
The combo duration carries over starting from Topple, which means that quick combos should be preferred to achieve maximum damage. For example, if the Launch timer had 200 frames left when the Smash hit connected, the damage multiplier would be 1.5 + (200 * 3 / 100) = 7.5x. This damage multiplier is then increased by 3 times the absolute duration left on Launch divided by 100, with the time unit being frames (at 30 frames per second). Start applying these tips to your game, and you should see some very notice-able results.Smash has a base damage multiplier of 1.5x, which is applied to all hits starting from (but not including) the Smash hit, until the enemy hits the ground. These are the most surprising objects you’ll encounter, so it’s really useful to know about them ahead of time, you will see them starting at stage 8. In the later stages, you’ll start to see large glowing lights - these quickly shoot boxes out directly at you, and you need to shoot a ball quickly to break them before you take a hit. This isn’t effective in all situations, like in stage 2 where you’re breaking through the large DNA objects, but it’s really easy to tell when it is going to work or not. The part connected to the cylinder may be moving back and forth, but the base of it will always be in the same spot. When taking out things like swinging hammers, it can be difficult to aim your shot properly, but it becomes a whole lot easier when you shoot right at the point where the structure connects to the wall. Another example would be the rotating glass objects, when there are two horizontal ones rotating simultaneously, you can breeze right between them without using a ball. You’ll also start to figure out how many spots need to be hit in order to drop an object, such as the large horizontal cylinders with two objects holding it while it is suspended in the air - you only need to take out one of these objects and the cylinder will fall to the side. For example, there may be objects sliding back and forth quickly, making it really hard to tell if you’ll run into it or not - if you made it through the first time, you’ll make it the second time, and you don’t need to waste a ball to break the glass. Try to take a mental note of certain objects that cause you trouble while playing Smash Hit, since the levels never change, you can use this knowledge to your advantage the next time.

Since your amount of balls never resets or changes automatically, you should try to stock up on as many balls as you can, and save them for as long as possible. This is nothing more than a waste of ammunition, and will screw you over big time in the long run. The extra powerful ball power-up is really nice when you are trying to take out the cylinder objects, with multiple support beams connected to the wall - just activate this power-up and shoot directly at the cylinder to take the entire structure down.Īs enticing as it may be, you need to refrain from launching balls at objects that you obviously won’t run into. Slow time isn’t an extremely effective power-up, but it’s useful for getting through a short tight squeeze. You should be able to make it through the first few levels without using a power-up, and this provides you with an arsenal going into the later levels.

The main change I made, was using the unlimited balls power-up when I was running low on balls (less than 20), and I made sure to keep 3 or 4 of these on hand.

After utilizing them more effectively, I was able to score a couple thousand more points than my average score. Personally, I wasted my power-ups every single time, at least for the first few times I played Smash Hit. The combo goes up to five, and if you can make it there, it becomes pretty easy to stay there as you’re able to smash huge objects with one tap.

It may not seem too important in the early stages, but it becomes almost a necessity once you get to levels 7, 8, and beyond into endless mode. This is by far the most important thing to pay attention to, other than making sure you don’t run out of balls completely. Every so often, there’s a crystal that is purposely a little bit hidden, so make sure to keep an eye out for these. You’ll have your combo meter reset completely if you either run into an object, or fail to break a crystal that appears on-screen. For every 10 consecutive crystals you break, you’ll receive a combo point that increases the amount of balls you shoot per tap by one, but still only subtracts one from your currency.
