Checkpoint 2

Checkpoint 2 is the chronologically third and officially second checkpoint of Smash Hit. It follows after Checkpoint 1. This area contains four segments, and once completed the player proceeds to Checkpoint 3.

This checkpoint has a slightly large increase in difficulty in comparison to the last two checkpoints. New difficult obstacles are introduced and a new game-play element is added - speed.

Description
This checkpoint's colour scheme is made dominantly of turquoise and other blue shades. The glass here is blue-grey as well as the background consisting of a gradient of light blue with dark blue or indigo.

Introduced features
Checkpoint 2 introduces a few new obstacles which are slightly harder to deal with than previous checkpoints.

Encountered here is a new variant of the sliding glass wall. They are replaced with shifting glass walls, which, instead of sliding continuously, will shift in a steady uniform in short, regular intervals.

Pop-up glass sheets are also encountered, large sheets of glass that immediately spring up when the player is in close proximity, appearing on the ground or the ceiling.

A new game-play mechanic, speed, is also introduced, which determines the speed the player travels at. In the third segment, the speed is set to faster than normal. In the fourth, it is set to slower than normal.

Segments
In Checkpoint 2, the player traverses four segments. The tracks in segments 1 and 3 are played twice, and segments 2 and 4 are 'break periods' and only contain crystals, with no obstacles.

Trivia

 * This checkpoint, along with Checkpoints 3, 5 and 11 are the only checkpoints that are comprised of four segments.
 * The second and fourth segments, as well as the fourth segment of Checkpoint 5 are the only 'break' segments.
 * The second segment is also the only one of these 'break points' to not have a power-up within it.