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		<summary type="html">&lt;p&gt;FREDZ: /* 2023 December 5 – Kingpin: Reloaded Released on Steam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots &amp;amp; Trailer Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/promo/&amp;amp;file=KPIN.MOV KPIN.MOV]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Xatrix released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. Gangland.org hosted the video, and &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. The footage originated from an internal Xatrix test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Xatrix release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 18 – Xatrix IRC Developer Chat ===&lt;br /&gt;
On 18 March 1999, members of the Xatrix development team participated in a live IRC chat with the community. The session covered a wide range of topics, including level design, AI behavior, weapon balance, multiplayer plans, and the team’s goals for creating a more immersive and reactive urban environment in &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The chat provided one of the most open and detailed opportunities for players to ask questions directly to the developers during the game’s production, offering valuable insight into both the technical and creative direction of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[IRC chat Xatrix|Xatrix IRC Developer Chat – 18 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 22 – Kingpin Demo Released ===&lt;br /&gt;
On 22 March 1999, Xatrix released the playable demo of &#039;&#039;Kingpin&#039;&#039;. The demo was distributed both online and on cover CDs for magazines such as &#039;&#039;PC Gamer&#039;&#039;, &#039;&#039;PC Accelerator&#039;&#039;, and &#039;&#039;Maximum PC&#039;&#039;, making it widely accessible to players. File metadata from the surviving archive shows that the executable was created on 21 March 1999, one day before the public release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the launch and provided multiple mirrors to help manage download traffic. The demo’s accompanying readme and developer comments were shared through Gangland.org, where Drew Markham described the final testing sessions and the team’s excitement at reaching this milestone after a year of development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/866/kingpin-demo-released Blue’s News – Kingpin Demo Released (22 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin.info – Kingpin Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 7 – Ryan Feltrin Interview ===&lt;br /&gt;
On 7 April 1999, 3D Spotlight published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin of Xatrix Entertainment. Feltrin discussed his technical and design contributions to &#039;&#039;Kingpin&#039;&#039;, including AI behavior, weapon systems, and the team’s goals for creating a more grounded and atmospheric experience within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on the game’s underworld setting and the studio’s approach to delivering a more reactive and immersive environment. &#039;&#039;Blue’s News&#039;&#039; reported the release and highlighted the accompanying screenshots featured in the original article.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1265/kingpin-interview Blue’s News – reporting on the 3D Spotlight interview (7 April 1999)]&lt;br /&gt;
* [[Ryan Feltrin Interview#7 April 1999|Ryan Feltrin Interview – 7 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 12 – Censored Kingpin Demo Released ===&lt;br /&gt;
On 12 April 1999, Xatrix released a censored version of the &#039;&#039;Kingpin&#039;&#039; playable demo. This build removed or altered certain violent and mature elements to meet distribution requirements for print magazine cover discs. The censored demo was later included on the &#039;&#039;PC Zone&#039;&#039; Issue #77 cover CD (June 1999), making it widely available to readers across Europe.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the executable was created on 12 April 1999, matching the release date. Aside from content restrictions, the build was functionally similar to the original 22 March demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO_CENSORED.EXE Kingpin.info – Censored Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 26 – Ryan Feltrin Interview Published ===&lt;br /&gt;
On 26 April 1999, 10 Questions With SamHell published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin, focusing on his programming work at Xatrix for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Feltrin discussed his contributions to the game’s AI systems, weapon behavior, and technical implementation, as well as his earlier work on the &#039;&#039;Eraser&#039;&#039; bot for &#039;&#039;Quake II&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on broader development topics and community issues of the time. &#039;&#039;Blue’s News&#039;&#039; reported the release, helping to bring wider attention to the piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1716/ridah-interview Blue’s News – reporting on the SamHell interview (26 April 1999)]  &lt;br /&gt;
* [[Ryan Feltrin Interview#26 April 1999|Ryan Feltrin Interview – 26 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 May 28 – “On The Street” Kingpin Promo Build ===&lt;br /&gt;
On 28 May 1999, Xatrix created a special promotional build of &#039;&#039;Kingpin&#039;&#039; titled &#039;&#039;&#039;On The Street&#039;&#039;&#039;. File metadata from the surviving archive shows that the executable was compiled on this date. This version was **not** publicly distributed online; instead, it was bundled exclusively with the **Guillemot Maxi Gamer Xentor 16/32** graphics cards, which were based on NVIDIA’s **RIVA TNT2** chipset.&lt;br /&gt;
&lt;br /&gt;
The promo build functioned as a hardware‑bundle showcase, providing early gameplay content intended to demonstrate Kingpin’s visual features on TNT2‑class GPUs. Its limited distribution makes it one of the rarer pre‑release Kingpin executables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_onthestreet/ Kingpin.info – “On The Street” Promo Build Archive]  &lt;br /&gt;
* http://www.tweak3d.net/reviews/guillemot/xentor32/ – Review of the Guillemot Maxi Gamer Xentor 32  &lt;br /&gt;
* https://en.wikipedia.org/wiki/RIVA_TNT2 – RIVA TNT2 Hardware Overview&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 18 – Kingpin Goes Gold ===&lt;br /&gt;
On 18 June 1999, Xatrix announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had gone gold and was officially complete. The final executable was created on the same day, according to file metadata. In the announcement, Drew Markham noted the team’s rapid 13‑month development cycle, the extensive refinements made after the demo’s release, and the effort put into both single‑player polish and multiplayer modes such as Bagman.&lt;br /&gt;
&lt;br /&gt;
The gold master was sent to manufacturing immediately, with shipping scheduled for 28 June 1999. The game reached retail stores shortly afterward, with the official release date recorded as 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/2907/kingpin-goes-gold Blue’s News – Kingpin Goes Gold (18 June 1999)]&lt;br /&gt;
* Internal file metadata – kingpin.exe creation date (18 June 1999)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 28 – Kingpin Ships to Retail ===&lt;br /&gt;
On 28 June 1999, Interplay announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had officially shipped to retail outlets across the United States. The press release emphasized the game’s mature content, its film‑noir‑inspired presentation, and the enhanced Quake II engine technology powering its urban environments. Interplay highlighted the additional labeling and on‑screen information included to ensure consumers were aware of the game’s intended audience.&lt;br /&gt;
&lt;br /&gt;
The shipping announcement followed the gold master completion on 18 June 1999. With distribution underway, the game reached store shelves shortly afterward, aligning with the official release date of 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3159/kingpin-ships Blue’s News – Kingpin Ships (28 June 1999)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 7 – Linux Dedicated Kingpin Server Released ===&lt;br /&gt;
On 7 July 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced the availability of the first Linux dedicated server for &#039;&#039;Kingpin&#039;&#039;. The release was described as a beta build, having undergone limited testing across several servers. Two packages were provided: a full dedicated server pack containing all required maps and player models, and a smaller set of Intel386 Linux glibc 2.0.7 binaries.&lt;br /&gt;
&lt;br /&gt;
Feltrin encouraged server administrators to review the included documentation for installation details and to report any issues, noting that this was his first Linux development effort. &#039;&#039;Blue’s News&#039;&#039; highlighted the release and linked to the available downloads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3401/linux-kingpin-server Blue’s News – Linux Kingpin Server (7 July 1999)]&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990707043307 Blue’s News – Ryan Feltrin .plan update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kingpin-dedicated-glibc-i386-unknown-linux%5B1%5D.tar.gz Kingpin.info – Linux Dedicated Server Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 24 – Kingpin v1.10 Patch Released ===&lt;br /&gt;
