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Kingpin (Capcom 1996) [Visual Pinball X]

Kingpin Capcom 1996 ICPjuggla freneticamnesic dark

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#1 ICPjuggla

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Posted 26 January 2016 - 12:38 AM

Posted Image


File Name: Kingpin (Capcom 1996)

File Submitter: ICPjuggla

File Submitted: 25 Jan 2016

File Category: VPinMAME Recreations

Author(s): ICPjuggla, freneticamnesic and dark
Manufacturer: Capcom
Year: 1996
ROM: Link to ROM
Permission to MOD?: Yes, with approval


Kingpin (Capcom 1996) by ICPjuggla, freneticamnesic and dark
 
This is a from scratch build
 
playfiled graphics, apron and helped on some plastics & ramp decals vampirolatino2
plastics & ramp decals by Talantyyr, dark and freneticamnesic
Custom 3D models by dark
primitive flippers by zany
ClarkKent for the updated light inserts
Gaston for the Capcom Lamp Shader tip
batch for the WS backdrop
 
If your still having performance issues with 1.2:
 
please try changing LampShader and HighPerformace to 0 at the top of the script, doing so should really help speed up the table..
If the table is too dark for your liking adjust the Night --> Day slider
 
At this time the power flippers still are not working we hope to have a fix for that in the future.. 
 
Enjoy the table and have fun
 
update: 1.1
 
arngrim added the new controller.txt DOF config to the script.
 
Update 1.2
 
optimized the table quite a bit for better performance
fixed the gun eject
 


Click here to download this file


cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#2 TNT2

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Posted 26 January 2016 - 01:22 AM

You the man ICP.



#3 freneticamnesic

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Posted 26 January 2016 - 05:04 AM

Time to pop the champagne! Three cheers to the team!

 

1416241579_girl_drinking_champagne_fail.



#4 vampirolatino2

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Posted 26 January 2016 - 05:23 AM

Daaaamn baby girls ... slowdown lol



#5 batch

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Posted 26 January 2016 - 05:54 AM

Thanks a lot to all involved, this is really an awesome table !

And it would be great if we could apply your flippers and physics settings to all the VPX tables :)

Is there a way to do that ?

I found the table too dark, but for the lighting , with VPX, there are two fantastic separate tools to set it for the table and the backdrop

Table / Lighting / Night --> Day (for the table)

Backdrop / Color Grading Lookup Table --> ColorGradeLUT256x16_1to1 (for the DT version)

 

So people can set it as they want !


Edited by batch, 26 January 2016 - 06:31 AM.

signature_24042026.jpg          DIRECT LINK TO MY TABLES http://www.vpforums....loads&mid=30858    

                                               LINK TO MY 204 BACKDROPS : Design Resources/ Main Resources/Table Templates/Table Resources/Backdrops for VPX Tables (DT 16/9)  2.0 


#6 freneticamnesic

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Posted 26 January 2016 - 07:33 AM

Flipper physics, unfortunately there's more to it than just the flippers. There's table friction as well, and when you change that you have to change rubbers and walls... What a mess!

Sent from my XT1585 using Tapatalk

#7 Dozer316

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Posted 26 January 2016 - 08:50 AM

You guys make sexy tables - all releases.

 

How does the degrading flipper mechanic work on this in real life? - does it only turn on in a specific mode and tie into the power meter down near the flippers?



#8 freneticamnesic

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Posted 26 January 2016 - 07:28 PM

It's like an end of game feature, when you drain your last ball and have a power meter it kicks out an extra ball and I guess as the power meter drops, so does the power of the flippers. I don't know if it's 1:1 power meter to flipper power or what, but you can add power by lighting up the power meter (hitting lit blue shots on the table) during this mode.



