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Bosses are enemies that appear in Smash Hit. They are exclusive only to Mayhem Mode, and do not appear in any other Game Modes.

First you pass a number of crystals, which you can destroy for more balls before the boss. When a boss is encountered, they will hover in front of the player, and will periodically rotate and retract back. When the boss attacks, the boss will shoot small glass cubes from its cannon (which lights up to signal an attack) at the player, which can be destroyed by throwing balls at them. The only way to defeat a boss is to destroy all of the glass sides, except for the cannon (which is indestructible) that shoots the cubes.

Once destroyed, the boss will collapse and fall (smoke also is emitted from the cannon). Only when the boss is destroyed (the room shakes as well) will the player proceed to the next checkpoint. From checkpoint 5 to checkpoint 10, there is a number of crystals at the end.

Untitled design (2)

single-cell, triple-cell, & quintuple-cell in an artwork.

Overview[]

Every checkpoint in Mayhem will have its own segment specifically for the boss fight. More than one boss can appear in one boss fight, and some fights also have a ring of Glass Panes to shield the bosses.

Types[]

  • Single-cell bosses are comprised of only one cell, and are relatively easy to destroy. They have five glass sides.
  • Triple-cell bosses are comprised of three cells. These bosses are harder to destroy than single-cell bosses due to more glass (13 glass sides).
  • Quintuple-cell bosses are comprised of five cells. These bosses have the most glass (21 glass sides) on them thus they are the hardest to destroy.

Within the boss segment, a sequence of crystals will precede the fight, and sometimes afterwards, with the exception of Checkpoint 2 and 5, due to them having a Break Point at the end of their checkpoints.

Artwork[]

  • Their glass resembles the color to the stage, which will (not really) help to camouflage themselves against the gradient.
  • Apparently, the cannon where the boss shoots cubes does not resemble the color, just a full shade of black (like the surface underneath the glass).
  • When the glass is smashed, it changes to a grey color. A black surface is revealed underneath.

Trivia[]

  • The cells of glass are implied to be the energy provider of the boss, as destroying all the cells causes the boss to lose its ability to hover and fight back. Similar to how broken solar panels (also glasslike) cease function.
  • Most bosses with added defenses (more glass) prioritize the defense over offense, thus firing less glass cubes than weaker ones. It is unknown why they do this when the ring goes down to shoot, as friendly fire is avoided anyway.
    • One exception to this is Checkpoint 7's boss, which is a Quintuple-cell boss that fires like a Single-cell boss. (three cubes)
    • Only one cube (or even two, when faced with four or more) is dangerous, yet there are multiple fired from most bosses, usually two or three.
  • Bigger and stronger bosses are often seen behind the weaker ones (i.e. a Quintuple-cell boss behind a Triple-cell boss), which is similar to the "Big Brother is Watching You" effect. They do not fire until active, yet can still be hit and deactivated (more below).
    • An exception would be Checkpoint 5's single-cell rear boss, behind the stronger triple-cell front boss. It is also weaker and spins on becoming active, thus making it easy to defeat with Low Gravity.
    • Strangely, the boss(es) in the back can still be hit, albeit with a precise shot and timing. Don't expect to hit all the glass completely in one shot, as the rear bosses do rotate quite fast, mostly when the front boss isn't at all (which will definitely shoot its cubes), and are very far behind. In the case of the Checkpoint 10 boss, the quintuple-cell boss in the back is so far you can hardly see it, until you defeat the single-cell boss in front. Then it will move forward in firing range.
  • Checkpoint 3 and Checkpoint 6 have a light-up, dark-down gradient for their bosses.
  • The Get Premium menu has some bosses (from Checkpoint 11) in the section titled alternative Game Modes, advertising Mayhem Mode. Underneath it is a chart of some sort measuring statistics.
  • The music for a boss's intro area is the first part of Checkpoint 6 Section 2, while the boss music itself is a loop of Checkpoint 6 Section 1.
    • The music tracks' files:Boss in.ogg (boss's intro) 30.ogg (CP6 section 1) Boss loop0.ogg (loop0) Boss loop1.ogg (loop1) Boss loop2.ogg (loop2) Boss loop3.ogg (loop3) Boss end.ogg (end)
    • Checkpoint 6 section 2's second part has elements of both tracks. 31.ogg
  • When a boss is defeated, if it hits another boss, it will just go straight through it, as though nothing happened. Glass cubes fired from the cannon also go through the boss, but balls can bounce off the boss, and the boss itself will fall and hit the floor, ground, or fall forever at the end of the fight (after all glass has been destroyed.).

Boss Fights[]

Main Article: Boss Fights

Music[]

Intro Main Theme End
Checkpoint 6 stage 2 part 1, (featured in Zen Mode, part 2 as well) First Segment of: Checkpoint 6 Stage 1, Endless Mode stage 1 and 4, Zen Mode and Smash Hit - Official Trailer End of: Checkpoint 6 stage 1, Endless Mode stage 1 and 4, Zen Mode, Smash Hit - Official Trailer

Gallery[]

Boss-related Templates[]

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