On 24 July 1999, Xatrix released the first official patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;, updating the game to version 1.10. File metadata from the surviving archive confirms that the patch executable was created on this date. This update addressed several early post‑launch issues, including long level‑load times, multiplayer pauses, scoreboard problems with larger player counts, and various server‑side stability bugs.&lt;br /&gt;
&lt;br /&gt;
The patch introduced a new client/server package that was not backward‑compatible, requiring all players and servers to upgrade simultaneously. Linux versions of the update were planned to follow shortly after the Windows release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin_v110_patch.exe Kingpin.info – Kingpin v1.10 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 25 – Kingpin v1.20 Patch Released ===&lt;br /&gt;
On 25 August 1999, Xatrix released the v1.20 patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. File metadata from the surviving archive confirms that the patch executable was created on this date. &#039;&#039;Blue’s News&#039;&#039; reported the update after it appeared on Interplay’s servers, noting the extensive list of fixes and improvements included in the release.&lt;br /&gt;
&lt;br /&gt;
The v1.20 update introduced numerous gameplay, networking, and stability enhancements. These included improvements to map cycling, new server administration commands, expanded voting options, downloadable skins and models, chase‑cam observer mode, refinements to real‑mode scoring, fixes for several multiplayer exploits, and a range of crash and compatibility corrections across both Windows and Linux builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/5052/kingpin-1-2-patch Blue’s News – Kingpin v1.20 Patch (25 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin12.exe Kingpin.info – Kingpin v1.20 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 26 – Unofficial Linux Kingpin v1.20 Client Released ===&lt;br /&gt;
On 26 August 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin released an unofficial Linux client build of the &#039;&#039;Kingpin&#039;&#039; v1.20 update. The package, distributed through his personal testing directory, provided a full Linux client based on glibc 2.0.7. Ridah noted that this build was not considered official due to the additional work required before a full Linux client could be formally supported.&lt;br /&gt;
&lt;br /&gt;
He announced that an official server‑only Linux build would follow, as the dedicated server was in a more stable state. Ridah also highlighted that the v1.20 update included two new Bagman maps created by Dave “KungFu” Ward, addressing long‑standing community requests for additional Bagman content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990914040436 Blue’s News – Ryan Feltrin .plan update (26 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/linux/&amp;amp;file=kingpin-1.20_glibc-i386-linux2.0.tar.gz Kingpin.info – Linux v1.20 Client Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 24 – Corky Lehmkuhl Interview ===&lt;br /&gt;
On 24 September 1999, Poisonville.com published an interview with Corky Lehmkuhl, one of the texture artists at Xatrix Entertainment. The discussion covered his artistic background — including earlier penciling work for Image and Marvel Comics — as well as his approach to character skinning, the creative challenges of texture work, and advice for aspiring artists looking to enter the industry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release, helping bring wider attention to the interview within the Kingpin community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6024/kingpin-skinning-interview Blue’s News – Kingpin Skinning Interview (24 September 1999)]&lt;br /&gt;
* [[Corky Lehmkuhl Interview#24 September 1999|Corky Lehmkuhl Interview – 24 September 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 29 – Kingpin v1.21 Patch Released ===&lt;br /&gt;
On 29 September 1999, Xatrix released the v1.21 patch and accompanying SDK for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Although an official update, Ryan &amp;quot;Ridah&amp;quot; Feltrin noted that it might not appear on Interplay’s official Kingpin page due to circumstances beyond his control, and encouraged the community to help spread the word. The Linux version of the update was delayed because his development machine was temporarily unavailable.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the Windows patch executable was created earlier in the month, on 6 September 1999. The v1.21 update provided further fixes and refinements following the substantial v1.20 patch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6175/kingpin-1-21-patch-released Blue’s News – Kingpin v1.21 Patch Released (29 September 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.exe Kingpin.info – Kingpin v1.21 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 6 – End of Kingpin Support ===&lt;br /&gt;
On 6 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin posted a .plan update addressing community concerns about &#039;&#039;Kingpin&#039;&#039;’s network code and the delayed SDK release. He explained the steps taken during development to reduce network traffic, but emphasized that no action game could overcome unreliable bandwidth. Feltrin also noted that the v1.21 SDK shipped only with Windows components, as he was unable to compile the Linux build at the time.&lt;br /&gt;
&lt;br /&gt;
He concluded by acknowledging that &#039;&#039;Kingpin&#039;&#039; was now officially the property of a company he no longer worked for, limiting his ability to provide future updates. This statement effectively marked the end of direct developer support for the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000306060543 Blue’s News – Ryan Feltrin .plan update (6 March 2000)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== 2000 March 9 – Ryan Feltrin Interview ===&lt;br /&gt;
On 9 March 2000, an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin was published, offering insight into his work on &#039;&#039;Kingpin: Life of Crime&#039;&#039; and his broader development experience at Xatrix. Feltrin discussed the technical challenges of the project, including AI behavior, networking, and the Linux ports, as well as his approach to engine modification and gameplay systems. The interview also touched on his background, influences, and thoughts on the state of first‑person shooters at the time.&lt;br /&gt;
&lt;br /&gt;
This interview provides one of the more detailed post‑release perspectives from a core member of the Kingpin development team, capturing both the technical and creative mindset behind the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Ryan Feltrin Interview#9 March 2000|Ryan Feltrin Interview – 9 March 2000]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 27 – Linux Kingpin v1.21 Server Update Released ===&lt;br /&gt;
On 27 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced via his .plan file that the Linux dedicated server for &#039;&#039;Kingpin&#039;&#039; had been updated to version 1.21. This release provided a patch for existing Linux v1.20 servers, bringing them in line with the Windows v1.21 update that had shipped in September 1999. The update focused on server stability and compatibility fixes, ensuring cross‑version multiplayer consistency.&lt;br /&gt;
&lt;br /&gt;
Alongside the server patch, a Linux version of the v1.21 SDK navigation library was also made available for mod developers. &#039;&#039;Blue’s News&#039;&#039; reported the release and linked to the updated files.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000327021727 Blue’s News – Ryan Feltrin .plan update (27 March 2000)]&lt;br /&gt;
* [https://www.bluesnews.com/s/11584/linux-kingpin Blue’s News – Linux Kingpin v1.21 Server Update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kpded-linux-glibc-i386-v120-to-v121-patch.zip Kingpin.info – Linux v1.20 → v1.21 Server Patch]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/sdk/&amp;amp;file=kingpinSDK-v121-navlib-linux-glibc-i386.zip Kingpin.info – Linux v1.21 SDK Navigation Library]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2004 April 15 – Kingpin Sequel Announced During Investor Call ===&lt;br /&gt;
On 15 April 2004, Interplay revealed during an investor conference call that a sequel to &#039;&#039;Kingpin: Life of Crime&#039;&#039; was being planned. The announcement described the project as targeting both PC and Xbox platforms, though no developer, production schedule, or release window was provided. By this time, Xatrix — the studio behind the original game — had dissolved and reformed as Gray Matter Studios, leaving the sequel’s development status unclear.&lt;br /&gt;
&lt;br /&gt;