#9 Slydog43

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Posted 26 January 2016 - 08:21 PM

cool, that sounds like a great mode, any other games have this?  (real or vp)



#10 ninuzzu

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Posted 26 January 2016 - 09:02 PM

team brings the magic


Videotutorials: plastic ramps in blender------>part1     part2


#11 vampirolatino2

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Posted 26 January 2016 - 09:32 PM

team brings the magic

hey ninu, we are waiting for another of your awesome releases! ;)



#12 Ben Logan

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Posted 26 January 2016 - 11:15 PM

Love this one, guys. Plays really well. Unique game features. Great physics and cool night-time look. Matches the mood of the table nicely. Thanks! 



#13 ICPjuggla

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Posted 26 January 2016 - 11:48 PM

I'm not home and won't be until tomorrow!

The file was reported broken!

It seems many people have been able to download it and play the table. Can someone confirm that the file is fine pease?

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#14 Slydog43

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Posted 26 January 2016 - 11:51 PM

I downloaded earlier today without issue, thanks plays great



#15 Outhere

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Posted 27 January 2016 - 12:03 AM

I just downloaded and it plays good



#16 gtxjoe

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Posted 27 January 2016 - 03:10 AM

 

How does the degrading flipper mechanic work on this in real life? - does it only turn on in a specific mode and tie into the power meter down near the flippers?

 

If I remember the flipper solenoids on this table constantly pulse, so when sudden death occurs I assume the pulse rate changes/slows down but I dont think it could be tracked reliably.  The flipper solenoids do stop working after sudden death - this post monitors the flipper solenoids to decide when to "cut power to the flippers"  http://www.vpforums....=30784&p=310732

 

I was trying to figure out how to monitor the power meter light to try to do the slow loss of flipper strength, but never came up with a solution.  The power meter builds up as you play the table with the last lit insert alwaysblinking, at some point the GI on the table changes (indicating sudden death mode) and the power meter starts decreasing.  I think it was only on last ball but can't remember anymore.  We kinda thought from this point on we would reduce power on the flipper for the last 3 inserts only and the flashing sudden death inserts.  The other problem I saw was that the capcom lights also constantly flicker/pulse even when they appear fully lit, so now you need to figure out if a light insert is fully lit (blink at very very high rate) or blinking (blink at slower rate)...



#17 ICPjuggla

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Posted 27 January 2016 - 03:29 AM

Here is some more info I found about how the power flippers work at this sight..

http://tvtropes.org/...Pinball/Kingpin

Life Meter: Kingpin has the Power Meter, which can be used in two ways:
During regular play, making Power-Up shots add to the Meter. At the end of the last ball, the game enters "Sudden Death", where you keep playing while it runs down. The flippers become slower and weaker as the Meter decreases, but making Power-Up shots add more Power (and playtime). Once the Meter is depleted, the flippers die and the player's game ends.

In addition to conventional pinball play, operators can set Kingpin to a Timed Mission mode. Here, the player starts with a full Power Meter, and can play until it drops to zero. Once again, the flippers got weaker as the Meter decreased, and making Power-Up shots added more Power.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#18 vampirolatino2

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Posted 27 January 2016 - 04:42 AM

It's almost like Safecraker but without the weak flipper. In Safecracker you constantly have to keep getting time to extend play. Going Nuts have a timer too, that at the end cut the flippers.



#19 ICPjuggla

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Posted 28 January 2016 - 01:29 AM

The table has been updated to 1.1
 
arngrim added the new controller.txt DOF config to the script
 
Edit: for some reason the screen shot keeps defaulting to the WS. I had it set to FS, it's really frustrating me.. lol

Edited by ICPjuggla, 28 January 2016 - 02:07 AM.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#20 nicco84

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Posted 28 January 2016 - 02:00 PM

great table and great vpx porting icpjuggla!!

only thing i changed in backdrop options is brightnes... i'm a fan of dark tables but this one is really too much dark, especially in flippers area







Also tagged with one or more of these keywords: Kingpin, Capcom, 1996, ICPjuggla, freneticamnesic, dark