Breakshot

Capcom, 1996 — shot-by-shot rules and strategy guide.

Open Breakshot in the Pinball Genie app →

Designer: Greg Kmiec (frequently misattributed to George Gomez). Art by Stan Fukuoka/Paul Mazur/Hugh van Zanten, software by Bill Pfutzenreuter/Tony DeFeo. One production run, ~1,000 units, May 1996, model BRK3002. No Pro/Premium/LE editions exist — that convention postdates this game.

The table

A single-level, EM-throwback design — no ramps, no spinner. Two main flippers plus an unusually capable upper-right "3rd" flipper that can trap and catch. The playfield reads bottom-to-top: slingshots/in-out lanes → Green (left) and Brown (right) drop-target banks near their respective orbits → a two-ball Captive Ball left-of-center → Purple/Orange standups flanking the Center Pockets (the signature toy: 3 saucers behind a rising post) → 3 jet bumpers → 3 rollover lanes (Yellow/Blue/Red) at the very top, fed by the Left and Right Orbits running up each edge.

Three pool "games"

Only one is active at a time (chalk icons over the slings show which), cycling Nine Ball → Eight Ball → Nine Ball → Rotation, repeating:

Both Super Cues (lit orbit shots) and any Center Pockets saucer hit auto-sink the lowest unsunk ball regardless of which game is active.

Center Pockets — the lock/multiball engine

A ball entering (post down) trips an opto, raises the post, and ejects a fresh ball to the plunger (up to 2 locks). A hard hit on the post with resting balls propels them into the side saucers — a Good Shot (base value), a Trick Shot (+100K, one ball into a lit side saucer), or a Nice Combo/"Breakshot" (+250K, both side saucers made on one hit — the game's namesake).

Ball-O-Rama (2-ball multiball, 2x scoring): lock one ball, then shoot the lit 8-Ball Saucer to start. Jackpot starts at 100K, climbs 10K/sec, never resets. Breakshot Frenzy (3-ball, 3x scoring): lock both side saucers, then capture a 3rd ball in the center saucer to auto-start. Jackpot starts at 200K, resets after each collect (2 "easy" jackpots before relighting is required); a fast second ball into the entry opto right after a collect scores a Double Jackpot. No ball saver runs during either multiball.

Multipliers

Combos and the money loop

Capcombo (250K): Bank Shot → Right Orbit, or Left Super Cue → Right Orbit, immediately. The headline technique is the Bank Shot catch-and-relaunch loop: light-plunge onto the upper-right flipper, catch, shoot the Bank Shot, re-catch, repeat — each lap sinks a ball and the value escalates fast (1M+ per lap is reachable by the eighth to tenth rep, and a single shot can pay far more). Landing both Super Cues back-to-back (both lit simultaneously, then the two orbits shot one right after the other) lights the Captive Ball for an Extra Ball.

Wizard mode — Cutthroat Countdown

Reached after completing 3 regular games (default). A 60-second timer calls balls one at a time (≤10 sec each); hitting the right target sinks it, scores 1M, and adds 10 seconds. A second pass calls missed balls in random order. Ending with at least one ball sunk lights the center saucer for a Super Jackpot worth 2M/ball sunk, scaling to 2x then 3x on repeat completions. Sinking every ball ("perfect") auto-spots the next game complete and chains straight into another round. The Frenzy multiball multiplier still applies to the per-ball 1M Cutthroat scoring during Cutthroat Countdown (up to 9M/ball when 3x is running), but it does not apply to the Super Jackpot itself.

Risk notes

Fast ricochets off the Center Pockets are the game's biggest drain hazard — approach it off a controlled trap, not a bounce. Multiball has no ball saver and the jackpot shot isn't forgiving. The Bank Shot loop's biggest risk is a mistimed catch, which resets the escalating value to base — skilled play means consciously bailing once you've banked a big number.

Goals in Breakshot

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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