The information originates from the financial webcast held on 14 April 2004, where Interplay outlined upcoming titles and investment priorities. Community‑archived audio from the call exists in two forms: an unofficial short excerpt (6:11 minutes) and a full recording (41:15 minutes). While these recordings support the claim that Kingpin 2 was mentioned, no further official documentation or follow‑up announcements were ever released, and the likelihood of the project having progressed beyond early planning appears low.&lt;br /&gt;
&lt;br /&gt;
Additional materials believed to be related to the proposed sequel — including early slides, audio, and promotional assets — were later preserved by the Kingpin community, though none confirm active development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/48336/kingpin-sequel-planned Blue’s News – Kingpin Sequel Planned (15 April 2004)]&lt;br /&gt;
* [https://web.archive.org/web/20040612075807/https://www.firstcallevents.com/service/ajwz403121699gf12.html Interplay Investor Conference Call – 14 April 2004 (archived)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kp2_slide.zip Kingpin.info – Kingpin 2 Slides Archive]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kingpin2short.ogg Kingpin.info – Unofficial Short Audio Excerpt (6:11)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/34040_35142.zip Kingpin.info – Full Unofficial Audio Recording (41:15)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2009 August 19 – Kingpin Added to Steam as Part of Interplay Classics ===&lt;br /&gt;
On 19 August 2009, Valve and Interplay announced that a selection of classic Interplay titles had been added to Steam, including &#039;&#039;Kingpin: Life of Crime&#039;&#039;. The release formed part of Interplay’s digital re‑release initiative, bringing several late‑1990s PC titles to modern distribution platforms at prices below $10. Interplay CEO Herve Caen emphasized the goal of making the company’s classic catalog widely accessible.&lt;br /&gt;
&lt;br /&gt;
The initial lineup included &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Fallout 2&#039;&#039;, &#039;&#039;Fallout Tactics&#039;&#039;, &#039;&#039;Sacrifice&#039;&#039;, and &#039;&#039;Kingpin&#039;&#039;, with the Fallout titles also available as a discounted bundle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/101315/interplay-classics-on-steam Blue’s News – Interplay Classics on Steam (19 August 2009)]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2014 May 1 – Kingpin Released on GOG.com ===&lt;br /&gt;
In May 2014, &#039;&#039;Kingpin: Life of Crime&#039;&#039; became available on GOG.com as part of Interplay’s ongoing effort to reintroduce its late‑1990s catalog to modern digital storefronts. The GOG release provided a DRM‑free version of the game, bundled with compatibility adjustments for newer versions of Windows and the standard set of GOG extras such as artwork and documentation.&lt;br /&gt;
&lt;br /&gt;
This marked the second major digital re‑release of &#039;&#039;Kingpin&#039;&#039;, following its arrival on Steam in 2009, and helped reestablish the title’s availability after years of limited retail presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2016 September 7 – Interplay Announces Sale of IP Portfolio ===&lt;br /&gt;
On 7 September 2016, Interplay Entertainment Corp. issued a press release announcing plans to sell a significant portion of its intellectual property portfolio. The company engaged Wedbush Securities as its strategic advisor for the process. The announcement was framed as part of Interplay’s effort to restructure and monetize its catalog of classic titles, which included franchises such as &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Earthworm Jim&#039;&#039;, &#039;&#039;MDK&#039;&#039;, and &#039;&#039;Kingpin: Life of Crime&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The release did not specify individual buyers or immediate outcomes, but it signaled Interplay’s intention to divest many of its legacy properties. For &#039;&#039;Kingpin&#039;&#039;, this marked the first formal indication that its rights could change hands after years of dormancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.globenewswire.com/news-release/2016/09/07/870242/10165014/en/Interplay-Announces-Sale-of-Significant-IP-Portfolio-Wedbush-Securities-as-Strategic-Advisor.html GlobeNewswire – Interplay Announces Sale of Significant IP Portfolio (7 September 2016)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2018 July 2 – Kingpin Trademark Application Abandoned ===&lt;br /&gt;
On 2 July 2018, the USPTO officially marked the trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 86838909) as abandoned. The filing, originally submitted by Interplay Entertainment Corp. in December 2015, had sought renewed protection of the title for video game use. The abandonment effectively left the mark unprotected, with the USPTO record later updated in August 2018 to reflect the change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=86838909&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 86838909)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 November 21 – Kingpin Trademark Refiled ===&lt;br /&gt;
On 21 November 2019, a new trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 88700454) was filed with the United States Patent and Trademark Office. This filing followed the abandonment of Interplay’s earlier application in July 2018, and re‑secured the title for use in connection with video games and related goods. Although the remaster was marketed as &#039;&#039;Kingpin: Reloaded&#039;&#039;, the trademark itself covered only the base name &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=88700454&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 88700454)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 December 11 – Community Investigation into Kingpin Revival ===&lt;br /&gt;
On 11 December 2019, Kingpin community member Fredz created an investigation page on Kingpin.info compiling early clues that suggested a revival of the game was underway. The page documented cryptic hints from the 3D Realms Discord, trademark filings, and speculation about engine choices, drawing parallels to teaser campaigns for other 3D Realms projects. The investigation was later updated into 16 January 2020, culminating in expectations for PAX South, where &#039;&#039;Kingpin: Reloaded&#039;&#039; was formally announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/index.html Kingpin.info – Community Investigation Archive (created 11 December 2019)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2020 January 17 – Kingpin: Reloaded Revealed at PAX South ===&lt;br /&gt;
On 17 January 2020, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially revealed during PAX South. The project was presented by 3D Realms and Slipgate Ironworks, with publishing support from Interplay. The remaster was described as a modernized edition of the 1999 first‑person shooter, featuring enhanced graphics, improved controls, and support for contemporary systems, while retaining the gritty tone and violent crime‑driven narrative of the original release.&lt;br /&gt;
&lt;br /&gt;
Coinciding with the reveal, 3D Realms distributed an official press kit prepared by Frederik Schreiber, containing promotional screenshots, logos, and descriptive text for media coverage. The PAX South reveal and press kit together marked the first major revival of the &#039;&#039;Kingpin&#039;&#039; franchise since its original launch, following years of dormancy and the abandonment of earlier sequel plans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/index.html Kingpin.info – Community Investigation Archive (Dec 2019 – Jan 2020)]&lt;br /&gt;
* [https://www.indieretronews.com/2020/01/kingpin-reloaded-violent-fps-classic-is.html Indie Retro News – Kingpin: Reloaded Announcement (January 2020)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_reloaded/media/press-kit/&amp;amp;file=Kingpin%20Reloaded%20Press%20Kit-20200117T153430Z-001.zip Kingpin.info – Kingpin: Reloaded Press Kit (17 January 2020)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2023 December 5 – Kingpin: Reloaded Released on Steam ===&lt;br /&gt;
On 5 December 2024, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially released on Steam, concluding years of anticipation following its announcement at PAX South 2020. Developed by Slipgate Ironworks and published by 3D Realms with Interplay’s involvement, the remaster brought the 1999 crime‑themed first‑person shooter to modern PCs. The release featured enhanced graphics, improved controls, and quality‑of‑life updates while preserving the gritty tone and narrative of the original game.&lt;br /&gt;
&lt;br /&gt;
This marked the first new commercial release in the &#039;&#039;Kingpin&#039;&#039; franchise in over two decades, closing the gap between the original 1999 launch and the long‑awaited revival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://store.steampowered.com/app/1224700/Kingpin_Reloaded/ Steam – Kingpin: Reloaded Store Page]&lt;br /&gt;
* [https://www.bluesnews.com/s/266496/kingpin-reloaded-released Blue’s News – Kingpin: Reloaded Released (5 December 2023)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2026 March 24 – Kingpin: Reloaded Delisted from Steam ===&lt;br /&gt;
