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BreakShot

BreakShot (Capcom 1996) was built using modern Blender toolkit methods with high-quality scans and manual documentation.

Build Notes

High-Quality Reference Materials

The BreakShot manual was described as "really really good" with all parts precisely listed and positioned. The scan matched perfectly with the manual specifications, making the recreation an "easy and fun task" compared to tables with poor documentation.

Reference materials included: - 12194x27629 pixel playfield scan at 600 ppi - Actual dimensions: 20.32" x 46.04" (51.6 x 116.96 cm) - Pinside restoration thread with extensive reference photos - Manual with accurate part positioning

Blender Toolkit Construction

Progressive Blender work included: - Full table model with clean blueprint generation - Capcom targets with decals and masks - Toolkit-based asset integration - Precise positioning using scan measurements

The Blender workflow allowed for parametric construction and easy iteration as measurements were refined.

Scripting

Drop Target Script Bug

All existing BreakShot versions have a consistent script bug:

Line 225 should be:

dtR.InitDrop Array(sw48,sw49,sw50),Array(49,50,51)

Line 328 should be:

Sub sw51_hit:vpmTimer.pulseSw 52 : End Sub

Left bottom targets work correctly but top right ones are scripted incorrectly. This fix needs to be applied to any new version.

Fuzzy Flipper Code

32assassin's version includes Fuzzy flipper code and drop target implementation that can serve as a reference for modern physics integration.

3D/Art

Plastic Vectorization Workflow

Plastics were initially vectorized before the playfield scan was available, requiring corrections once high-quality scans became available. The revision process:

  1. Compare vectorized plastics against scan
  2. Correct dimensions and positioning
  3. Verify accuracy to "could be used for real machine" standard
  4. Make vectors available for community use

Important: Wait for vectorized plastic corrections before cutting plastics in Blender to avoid rework.

Leaf Switch Models

New leaf switch models were created for the front sling holes - a rare asset that hadn't been seen in other projects.

Asset Sharing

Assets created for BreakShot (particularly drop targets) were shared with other projects like Big Bang Bar, demonstrating cross-project collaboration within VPW.

Best Practices

Capcom vs Bally Dimensions

BreakShot uses standard dimensions that match Bally era specifications despite being a Capcom table. When starting recreation, verify dimensions from multiple sources - internet measurements and manual specifications should be cross-checked against scans.

VR Room Planning

VR room features were planned early in the project. A darkened pool hall with warm lighting was suggested as the primary VR environment, with a minimal option as alternative.

Tools & Resources

Pinside Restoration Threads

Restoration threads like the BreakShot thread on Pinside provide valuable reference photography and build details. Downloading all photos for offline reference is recommended.

Link: https://pinside.com/pinball/forum/topic/unbreaking-a-breakshot