(Topic ID: 231169)

Tokyo Perfect Drift

By aortuno

5 years ago


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There are 78 posts in this topic. You are on page 1 of 2.
31
#1 5 years ago

Today we reveal my last pinball design "Tokyo Perfect Drift" in the Arcade Vintage Association in Petrer (Spain) and in the Pinball Association of Biar

TPD is a single level pinball with 4 flippers, very fast, with custom electronics and full rgb
This project is a collaboration of Quetzal Pinball and STR Pinball (assemblers of several pinballs Nemo) and we have been working very hard to show it today:
- Gustavo Díaz, aka (Lord Hiryu) did all the arts
- Orlando and Cristina from STR Pinball assembled the prototype and help with the prototype troubleshooting.
- Cristobal Ortuño (my brother) composed the electronic music.
- Antonio Ortuño: everything else

Orders are open to Nemo customers (USA customers have preference, due the problems with the assembly of Nemo), and after we serve these orders, we will open to general public.

Price for Nemo customers is €4,395, taxes and shipping not included, and price for general public is not determined, but will be close.

Videos testing alpha code




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#2 5 years ago

That cabinet art looks beautiful.

#3 5 years ago

More pics and a gameplay with multiple cameras in Biar (Spain)

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#4 5 years ago

Congrats Antonio !
Looking forward to play that pin...

Jean-Louis

#5 5 years ago

Looks very cool! I’ve been dying for a new car themed pin for a long time and at/close to the price above I’m interested!

Amazing work guys looks awesome!

#6 5 years ago

Looks cool

What hardware is running this game?

#7 5 years ago

That looks cool. maybe a mix between Seawitch and HS2? (oh boy! I wish this had a supercharger loop or a jump ramp) :sigh: but I am very excited about playing this. Who are the eight names listed as modes? (sounds like Asian pornstars)

#8 5 years ago
Quoted from Pdxmonkey:

Looks cool
What hardware is running this game?

It is a pinball controller that I designed by myself, indeed I designed all the pcbs for this pinball.
It's a revision (with SMD components) of the pinball controller that I designed for "Captain Nemos dives again" about 7 years ago

Quoted from jeffspinballpalace:

Who are the eight names listed as modes?

Are races, and neighborhoods of Tokyo

#9 5 years ago

Article from pinball news:

https://www.pinballnews.com/site/2018/12/09/tokyo-perfect-drift/

Looks great guys!

#10 5 years ago

The theme and artwork have captured my attention. Will be following closely.

#11 5 years ago

I'm excited for this game, good flow, fast, physical ball lock, outrun style look and music and just plain meat looking. If this ships in bulk to America to a distributor of sorts I would truly consider getting one of these for route if reliable.

#12 5 years ago

Wow. What a great looking game.

#13 5 years ago

Looks really cool. Hope to play one someday

#14 5 years ago

Good price for such a small run game.

Any more infomation on the hardware? sounds interesting if 100% custom.

#15 5 years ago

the upper flippers look a bit like archer/iron maiden

#16 5 years ago
Quoted from russdx:

Any more infomation on the hardware? sounds interesting if 100% custom.

Between 2010 and 2011 I develop the controller for Nemo, here is the final version that I brought to the chicago expo '12
The core of the system is a pic18f, it is programmed in C and controls switches, lights and coils. I created a protocol to send commands via USB.

In 2013 I did a review of Nemo's controller (QPC) for Zidware, but adapted it to control a WPC power driver, and it's running in all the Magic Girls.

And this year I developed a new controller (in this picture some components are missing) size is 145x120mm (5,7" x 4,7"), I separated the RGBs and it's controlled by a pic32, and the pic18 that controls switches and coils.

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#17 5 years ago

This looks very nice! Beautiful artwork. I see there are ball locks, so there is multiball? I assume they are virtual locks?
Looking forward to see this develop! Very impressive.

#18 5 years ago

So how do we buy one?

#19 5 years ago

Cool looking game! I look forward to seeing more about this.

#20 5 years ago

AMAZING!!!!
Great job!

#21 5 years ago
Quoted from luvthatapex2:

I see there are ball locks, so there is multiball? I assume they are virtual locks?

Looks like physical lock up in that upper left inner orbit u-turn loop, there looks to be a hole in the playfield for an up post, where the STOP sign is.

#22 5 years ago

4395 Euros is around $5000 for those curious.

#23 5 years ago
Quoted from luvthatapex2:

This looks very nice! Beautiful artwork. I see there are ball locks, so there is multiball? I assume they are virtual locks?
Looking forward to see this develop! Very impressive.