On 24 March 2026, &#039;&#039;Kingpin: Reloaded&#039;&#039; was delisted from Steam. SteamDB’s change history for the title shows that its purchase options were disabled on this date, making the game unavailable for new buyers while remaining accessible to existing owners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* https://steamdb.info/sub/424253/history/ – SteamDB&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1227</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1227"/>
		<updated>2026-03-27T15:17:33Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots &amp;amp; Trailer Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/promo/&amp;amp;file=KPIN.MOV KPIN.MOV]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Xatrix released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. Gangland.org hosted the video, and &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. The footage originated from an internal Xatrix test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Xatrix release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 18 – Xatrix IRC Developer Chat ===&lt;br /&gt;
On 18 March 1999, members of the Xatrix development team participated in a live IRC chat with the community. The session covered a wide range of topics, including level design, AI behavior, weapon balance, multiplayer plans, and the team’s goals for creating a more immersive and reactive urban environment in &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The chat provided one of the most open and detailed opportunities for players to ask questions directly to the developers during the game’s production, offering valuable insight into both the technical and creative direction of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[IRC chat Xatrix|Xatrix IRC Developer Chat – 18 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 22 – Kingpin Demo Released ===&lt;br /&gt;
On 22 March 1999, Xatrix released the playable demo of &#039;&#039;Kingpin&#039;&#039;. The demo was distributed both online and on cover CDs for magazines such as &#039;&#039;PC Gamer&#039;&#039;, &#039;&#039;PC Accelerator&#039;&#039;, and &#039;&#039;Maximum PC&#039;&#039;, making it widely accessible to players. File metadata from the surviving archive shows that the executable was created on 21 March 1999, one day before the public release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the launch and provided multiple mirrors to help manage download traffic. The demo’s accompanying readme and developer comments were shared through Gangland.org, where Drew Markham described the final testing sessions and the team’s excitement at reaching this milestone after a year of development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/866/kingpin-demo-released Blue’s News – Kingpin Demo Released (22 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin.info – Kingpin Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 7 – Ryan Feltrin Interview ===&lt;br /&gt;
On 7 April 1999, 3D Spotlight published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin of Xatrix Entertainment. Feltrin discussed his technical and design contributions to &#039;&#039;Kingpin&#039;&#039;, including AI behavior, weapon systems, and the team’s goals for creating a more grounded and atmospheric experience within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on the game’s underworld setting and the studio’s approach to delivering a more reactive and immersive environment. &#039;&#039;Blue’s News&#039;&#039; reported the release and highlighted the accompanying screenshots featured in the original article.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1265/kingpin-interview Blue’s News – reporting on the 3D Spotlight interview (7 April 1999)]&lt;br /&gt;
* [[Ryan Feltrin Interview#7 April 1999|Ryan Feltrin Interview – 7 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 12 – Censored Kingpin Demo Released ===&lt;br /&gt;
On 12 April 1999, Xatrix released a censored version of the &#039;&#039;Kingpin&#039;&#039; playable demo. This build removed or altered certain violent and mature elements to meet distribution requirements for print magazine cover discs. The censored demo was later included on the &#039;&#039;PC Zone&#039;&#039; Issue #77 cover CD (June 1999), making it widely available to readers across Europe.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the executable was created on 12 April 1999, matching the release date. Aside from content restrictions, the build was functionally similar to the original 22 March demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO_CENSORED.EXE Kingpin.info – Censored Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 26 – Ryan Feltrin Interview Published ===&lt;br /&gt;
On 26 April 1999, 10 Questions With SamHell published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin, focusing on his programming work at Xatrix for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Feltrin discussed his contributions to the game’s AI systems, weapon behavior, and technical implementation, as well as his earlier work on the &#039;&#039;Eraser&#039;&#039; bot for &#039;&#039;Quake II&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on broader development topics and community issues of the time. &#039;&#039;Blue’s News&#039;&#039; reported the release, helping to bring wider attention to the piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1716/ridah-interview Blue’s News – reporting on the SamHell interview (26 April 1999)]  &lt;br /&gt;
* [[Ryan Feltrin Interview#26 April 1999|Ryan Feltrin Interview – 26 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 May 28 – “On The Street” Kingpin Promo Build ===&lt;br /&gt;
On 28 May 1999, Xatrix created a special promotional build of &#039;&#039;Kingpin&#039;&#039; titled &#039;&#039;&#039;On The Street&#039;&#039;&#039;. File metadata from the surviving archive shows that the executable was compiled on this date. This version was **not** publicly distributed online; instead, it was bundled exclusively with the **Guillemot Maxi Gamer Xentor 16/32** graphics cards, which were based on NVIDIA’s **RIVA TNT2** chipset.&lt;br /&gt;
&lt;br /&gt;
The promo build functioned as a hardware‑bundle showcase, providing early gameplay content intended to demonstrate Kingpin’s visual features on TNT2‑class GPUs. Its limited distribution makes it one of the rarer pre‑release Kingpin executables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_onthestreet/ Kingpin.info – “On The Street” Promo Build Archive]  &lt;br /&gt;
* http://www.tweak3d.net/reviews/guillemot/xentor32/ – Review of the Guillemot Maxi Gamer Xentor 32  &lt;br /&gt;
* https://en.wikipedia.org/wiki/RIVA_TNT2 – RIVA TNT2 Hardware Overview&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 18 – Kingpin Goes Gold ===&lt;br /&gt;
On 18 June 1999, Xatrix announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had gone gold and was officially complete. The final executable was created on the same day, according to file metadata. In the announcement, Drew Markham noted the team’s rapid 13‑month development cycle, the extensive refinements made after the demo’s release, and the effort put into both single‑player polish and multiplayer modes such as Bagman.&lt;br /&gt;
&lt;br /&gt;
The gold master was sent to manufacturing immediately, with shipping scheduled for 28 June 1999. The game reached retail stores shortly afterward, with the official release date recorded as 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/2907/kingpin-goes-gold Blue’s News – Kingpin Goes Gold (18 June 1999)]&lt;br /&gt;
* Internal file metadata – kingpin.exe creation date (18 June 1999)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 28 – Kingpin Ships to Retail ===&lt;br /&gt;
On 28 June 1999, Interplay announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had officially shipped to retail outlets across the United States. The press release emphasized the game’s mature content, its film‑noir‑inspired presentation, and the enhanced Quake II engine technology powering its urban environments. Interplay highlighted the additional labeling and on‑screen information included to ensure consumers were aware of the game’s intended audience.&lt;br /&gt;
&lt;br /&gt;
The shipping announcement followed the gold master completion on 18 June 1999. With distribution underway, the game reached store shelves shortly afterward, aligning with the official release date of 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3159/kingpin-ships Blue’s News – Kingpin Ships (28 June 1999)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 7 – Linux Dedicated Kingpin Server Released ===&lt;br /&gt;
On 7 July 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced the availability of the first Linux dedicated server for &#039;&#039;Kingpin&#039;&#039;. The release was described as a beta build, having undergone limited testing across several servers. Two packages were provided: a full dedicated server pack containing all required maps and player models, and a smaller set of Intel386 Linux glibc 2.0.7 binaries.&lt;br /&gt;
&lt;br /&gt;
