will also, according to your collected distance away from the last room you were in before the glitch, go to the start of that room, where your distance ends.
 * The normal order of the rooms will be restored, unless you then close the game after playing for some time in the normal layout.
 * The glitch will then be re-activated.
 * Closing the game without playing after activating the glitch will lead you back to the Main Menu.
 * The "Mediocre Planet" Loading Screen only loads 5 dots, not the usual 8, before the game loads the glitch. It also plays a different sound file when loading.
 * After the initial Loading Screen, the Smash Hit logo and the "Mediocre Planet" logo are both seen, but only for a split-second.