Quoted from J85M:

Looks like physical lock up in that upper left inner orbit u-turn loop, there looks to be a hole in the playfield for an up post, where the STOP sign is.

Pinball has 4 locks in the playfield, 3 next to the left bumper and 1 next to the right bumper, for a 5 ball multiball.

For the launch I removed the pivot of the left lock (the hole in the stop signal) to avoid problems with the multiball
I run the code in the pinball for first time last friday at 2:05pm, and next day was the launch, although code was tested before in the simulator of my pc.

Quoted from twitami:

So how do we buy one?

I am waiting the response of Nemo's customers (they have priority to buy one) and finish an small website for order, then I will open orders.

#24 5 years ago
Quoted from aortuno:

Pinball has 4 locks in the playfield, 3 next to the left bumper and 1 next to the right bumper, for a 5 ball multiball.
For the launch I removed the pivot of the left lock (the hole in the stop signal) to avoid problems with the multiball
I run the code in the pinball for first time last friday at 2:05pm, and next day was the launch, although code was tested before in the simulator of my pc.

I am waiting the response of Nemo's customers (they have priority to buy one) and finish an small website for order, then I will open orders.

The Nemo boys are too busy playing their game. The rest of us are more pitiful, show mercy.

#25 5 years ago

Very very slick. To get the best idea of the playfield and flow, look at the early art layout drawing overlaid on the blueprint. That mini-flipper seems redundant at first and blocks the bottom right flipper from making the same shots, until you can see how it's fed from the upper left flipper to pound away at those DRIFT targets. Six distinct shots on a single level is not to be sniffed at either. No drops, but on this style of game you'll hardly miss them.

The only criticisms I'd have of the layout are the obvious SDTM potential from between the pops, and that all the flippers have a feed to them except the bottom right. There's no inner orbit or return loop pass from the bottom left to the bottom right, and unless that mini-loop is also a ball lock it's also going to be the least important flipper in the game. You'd be spending more time trying to keep or pass the ball to the left.

#26 5 years ago
Quoted from EalaDubhSidhe:

Very very slick. To get the best idea of the playfield and flow, look at the early art layout drawing overlaid on the blueprint. That mini-flipper seems redundant at first and blocks the bottom right flipper from making the same shots, until you can see how it's fed from the upper left flipper to pound away at those DRIFT targets. Six distinct shots on a single level is not to be sniffed at either. No drops, but on this style of game you'll hardly miss them.

The only criticisms I'd have of the layout are the obvious SDTM potential from between the pops, and that all the flippers have a feed to them except the bottom right. There's no inner orbit or return loop pass from the bottom left to the bottom right, and unless that mini-loop is also a ball lock it's also going to be the least important flipper in the game. You'd be spending more time trying to keep or pass the ball to the left.

You are right, mini-flipper is very important to complete DRIFT (specially targets F and T) because you need to complete it to win a race, that is the goal of the game.

SDTM from the bumpers could happen, but is very unusual, left bumper is in a lower position than right, so usually when the ball exit, it goes to the mini-flipper.

Playfield is enough open that is possible go to the bumpers with a clean shot with the lower right flipper, and it's very important to "lit lock" (yellow targets), shot behind the upper left flipper (secret garage) and lock the balls in the 3 balls lock, that you call mini-loop

#27 5 years ago

The assembling of the pinballs will start in January '19.
Price is €4.595, taxes and shipping not included.
If you are interested, please, contact me.

#28 5 years ago

This game reminds me of one of my favorite movies.

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3 weeks later
#29 5 years ago

I am interested in more info. How do we get on the list to purchase one?

If any US captain Nemo owners plan to pass on their purchase of Tokyo Drift, please reach out.

Aside from that, I honestly prefer not to be the beta tester and am for sure interested in one from the second run.

#30 5 years ago
Quoted from Whysnow:

I am interested in more info. How do we get on the list to purchase one?
If any US captain Nemo owners plan to pass on their purchase of Tokyo Drift, please reach out.
Aside from that, I honestly prefer not to be the beta tester and am for sure interested in one from the second run.

They're basically in testing/coding mode yet.
To me they really need a north American dealer for sales here to work.

#31 5 years ago

Game just looks cool and great theme love the shots being districts/regions.

1 week later
#33 5 years ago

Last weekend, TPD Pinball was at the IFPA Spanish Championship Series in Madrid.
The pinball was in free play and also was played in the tournament.
It was played non-stop with a total of almost 300 games, with very positive feedback.