Feltrin encouraged server administrators to review the included documentation for installation details and to report any issues, noting that this was his first Linux development effort. &#039;&#039;Blue’s News&#039;&#039; highlighted the release and linked to the available downloads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3401/linux-kingpin-server Blue’s News – Linux Kingpin Server (7 July 1999)]&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990707043307 Blue’s News – Ryan Feltrin .plan update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kingpin-dedicated-glibc-i386-unknown-linux%5B1%5D.tar.gz Kingpin.info – Linux Dedicated Server Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 24 – Kingpin v1.10 Patch Released ===&lt;br /&gt;
On 24 July 1999, Xatrix released the first official patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;, updating the game to version 1.10. File metadata from the surviving archive confirms that the patch executable was created on this date. This update addressed several early post‑launch issues, including long level‑load times, multiplayer pauses, scoreboard problems with larger player counts, and various server‑side stability bugs.&lt;br /&gt;
&lt;br /&gt;
The patch introduced a new client/server package that was not backward‑compatible, requiring all players and servers to upgrade simultaneously. Linux versions of the update were planned to follow shortly after the Windows release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin_v110_patch.exe Kingpin.info – Kingpin v1.10 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 25 – Kingpin v1.20 Patch Released ===&lt;br /&gt;
On 25 August 1999, Xatrix released the v1.20 patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. File metadata from the surviving archive confirms that the patch executable was created on this date. &#039;&#039;Blue’s News&#039;&#039; reported the update after it appeared on Interplay’s servers, noting the extensive list of fixes and improvements included in the release.&lt;br /&gt;
&lt;br /&gt;
The v1.20 update introduced numerous gameplay, networking, and stability enhancements. These included improvements to map cycling, new server administration commands, expanded voting options, downloadable skins and models, chase‑cam observer mode, refinements to real‑mode scoring, fixes for several multiplayer exploits, and a range of crash and compatibility corrections across both Windows and Linux builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/5052/kingpin-1-2-patch Blue’s News – Kingpin v1.20 Patch (25 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin12.exe Kingpin.info – Kingpin v1.20 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 26 – Unofficial Linux Kingpin v1.20 Client Released ===&lt;br /&gt;
On 26 August 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin released an unofficial Linux client build of the &#039;&#039;Kingpin&#039;&#039; v1.20 update. The package, distributed through his personal testing directory, provided a full Linux client based on glibc 2.0.7. Ridah noted that this build was not considered official due to the additional work required before a full Linux client could be formally supported.&lt;br /&gt;
&lt;br /&gt;
He announced that an official server‑only Linux build would follow, as the dedicated server was in a more stable state. Ridah also highlighted that the v1.20 update included two new Bagman maps created by Dave “KungFu” Ward, addressing long‑standing community requests for additional Bagman content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990914040436 Blue’s News – Ryan Feltrin .plan update (26 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/linux/&amp;amp;file=kingpin-1.20_glibc-i386-linux2.0.tar.gz Kingpin.info – Linux v1.20 Client Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 24 – Corky Lehmkuhl Interview ===&lt;br /&gt;
On 24 September 1999, Poisonville.com published an interview with Corky Lehmkuhl, one of the texture artists at Xatrix Entertainment. The discussion covered his artistic background — including earlier penciling work for Image and Marvel Comics — as well as his approach to character skinning, the creative challenges of texture work, and advice for aspiring artists looking to enter the industry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release, helping bring wider attention to the interview within the Kingpin community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6024/kingpin-skinning-interview Blue’s News – Kingpin Skinning Interview (24 September 1999)]&lt;br /&gt;
* [[Corky Lehmkuhl Interview#24 September 1999|Corky Lehmkuhl Interview – 24 September 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 29 – Kingpin v1.21 Patch Released ===&lt;br /&gt;
On 29 September 1999, Xatrix released the v1.21 patch and accompanying SDK for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Although an official update, Ryan &amp;quot;Ridah&amp;quot; Feltrin noted that it might not appear on Interplay’s official Kingpin page due to circumstances beyond his control, and encouraged the community to help spread the word. The Linux version of the update was delayed because his development machine was temporarily unavailable.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the Windows patch executable was created earlier in the month, on 6 September 1999. The v1.21 update provided further fixes and refinements following the substantial v1.20 patch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6175/kingpin-1-21-patch-released Blue’s News – Kingpin v1.21 Patch Released (29 September 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.exe Kingpin.info – Kingpin v1.21 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 6 – End of Kingpin Support ===&lt;br /&gt;
On 6 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin posted a .plan update addressing community concerns about &#039;&#039;Kingpin&#039;&#039;’s network code and the delayed SDK release. He explained the steps taken during development to reduce network traffic, but emphasized that no action game could overcome unreliable bandwidth. Feltrin also noted that the v1.21 SDK shipped only with Windows components, as he was unable to compile the Linux build at the time.&lt;br /&gt;
&lt;br /&gt;
He concluded by acknowledging that &#039;&#039;Kingpin&#039;&#039; was now officially the property of a company he no longer worked for, limiting his ability to provide future updates. This statement effectively marked the end of direct developer support for the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000306060543 Blue’s News – Ryan Feltrin .plan update (6 March 2000)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== 2000 March 9 – Ryan Feltrin Interview ===&lt;br /&gt;
On 9 March 2000, an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin was published, offering insight into his work on &#039;&#039;Kingpin: Life of Crime&#039;&#039; and his broader development experience at Xatrix. Feltrin discussed the technical challenges of the project, including AI behavior, networking, and the Linux ports, as well as his approach to engine modification and gameplay systems. The interview also touched on his background, influences, and thoughts on the state of first‑person shooters at the time.&lt;br /&gt;
&lt;br /&gt;
This interview provides one of the more detailed post‑release perspectives from a core member of the Kingpin development team, capturing both the technical and creative mindset behind the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Ryan Feltrin Interview#9 March 2000|Ryan Feltrin Interview – 9 March 2000]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 27 – Linux Kingpin v1.21 Server Update Released ===&lt;br /&gt;
On 27 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced via his .plan file that the Linux dedicated server for &#039;&#039;Kingpin&#039;&#039; had been updated to version 1.21. This release provided a patch for existing Linux v1.20 servers, bringing them in line with the Windows v1.21 update that had shipped in September 1999. The update focused on server stability and compatibility fixes, ensuring cross‑version multiplayer consistency.&lt;br /&gt;
&lt;br /&gt;
Alongside the server patch, a Linux version of the v1.21 SDK navigation library was also made available for mod developers. &#039;&#039;Blue’s News&#039;&#039; reported the release and linked to the updated files.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000327021727 Blue’s News – Ryan Feltrin .plan update (27 March 2000)]&lt;br /&gt;
* [https://www.bluesnews.com/s/11584/linux-kingpin Blue’s News – Linux Kingpin v1.21 Server Update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kpded-linux-glibc-i386-v120-to-v121-patch.zip Kingpin.info – Linux v1.20 → v1.21 Server Patch]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/sdk/&amp;amp;file=kingpinSDK-v121-navlib-linux-glibc-i386.zip Kingpin.info – Linux v1.21 SDK Navigation Library]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2004 April 15 – Kingpin Sequel Announced During Investor Call ===&lt;br /&gt;
