(Topic ID: 102693)

Breakshot club, members only...?

By DefaultGen

9 years ago


Topic Heartbeat

Topic Stats

  • 823 posts
  • 110 Pinsiders participating
  • Latest reply 9 days ago by DirtyDeeds
  • Topic is favorited by 42 Pinsiders

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#531 4 years ago

Sign me up as a member of the club, bought our Breakshot via Ebay a few weeks ago based on the wife finding it in a search for a "less busy" table compared to our TZ. Cabinet and PF were all in great shape on arrival, a couple of cosmetic blemishes on the side rails and lock bar and one dead PF bulb. The only play issues were a broken drop target (A replacement was provided by the seller and not installed) and a DMD driver board with a blown cap outlined in another thread that, of course, wasn't an issue before shipping.

Driver board issue circumvented by installing a ColorDMD which looks amazing in the machine; like it's stock. Major props to the ColorDMD and colorizing team that worked on the displays. The table also needed a typical set of rubbers and a good clean+wax, and I swapped out the rest of the drop targets with decals since the originals were plain and very yellowed compared to the bright white replacement.

Couple of hopefully quick questions for everyone:

I've had a few instances with the capture area center saucer and the game not picking it up and raising the post. I end up having to wait for the stuck ball process and a rotation through the solenoids to kick the ball back into play. Just popped in 1.3 ROM updates last night in hopes it will fix the issue, but I haven't had a chance to play the table yet. Haven't found a change log anywhere, anyone know what changed? I had 1.2 in it before so fingers crossed.

Anyone else get a nasty air ball from the lower flippers off the upper drop target area into the glass? I dropped the flipper solenoid strength from 13 to 10 after installing the 1.3 ROMs in hopes that might cut down on the issue a bit.

Is the knocker solenoid incredibly loud by default? I'm greatly considering putting some sort of padding in there to dampen the impact/volume.

#533 4 years ago
Quoted from yaksplat:

The switches in the pockets can go bad. I had a bad one.

Yea, this must be the case since I had it happen again last night in play test after installing the 1.3 ROMs. I remembered the issue incorrectly, the opto trigger raised the post, but the center saucer switch must need adjustment or replacement since the ball just sat in the saucer until the lost ball kickout.

4 weeks later
#536 4 years ago
Quoted from yaksplat:

Double check the diodes as well. I had to change out most of the switches on my drop targets, There were almost all faulty. The internal contacts must be dirty as they connect sometimes, but not consistent enough.

Yep, finally got around to it the other night. Replaced the switch and diode, center pocket working like a champ now. Ran tests and the 8-ball side saucer looks like it needs to be swapped out also. It works, but chatters pretty bad. Good thing I ordered more than one switch

1 month later
#543 4 years ago
Quoted from DirtyDeeds:

Multiball doesn't seem to last long enough for me. Is there an option to have a ball save for the start of the 2 ball Ballarama / 3 ball Breakshot Frenzy?

Unfortunately no, there are only two ball saves: The first is for the main initial plunger launch (B2-09, default 8 seconds), and a second save (B2-10, default yes/on) for ejects from any saucer that lasts 4 seconds or until a switch is hit, whichever comes first.

1 week later
#547 4 years ago
Quoted from FathomPin:

I loved Break Shot so I have it as a keeper, but it is kept at a friend's house; therefore, it does not get much of my attention. After playing it recently to assess it's condition; I'm considering right now how does one get more bounce out of the top three in-lanes? Can't say I've completely searched the archives for any prior ideas in this regard, so please indulge my question. The rubber rings are pretty (a lot) old, so it is no surprise that the ball doesn't seem to bounce much at all. I'm thinking back on other games with similar in-lanes, and nudging the game to get the ball into the needed lane is ever important. So in this regard, I'm not just forgetting what new rubber rings will do and am wondering if a tweak of some sort can help, like slightly oversized rings (are they even available)? Thanks in advance.

Sounds like you need a rubber kit, my Breakshot bounces just fine with standard blacks. Regarding getting the upper lane you want, did you disable lane light rotation via the flipper buttons?

5 months later
#593 3 years ago
Quoted from Isochronic_Frost:

Minor buzzing isnt bad, this is very loud, like an old EM. The kind that sounds like a coil is melting.

Normal for Capcom mechanics, there's feedback from the coils going into the audio. Happens with the upper gate coils also, not just holding the flippers. There's a post that talks about some changes you can make to cut down on the buzzing at the cost of some flipper power.

3 months later
#603 3 years ago
Quoted from ruralcollector:

I do too! I’m more interested in exploring what COULD be added such as a captive ball hurry up, spinner, additional flashers etc. More ancillary features than changing the overall structure of the game. I was inspired by the current WW rewrite & few other cool projects and thought it might be a perfect table to experiment on. Especially considering the board supply issues. Might be just a pipe dream but I appreciate your feedback!

Auto plunger and a 8-10s ball save for Breakshot Frenzy?

2 weeks later
#607 3 years ago
Quoted from Isochronic_Frost:

Why doesn’t Breakshot have any cool Easter eggs or button codes like every other Capcom?

Bank shot mini loop to right orbit is a cow kick Easter egg, you can hold both flipper buttons before and during the moose animation, and in the attract mode you can see T-O-N-Y in the rack lights for Tony Defeo .

1 year later
#697 1 year ago
Quoted from truegger:

Thanks again for your help!
I got the backbox open and here is some new info:
1. The high frequency noise is coming from the display power supply board. There is also a burnt plastic smell when the game is powered on (similar to what is described in the post you linked above). Output voltages (J2) are all way off spec. They are measured (spec) as follows: P1: -50 (+68), P2: -4 (+12), P3: -5 (+5), P4: ground, P5: ground, P7: +10 (-98), P8: +12 (-110). The good news, I guess, is that they are all way under spec, rather than over. I don't know if this helps narrow down which components are bad.
2. LED2 on the CPU board (behind the DMD) is on. LED1 is flashing. I can't find any diagnostic codes for these LEDs in the manual or by googling. One of the LEDs on the sound board flashes as well but the machine has no sound problems.
3. I checked a few of the #44 bulbs in the lower playfield that do not light up and they tested good, so there is something going on other than the lamps being burned out.
4. All LEDs on the main power driver board are on.
5. Game plays fine. All sounds, optos, switches, solenoids seem to be functioning. Only issues are the DMD and some lamps.
I'm inclined to pull the display power supply and power drive boards and send them out for repair. Any ideas on this? I don't have another compatible game to test the DMD in.

If you aren't looking to keep it stock, have you seen the ColorDMD for Breakshot? The LED version looked amazing on my table, and as an added bonus it doesn't require the DMD power driver board. The same driver board was toast on the Breakshot I had, replacing the popped cap was unfruitful, and looking into replacement showed I was halfway to the cost of a new ColorDMD upgrade that circumvented the issue.

4 months later
#710 1 year ago

Yea, Breakshot was pretty prone to airballs hitting the glass when I had it. I kept mine around 6.5 degrees since it felt like it was supposed to be a bit floaty/EMish.

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