#34 5 years ago

Was that just player feedback, or did it include spectators? My personal opinion looking at the videos is there needs to be more communication with the player through callouts, and more acknowledgement of what the player is doing via screen displays. I can see a whole game being played and not be sure what progress has been made, and that makes it pretty dull to watch. I assume this can be put down to early code, and that it will be addressed.

#35 5 years ago

Another suggestion, if it's not too late to alter the playfield print file: put more text on the game around the insert groups as to what the completed features actually do, and what lights and advances what.

#36 5 years ago

Really cool game. I got to go to Madrid to play this!

#37 5 years ago
Quoted from EalaDubhSidhe:

Was that just player feedback, or did it include spectators? My personal opinion looking at the videos is there needs to be more communication with the player through callouts, and more acknowledgement of what the player is doing via screen displays. I can see a whole game being played and not be sure what progress has been made, and that makes it pretty dull to watch. I assume this can be put down to early code, and that it will be addressed.

agreed. Game looks fun to shoot, but I have watched every video out so far and still have no idea what is going on at any given time, why everything is flashing, what the play should be shooting for, etc...

Very interested in this game, but needs much more player feedback and immersion.

Only layout concern is that a clunk shot to the shot to the right of the left orbit seems to always want to come back to a SDTM drain.

looking forward to seeing this as it progresses.

#38 5 years ago

I'm not fond of so many lights flashing in unison so much of the time either, you don't get a sense of hierarchy about what's most important to shoot for when a game does that.

#39 5 years ago
Quoted from EalaDubhSidhe:

I assume this can be put down to early code, and that it will be addressed.

Yes, code is WIP, we will add more callouts, sound effects and fullscreen animations

Quoted from hassanchop:

Really cool game. I got to go to Madrid to play this!

The prototype is in the shop of STR Pinball in Torrevieja (Alicante) Everybody is welcome and can play the game.

Quoted from Whysnow:

Only layout concern is that a clunk shot to the shot to the right of the left orbit seems to always want to come back to a SDTM drain.

We addressed SDTM drains from the multiball lock and is solved in the final game

#40 5 years ago

How will software updates be handled after a game is released - is it download file and install it using an usb stick like other systems?

#41 5 years ago

Looks like it could be a killer game! I agree with all the above about being lost while watching the videos. Tiny teeny problem I have which isn't a problem but really a preference. Wish the cars weren't modeled after a GTR. Not to go off topic and turn this into a car forum but yes I know they have them. Just screams road course/drag car when I see a Godzilla not a drift vehicle. Ok, now carry on with the awesomeness!!

#42 5 years ago
Quoted from PapaKilo:

Looks like it could be a killer game! I agree with all the above about being lost while watching the videos. Tiny teeny problem I have which isn't a problem but really a preference. Wish the cars weren't modeled after a GTR. Not to go off topic and turn this into a car forum but yes I know they have them. Just screams road course/drag car when I see a Godzilla not a drift vehicle. Ok, now carry on with the awesomeness!!

Primary things to know and watch for in video. 1) Hit green standup turning it solid lit, hit (5) drift stand ups turning them solid lit, hit flashing yellow inserts to collect a race and turn the mode insert in middle of playfield to solid lit. Repeat seven times and during these sequences, inserts blink when qualified. 2) qualify lock and shoot inlane to lock ball. Repeat twice to start multiball. There is some other stuff and additional multiballs being added, but start with this understanding.

#43 5 years ago
Quoted from jeffspinballpalace:

is it download file and install it using an usb stick like other systems?

Yes, this is how we do it

Re Rules:

Complete 8 races (Tokyo neighborhoods)

  1. Hit green target to start the race
  2. Complete DRIFT targets (blue) to advance the race
  3. Hit flashing yellow inserts to win the race

Multiball

  1. Hit two yellow targets (middle-left) to lit lock
  2. Lock 3 balls
  3. Jackpots are the narrow white targets (brake, gas & clutch)

Complete 8 types of drifts (Fan of triangular inserts in the center of the playfield)

  1. Complete TIRES
  2. Secret Garage – Shoot behind upper-left flipper
  3. Pedal Master – 3 narrow white targets (brake, gas & clutch)
  4. Complete BURN
  5. Direct shot to ‘Out’ target - without hitting the bumpers
  6. Loop Master – 4 non-stop upper loops
  7. Spin Master – 30 spins of the spinner
  8. Complete FUEL
#44 5 years ago
Quoted from jeffspinballpalace:

Primary things to know and watch for in video. 1) Hit green standup turning it solid lit, hit (5) drift stand ups turning them solid lit, hit flashing yellow inserts to collect a race and turn the mode insert in middle of playfield to solid lit. Repeat seven times and during these sequences, inserts blink when qualified. 2) qualify lock and shoot inlane to lock ball. Repeat twice to start multiball. There is some other stuff and additional multiballs being added, but start with this understanding.