On 15 April 2004, Interplay revealed during an investor conference call that a sequel to &#039;&#039;Kingpin: Life of Crime&#039;&#039; was being planned. The announcement described the project as targeting both PC and Xbox platforms, though no developer, production schedule, or release window was provided. By this time, Xatrix — the studio behind the original game — had dissolved and reformed as Gray Matter Studios, leaving the sequel’s development status unclear.&lt;br /&gt;
&lt;br /&gt;
The information originates from the financial webcast held on 14 April 2004, where Interplay outlined upcoming titles and investment priorities. Community‑archived audio from the call exists in two forms: an unofficial short excerpt (6:11 minutes) and a full recording (41:15 minutes). While these recordings support the claim that Kingpin 2 was mentioned, no further official documentation or follow‑up announcements were ever released, and the likelihood of the project having progressed beyond early planning appears low.&lt;br /&gt;
&lt;br /&gt;
Additional materials believed to be related to the proposed sequel — including early slides, audio, and promotional assets — were later preserved by the Kingpin community, though none confirm active development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/48336/kingpin-sequel-planned Blue’s News – Kingpin Sequel Planned (15 April 2004)]&lt;br /&gt;
* [https://web.archive.org/web/20040612075807/https://www.firstcallevents.com/service/ajwz403121699gf12.html Interplay Investor Conference Call – 14 April 2004 (archived)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kp2_slide.zip Kingpin.info – Kingpin 2 Slides Archive]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kingpin2short.ogg Kingpin.info – Unofficial Short Audio Excerpt (6:11)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/34040_35142.zip Kingpin.info – Full Unofficial Audio Recording (41:15)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2009 August 19 – Kingpin Added to Steam as Part of Interplay Classics ===&lt;br /&gt;
On 19 August 2009, Valve and Interplay announced that a selection of classic Interplay titles had been added to Steam, including &#039;&#039;Kingpin: Life of Crime&#039;&#039;. The release formed part of Interplay’s digital re‑release initiative, bringing several late‑1990s PC titles to modern distribution platforms at prices below $10. Interplay CEO Herve Caen emphasized the goal of making the company’s classic catalog widely accessible.&lt;br /&gt;
&lt;br /&gt;
The initial lineup included &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Fallout 2&#039;&#039;, &#039;&#039;Fallout Tactics&#039;&#039;, &#039;&#039;Sacrifice&#039;&#039;, and &#039;&#039;Kingpin&#039;&#039;, with the Fallout titles also available as a discounted bundle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/101315/interplay-classics-on-steam Blue’s News – Interplay Classics on Steam (19 August 2009)]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2014 May 1 – Kingpin Released on GOG.com ===&lt;br /&gt;
In May 2014, &#039;&#039;Kingpin: Life of Crime&#039;&#039; became available on GOG.com as part of Interplay’s ongoing effort to reintroduce its late‑1990s catalog to modern digital storefronts. The GOG release provided a DRM‑free version of the game, bundled with compatibility adjustments for newer versions of Windows and the standard set of GOG extras such as artwork and documentation.&lt;br /&gt;
&lt;br /&gt;
This marked the second major digital re‑release of &#039;&#039;Kingpin&#039;&#039;, following its arrival on Steam in 2009, and helped reestablish the title’s availability after years of limited retail presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2016 September 7 – Interplay Announces Sale of IP Portfolio ===&lt;br /&gt;
On 7 September 2016, Interplay Entertainment Corp. issued a press release announcing plans to sell a significant portion of its intellectual property portfolio. The company engaged Wedbush Securities as its strategic advisor for the process. The announcement was framed as part of Interplay’s effort to restructure and monetize its catalog of classic titles, which included franchises such as &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Earthworm Jim&#039;&#039;, &#039;&#039;MDK&#039;&#039;, and &#039;&#039;Kingpin: Life of Crime&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The release did not specify individual buyers or immediate outcomes, but it signaled Interplay’s intention to divest many of its legacy properties. For &#039;&#039;Kingpin&#039;&#039;, this marked the first formal indication that its rights could change hands after years of dormancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.globenewswire.com/news-release/2016/09/07/870242/10165014/en/Interplay-Announces-Sale-of-Significant-IP-Portfolio-Wedbush-Securities-as-Strategic-Advisor.html GlobeNewswire – Interplay Announces Sale of Significant IP Portfolio (7 September 2016)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2018 July 2 – Kingpin Trademark Application Abandoned ===&lt;br /&gt;
On 2 July 2018, the USPTO officially marked the trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 86838909) as abandoned. The filing, originally submitted by Interplay Entertainment Corp. in December 2015, had sought renewed protection of the title for video game use. The abandonment effectively left the mark unprotected, with the USPTO record later updated in August 2018 to reflect the change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=86838909&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 86838909)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 November 21 – Kingpin Trademark Refiled ===&lt;br /&gt;
On 21 November 2019, a new trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 88700454) was filed with the United States Patent and Trademark Office. This filing followed the abandonment of Interplay’s earlier application in July 2018, and re‑secured the title for use in connection with video games and related goods. Although the remaster was marketed as &#039;&#039;Kingpin: Reloaded&#039;&#039;, the trademark itself covered only the base name &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=88700454&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 88700454)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 December 11 – Community Investigation into Kingpin Revival ===&lt;br /&gt;
On 11 December 2019, Kingpin community member Fredz created an investigation page on Kingpin.info compiling early clues that suggested a revival of the game was underway. The page documented cryptic hints from the 3D Realms Discord, trademark filings, and speculation about engine choices, drawing parallels to teaser campaigns for other 3D Realms projects. The investigation was later updated into 16 January 2020, culminating in expectations for PAX South, where &#039;&#039;Kingpin: Reloaded&#039;&#039; was formally announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/index.html Kingpin.info – Community Investigation Archive (created 11 December 2019)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2020 January 17 – Kingpin: Reloaded Revealed at PAX South ===&lt;br /&gt;
On 17 January 2020, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially revealed during PAX South. The project was presented by 3D Realms and Slipgate Ironworks, with publishing support from Interplay. The remaster was described as a modernized edition of the 1999 first‑person shooter, featuring enhanced graphics, improved controls, and support for contemporary systems, while retaining the gritty tone and violent crime‑driven narrative of the original release.&lt;br /&gt;
&lt;br /&gt;
Coinciding with the reveal, 3D Realms distributed an official press kit prepared by Frederik Schreiber, containing promotional screenshots, logos, and descriptive text for media coverage. The PAX South reveal and press kit together marked the first major revival of the &#039;&#039;Kingpin&#039;&#039; franchise since its original launch, following years of dormancy and the abandonment of earlier sequel plans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/index.html Kingpin.info – Community Investigation Archive (Dec 2019 – Jan 2020)]&lt;br /&gt;
* [https://www.indieretronews.com/2020/01/kingpin-reloaded-violent-fps-classic-is.html Indie Retro News – Kingpin: Reloaded Announcement (January 2020)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_reloaded/media/press-kit/&amp;amp;file=Kingpin%20Reloaded%20Press%20Kit-20200117T153430Z-001.zip Kingpin.info – Kingpin: Reloaded Press Kit (17 January 2020)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2024 December 5 – Kingpin: Reloaded Released on Steam ===&lt;br /&gt;
On 5 December 2024, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially released on Steam, concluding years of anticipation following its announcement at PAX South 2020. Developed by Slipgate Ironworks and published by 3D Realms with Interplay’s involvement, the remaster brought the 1999 crime‑themed first‑person shooter to modern PCs. The release featured enhanced graphics, improved controls, and quality‑of‑life updates while preserving the gritty tone and narrative of the original game.&lt;br /&gt;
&lt;br /&gt;
