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:
Line 328 should be:
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:
- Compare vectorized plastics against scan
- Correct dimensions and positioning
- Verify accuracy to "could be used for real machine" standard
- 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