Skip to content

Godzilla (Sega 1998)

A full VPW toolkit build that served as a key reference implementation for the Blender bake-to-VPX integration workflow, PWM migration (PinMAME 3.6), room brightness scripting, transparent ramp baking techniques, and the "mayo" glass reflection effect. Collaborative build across apophis79, tomate80, sixtoe, benji084, iaakki, niwak, and others.

Build Story

The Godzilla build functioned as a proving ground for multiple foundational VPW techniques. It was one of the first tables to fully implement the Blender toolkit pipeline end-to-end and became the reference implementation for PWM migration when PinMAME 3.6 introduced physics-based output.

Table-Specific Details

Mechanisms & Hardware

  • Building toy -- Referenced by the Die Hard Trilogy team as a model for the Nakatomi tower design (openings, art-on-plastics-with-screws approach, metal ball guides).
  • Satellite dish ball lock on Goldeneye was rebuilt using a technique inspired by this table's real ball + kicker approach.

Art & Visuals

Physics & Gameplay

  • The scripted velocity nudge pattern for persistent stuck spots was first developed on this build.
  • Discovered that ball reflections on underside appear black if no playfield image is assigned -- even when the playfield mesh is invisible in baked tables. Fix: assign the playfield image regardless of mesh visibility.

Known Issues

  • VR ghosting on playfield -- double-image effect when moving head. Fix: set playfield reflection probe roughness to 0.
  • Fleep VolumeDial bug: Some sounds completely insensitive to VolumeDial. Fix: add min() function to pre-saturate volume to 1.0 before VolumeDial scale is applied.

Techniques Developed Here

See Also