This marked the first new commercial release in the &#039;&#039;Kingpin&#039;&#039; franchise in over two decades, closing the gap between the original 1999 launch and the long‑awaited revival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://store.steampowered.com/app/1224700/Kingpin_Reloaded/ Steam – Kingpin: Reloaded Store Page]&lt;br /&gt;
* [https://www.bluesnews.com/s/266496/kingpin-reloaded-released Blue’s News – Kingpin: Reloaded Released (5 December 2024)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2026 March 24 – Kingpin: Reloaded Delisted from Steam ===&lt;br /&gt;
On 24 March 2026, &#039;&#039;Kingpin: Reloaded&#039;&#039; was delisted from Steam. SteamDB’s change history for the title shows that its purchase options were disabled on this date, making the game unavailable for new buyers while remaining accessible to existing owners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* https://steamdb.info/sub/424253/history/ – SteamDB&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1226</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1226"/>
		<updated>2026-02-25T00:02:46Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots &amp;amp; Trailer Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/promo/&amp;amp;file=KPIN.MOV KPIN.MOV]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Xatrix released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. Gangland.org hosted the video, and &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. The footage originated from an internal Xatrix test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Xatrix release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 18 – Xatrix IRC Developer Chat ===&lt;br /&gt;
On 18 March 1999, members of the Xatrix development team participated in a live IRC chat with the community. The session covered a wide range of topics, including level design, AI behavior, weapon balance, multiplayer plans, and the team’s goals for creating a more immersive and reactive urban environment in &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The chat provided one of the most open and detailed opportunities for players to ask questions directly to the developers during the game’s production, offering valuable insight into both the technical and creative direction of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[IRC chat Xatrix|Xatrix IRC Developer Chat – 18 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 22 – Kingpin Demo Released ===&lt;br /&gt;
On 22 March 1999, Xatrix released the playable demo of &#039;&#039;Kingpin&#039;&#039;. The demo was distributed both online and on cover CDs for magazines such as &#039;&#039;PC Gamer&#039;&#039;, &#039;&#039;PC Accelerator&#039;&#039;, and &#039;&#039;Maximum PC&#039;&#039;, making it widely accessible to players. File metadata from the surviving archive shows that the executable was created on 21 March 1999, one day before the public release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the launch and provided multiple mirrors to help manage download traffic. The demo’s accompanying readme and developer comments were shared through Gangland.org, where Drew Markham described the final testing sessions and the team’s excitement at reaching this milestone after a year of development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/866/kingpin-demo-released Blue’s News – Kingpin Demo Released (22 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin.info – Kingpin Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 7 – Ryan Feltrin Interview ===&lt;br /&gt;
On 7 April 1999, 3D Spotlight published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin of Xatrix Entertainment. Feltrin discussed his technical and design contributions to &#039;&#039;Kingpin&#039;&#039;, including AI behavior, weapon systems, and the team’s goals for creating a more grounded and atmospheric experience within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on the game’s underworld setting and the studio’s approach to delivering a more reactive and immersive environment. &#039;&#039;Blue’s News&#039;&#039; reported the release and highlighted the accompanying screenshots featured in the original article.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1265/kingpin-interview Blue’s News – reporting on the 3D Spotlight interview (7 April 1999)]&lt;br /&gt;
* [[Ryan Feltrin Interview#7 April 1999|Ryan Feltrin Interview – 7 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 12 – Censored Kingpin Demo Released ===&lt;br /&gt;
On 12 April 1999, Xatrix released a censored version of the &#039;&#039;Kingpin&#039;&#039; playable demo. This build removed or altered certain violent and mature elements to meet distribution requirements for print magazine cover discs. The censored demo was later included on the &#039;&#039;PC Zone&#039;&#039; Issue #77 cover CD (June 1999), making it widely available to readers across Europe.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the executable was created on 12 April 1999, matching the release date. Aside from content restrictions, the build was functionally similar to the original 22 March demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO_CENSORED.EXE Kingpin.info – Censored Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 26 – Ryan Feltrin Interview Published ===&lt;br /&gt;
On 26 April 1999, 10 Questions With SamHell published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin, focusing on his programming work at Xatrix for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Feltrin discussed his contributions to the game’s AI systems, weapon behavior, and technical implementation, as well as his earlier work on the &#039;&#039;Eraser&#039;&#039; bot for &#039;&#039;Quake II&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on broader development topics and community issues of the time. &#039;&#039;Blue’s News&#039;&#039; reported the release, helping to bring wider attention to the piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1716/ridah-interview Blue’s News – reporting on the SamHell interview (26 April 1999)]  &lt;br /&gt;
* [[Ryan Feltrin Interview#26 April 1999|Ryan Feltrin Interview – 26 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 May 28 – “On The Street” Kingpin Promo Build ===&lt;br /&gt;
On 28 May 1999, Xatrix created a special promotional build of &#039;&#039;Kingpin&#039;&#039; titled &#039;&#039;&#039;On The Street&#039;&#039;&#039;. File metadata from the surviving archive shows that the executable was compiled on this date. This version was **not** publicly distributed online; instead, it was bundled exclusively with the **Guillemot Maxi Gamer Xentor 16/32** graphics cards, which were based on NVIDIA’s **RIVA TNT2** chipset.&lt;br /&gt;
&lt;br /&gt;
The promo build functioned as a hardware‑bundle showcase, providing early gameplay content intended to demonstrate Kingpin’s visual features on TNT2‑class GPUs. Its limited distribution makes it one of the rarer pre‑release Kingpin executables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_onthestreet/ Kingpin.info – “On The Street” Promo Build Archive]  &lt;br /&gt;
* http://www.tweak3d.net/reviews/guillemot/xentor32/ – Review of the Guillemot Maxi Gamer Xentor 32  &lt;br /&gt;
* https://en.wikipedia.org/wiki/RIVA_TNT2 – RIVA TNT2 Hardware Overview&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 18 – Kingpin Goes Gold ===&lt;br /&gt;
On 18 June 1999, Xatrix announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had gone gold and was officially complete. The final executable was created on the same day, according to file metadata. In the announcement, Drew Markham noted the team’s rapid 13‑month development cycle, the extensive refinements made after the demo’s release, and the effort put into both single‑player polish and multiplayer modes such as Bagman.&lt;br /&gt;
&lt;br /&gt;
The gold master was sent to manufacturing immediately, with shipping scheduled for 28 June 1999. The game reached retail stores shortly afterward, with the official release date recorded as 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/2907/kingpin-goes-gold Blue’s News – Kingpin Goes Gold (18 June 1999)]&lt;br /&gt;
* Internal file metadata – kingpin.exe creation date (18 June 1999)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 28 – Kingpin Ships to Retail ===&lt;br /&gt;
On 28 June 1999, Interplay announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had officially shipped to retail outlets across the United States. The press release emphasized the game’s mature content, its film‑noir‑inspired presentation, and the enhanced Quake II engine technology powering its urban environments. Interplay highlighted the additional labeling and on‑screen information included to ensure consumers were aware of the game’s intended audience.&lt;br /&gt;
&lt;br /&gt;
The shipping announcement followed the gold master completion on 18 June 1999. With distribution underway, the game reached store shelves shortly afterward, aligning with the official release date of 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3159/kingpin-ships Blue’s News – Kingpin Ships (28 June 1999)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 7 – Linux Dedicated Kingpin Server Released ===&lt;br /&gt;