I was able to figure the race rules out watching the videos again, but this is where lamp hierarchy is important. You also have those eight simple objectives for the triangular insert fan, which is a good way of doing it as it ties in everything on the playfield and gives them each a purpose. But since they can be done in any order, don't have everything flash at once; save that for things that have the priority to advance the races, or for when you're down to the latest couple of objectives left to make. A lit target should mean 'hit this', whereas a flashing one should mean 'hit this now'.

1 week later
#45 5 years ago

New video with more callouts and fxs, and recorded with better sound quality, but still WIP

#46 5 years ago

That's definitely an improvement to follow.

#47 5 years ago

getting better.

I like the orbit and loop shot. The upper kickout kept bouncing back into the hole so may need to adjust power.
It appears code is very flat currently? hit green target to start a mode and then hit blue DRIFT targets appears to be the only thing to do?

Sound FX could use some work as they feel like placeholders.

Game really looks like it will be fun to shoot but curious how far along you feel code is? is this still a framework or nearing completion?

#48 5 years ago
Quoted from Whysnow:

It appears code is very flat currently? hit green target to start a mode and then hit blue DRIFT targets appears to be the only thing to do?

Game has more to do, for example the rules that I wrote in the post #43

More rules:

  • Skillshot - Upper/Inner orbit
  • Super skillshot - Lit letter of B U R N in blue
  • Extra ball
    1. Complete F – U – E – L in order
    2. Direct shot to ‘out’ target
    3. Secret Garage – The shot behind upper left flipper

And still I have to add to the code 2 more multiballs and Combos

Quoted from Whysnow:

Game really looks like it will be fun to shoot but curious how far along you feel code is? is this still a framework or nearing completion?

The code is Beta, and I am testing many things, but no far from the release version.

1 week later
#49 5 years ago

Looking good. I'm personally not fond of the inlane/outlane sound effect ( pneumatic wheel nut gun? ), or the main music, think that would get old fast ( it has just watching a few videos )

#50 5 years ago
Quoted from aortuno:

Yes, this is how we do it
Re Rules:
Complete 8 races (Tokyo neighborhoods)

Hit green target to start the race
Complete DRIFT targets (blue) to advance the race
Hit flashing yellow inserts to win the race

Multiball

Hit two yellow targets (middle-left) to lit lock
Lock 3 balls
Jackpots are the narrow white targets (brake, gas & clutch)

Complete 8 types of drifts (Fan of triangular inserts in the center of the playfield)

Complete TIRES
Secret Garage – Shoot behind upper-left flipper
Pedal Master – 3 narrow white targets (brake, gas & clutch)
Complete BURN
Direct shot to ‘Out’ target - without hitting the bumpers
Loop Master – 4 non-stop upper loops
Spin Master – 30 spins of the spinner
Complete FUEL

After watching the most recent video (the one a few posts above) I can see this being a fun game. Allow me to make a few suggestions:
- Would it be a thought to stick with common (B/W) colors for certain elements? Like green lock targets and inserts, orange insert to indicate Extra Ball, not sure, but aren't jackpot inserts and targets usually red?
- please add more callouts (lots)
- wouldn't it be better is the ball lock callouts would indicate which ball is locked. E,g: "Ball 1 locked" "Ball 2 locked" etc. Maybe even indicate how many locks are needed for MB: "one more for multiball"
- The current music appears to be EDM tracks with 'song' arrangements. For pinball you don't need songs, you need themes. A long buildup to a drop where the beat kicks in will only work if it makes sense in the game.
- Following the previous suggestion: please improve the music choreography with other elements in the game, like lightshows, video, and such.
- Please add shooter grooves, like Scott Danesi did on TNA. These are short looped elements (2 beats or 4 beats) with no bass and once the ball is plunged the regular theme (with bass) kicks in.
- Tie specific themes to specific modes (see also next comment)
- I hear no progress in the game music after draining a ball. I'd assume if you drain and get a new ball, and you continue where you left off. Maybe you do in terms of rules, but as the music changes, that indicates to me that the mode changed.

Hope the above is useful

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