Quoted from transprtr4u:Once you sell translight for spots, you have indirectly taken money for the hopes the games would be built!
2020 has been a crappy year for everyone , but someone from the team could update their status...
Even DeepRoot has pages of continuing thread...
This aged poorly. I'd take zero communication and behind-the-scenes progress over deeproot's roundabout "updates" written in legalese and filled with fluff. And now with the big reveal that dr was a massive scam, looking back through this thread all the dr comments are rotten grapes!
Quoted from Compy:========================================================
Now the meat and potatoes
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Last week I got some full playfield CADs and artwork printed on film and checked the scaling. This is basically the step I go through before I do whitewood cuts. I have to make sure things are to scale for the following:
1. Inserts. We have two options, we can either use original inserts, go with WMS/modern clear jewel style inserts, or just go full spooky and cut acrylic sheet. If you want RGB lighting, you have to use one of the last two options.
2. Mechs. This is a huge problem. Capcom engineered a lot of their own mechs. We can use WMS mechs with functioning EOS to cut down on the engineering/tooling costs and match the duty cycling as closely as possible to mimic the performance of the original game. With the longer ramp shots being in the center, I don't see this as much of an issue. (It would be an issue if the shot was at the end of the flipper bat)
4 bank drop targets - My vote and feedback I sent to the team is don't waste time engineering a 4 bank mech and use the stern equivalent if needed.
The gun handle - Getting tooling made for something like that really sucks because of the intricate detailing on the gun grip. These also have to be modeled in 3D and we have to outsource that. (I do all of my work in 2D... yeah, I know...)
Upper ball launch trough assembly - This was a completely custom part that will require a new weldment. It is similar to what was used on Diner.
Main ball trough assembly - I've subbed in footprints for traditional pinball life troughs. If push comes to shove, I have the footprints I used for the WMS troughs on Wizard Blocks.
Slot machine - Nothing too crazy there. At one point we considered stuffing an LCD there behind the plastics. But my personal opinion (and those of others) are that the mechanical reels are cooler.
Ramps - We've got the ramp king. Though new tooling has to be made.
Standup Targets - Capcom used custom opto targets. My vote is to replace these with common off the shelf standups. Better for us, better for you.
Ramp Spinners - Ok, these are really cool. They did use opto driven ramp spinners so the spinner has no friction against a microswitch or leaf assembly. With a bit of graphite, those spinners spin for days. This is easy replicate with a custom wire and a "C" style opto pair assembly like: https://www.pinballlife.com/ir-opto-sensor-high-sensitivity-4-leg.html
Pops - As you can see in one of the attached photos, 2 of the 3 mounting holes line up on the pop. My vote, again, is to switch to a standard WMS pop assembly, or the (better) Pinball Life single cut/mount solution like: https://www.pinballlife.com/classic-sterndata-eastsegacapcomalvin-gspookyheighway-thumper-bumper-housingbase.html
Cabinet - Capcom arguably had one of the nicest playfield slide/rail/cantilever systems out there. I would love to maintain this, but my vote (and what I shared with James and Paul) is to push and use a more typical WMS or even stern setup if it took more than a few weeks to come up with a solution.
Assembly - We've got several ideas about this. One thing I can say is that nobody on the team wants to set up a production line. We have multiple interested manufacturers, but it doesn't do much good to focus on "who" gets the gig yet until we have everything needed to build the darn thing.
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Hoping you go with mostly original everything, I love the way Capcom did things. Their inserts are beautiful and look fabulous when lit. Hopefully your Kingpin remake has LED OCD integrated. Capcom lightshows are truly unparalleled and the LED issues really put a damper on them.
Most the mechs can probably be switched, but like the flippers, the pops on Capcoms are insane. It's hard to believe it's merely software when they are so spectacular they outperform even the nicest restored Williams. My route-worn Flipper Football has some mean pop action and they've NEVER been rebuilt. Play a JM or a WCS and those pops don't hold a candle to Capcom!
I'm interested in the opto standups, how do they work? I imagine they feel completely different. Capcom's pioneering use of optos on spinners and switches was fantastic, it's too bad they didn't survive long enough to force the industry to adapt. We could have been so spoiled!
Quoted from Compy:Cabinet - Capcom arguably had one of the nicest playfield slide/rail/cantilever systems out there. I would love to maintain this, but my vote (and what I shared with James and Paul) is to push and use a more typical WMS or even stern setup if it took more than a few weeks to come up with a solution.
Please sweet lord, KEEP THE CAPCOM RAIL SYSTEM!!! Those little wheels with the dual cantilever arms are next level. I've looked into converting my WMS to use Capcom's buttery-smooth rail system. Truly one of their greatest innovations, especially since Stern is so god damn cheap we still are expected to take our 7k machines and just muscle the playfield in by ramming it back like a jackass. Stern's lazy modern system is just awful in every way. Kingpin can show us a better way and bring some refinement and elegance to modern pinball!
If anyone is selling a translight, shoot me a PM! I'd like to get in on this whenever it finally comes out. If need be I'll source my own OG Capcom parts and slap them into the Kingpin remake.