On 7 July 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced the availability of the first Linux dedicated server for &#039;&#039;Kingpin&#039;&#039;. The release was described as a beta build, having undergone limited testing across several servers. Two packages were provided: a full dedicated server pack containing all required maps and player models, and a smaller set of Intel386 Linux glibc 2.0.7 binaries.&lt;br /&gt;
&lt;br /&gt;
Feltrin encouraged server administrators to review the included documentation for installation details and to report any issues, noting that this was his first Linux development effort. &#039;&#039;Blue’s News&#039;&#039; highlighted the release and linked to the available downloads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3401/linux-kingpin-server Blue’s News – Linux Kingpin Server (7 July 1999)]&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990707043307 Blue’s News – Ryan Feltrin .plan update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kingpin-dedicated-glibc-i386-unknown-linux%5B1%5D.tar.gz Kingpin.info – Linux Dedicated Server Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 24 – Kingpin v1.10 Patch Released ===&lt;br /&gt;
On 24 July 1999, Xatrix released the first official patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;, updating the game to version 1.10. File metadata from the surviving archive confirms that the patch executable was created on this date. This update addressed several early post‑launch issues, including long level‑load times, multiplayer pauses, scoreboard problems with larger player counts, and various server‑side stability bugs.&lt;br /&gt;
&lt;br /&gt;
The patch introduced a new client/server package that was not backward‑compatible, requiring all players and servers to upgrade simultaneously. Linux versions of the update were planned to follow shortly after the Windows release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin_v110_patch.exe Kingpin.info – Kingpin v1.10 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 25 – Kingpin v1.20 Patch Released ===&lt;br /&gt;
On 25 August 1999, Xatrix released the v1.20 patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. File metadata from the surviving archive confirms that the patch executable was created on this date. &#039;&#039;Blue’s News&#039;&#039; reported the update after it appeared on Interplay’s servers, noting the extensive list of fixes and improvements included in the release.&lt;br /&gt;
&lt;br /&gt;
The v1.20 update introduced numerous gameplay, networking, and stability enhancements. These included improvements to map cycling, new server administration commands, expanded voting options, downloadable skins and models, chase‑cam observer mode, refinements to real‑mode scoring, fixes for several multiplayer exploits, and a range of crash and compatibility corrections across both Windows and Linux builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/5052/kingpin-1-2-patch Blue’s News – Kingpin v1.20 Patch (25 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin12.exe Kingpin.info – Kingpin v1.20 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 26 – Unofficial Linux Kingpin v1.20 Client Released ===&lt;br /&gt;
On 26 August 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin released an unofficial Linux client build of the &#039;&#039;Kingpin&#039;&#039; v1.20 update. The package, distributed through his personal testing directory, provided a full Linux client based on glibc 2.0.7. Ridah noted that this build was not considered official due to the additional work required before a full Linux client could be formally supported.&lt;br /&gt;
&lt;br /&gt;
He announced that an official server‑only Linux build would follow, as the dedicated server was in a more stable state. Ridah also highlighted that the v1.20 update included two new Bagman maps created by Dave “KungFu” Ward, addressing long‑standing community requests for additional Bagman content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990914040436 Blue’s News – Ryan Feltrin .plan update (26 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/linux/&amp;amp;file=kingpin-1.20_glibc-i386-linux2.0.tar.gz Kingpin.info – Linux v1.20 Client Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 24 – Corky Lehmkuhl Interview ===&lt;br /&gt;
On 24 September 1999, Poisonville.com published an interview with Corky Lehmkuhl, one of the texture artists at Xatrix Entertainment. The discussion covered his artistic background — including earlier penciling work for Image and Marvel Comics — as well as his approach to character skinning, the creative challenges of texture work, and advice for aspiring artists looking to enter the industry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release, helping bring wider attention to the interview within the Kingpin community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6024/kingpin-skinning-interview Blue’s News – Kingpin Skinning Interview (24 September 1999)]&lt;br /&gt;
* [[Corky Lehmkuhl Interview#24 September 1999|Corky Lehmkuhl Interview – 24 September 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 29 – Kingpin v1.21 Patch Released ===&lt;br /&gt;
On 29 September 1999, Xatrix released the v1.21 patch and accompanying SDK for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Although an official update, Ryan &amp;quot;Ridah&amp;quot; Feltrin noted that it might not appear on Interplay’s official Kingpin page due to circumstances beyond his control, and encouraged the community to help spread the word. The Linux version of the update was delayed because his development machine was temporarily unavailable.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the Windows patch executable was created earlier in the month, on 6 September 1999. The v1.21 update provided further fixes and refinements following the substantial v1.20 patch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6175/kingpin-1-21-patch-released Blue’s News – Kingpin v1.21 Patch Released (29 September 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.exe Kingpin.info – Kingpin v1.21 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 6 – End of Kingpin Support ===&lt;br /&gt;
On 6 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin posted a .plan update addressing community concerns about &#039;&#039;Kingpin&#039;&#039;’s network code and the delayed SDK release. He explained the steps taken during development to reduce network traffic, but emphasized that no action game could overcome unreliable bandwidth. Feltrin also noted that the v1.21 SDK shipped only with Windows components, as he was unable to compile the Linux build at the time.&lt;br /&gt;
&lt;br /&gt;
He concluded by acknowledging that &#039;&#039;Kingpin&#039;&#039; was now officially the property of a company he no longer worked for, limiting his ability to provide future updates. This statement effectively marked the end of direct developer support for the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000306060543 Blue’s News – Ryan Feltrin .plan update (6 March 2000)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== 2000 March 9 – Ryan Feltrin Interview ===&lt;br /&gt;
On 9 March 2000, an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin was published, offering insight into his work on &#039;&#039;Kingpin: Life of Crime&#039;&#039; and his broader development experience at Xatrix. Feltrin discussed the technical challenges of the project, including AI behavior, networking, and the Linux ports, as well as his approach to engine modification and gameplay systems. The interview also touched on his background, influences, and thoughts on the state of first‑person shooters at the time.&lt;br /&gt;
&lt;br /&gt;
This interview provides one of the more detailed post‑release perspectives from a core member of the Kingpin development team, capturing both the technical and creative mindset behind the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Ryan Feltrin Interview#9 March 2000|Ryan Feltrin Interview – 9 March 2000]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 27 – Linux Kingpin v1.21 Server Update Released ===&lt;br /&gt;
On 27 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced via his .plan file that the Linux dedicated server for &#039;&#039;Kingpin&#039;&#039; had been updated to version 1.21. This release provided a patch for existing Linux v1.20 servers, bringing them in line with the Windows v1.21 update that had shipped in September 1999. The update focused on server stability and compatibility fixes, ensuring cross‑version multiplayer consistency.&lt;br /&gt;
&lt;br /&gt;
Alongside the server patch, a Linux version of the v1.21 SDK navigation library was also made available for mod developers. &#039;&#039;Blue’s News&#039;&#039; reported the release and linked to the updated files.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000327021727 Blue’s News – Ryan Feltrin .plan update (27 March 2000)]&lt;br /&gt;
* [https://www.bluesnews.com/s/11584/linux-kingpin Blue’s News – Linux Kingpin v1.21 Server Update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kpded-linux-glibc-i386-v120-to-v121-patch.zip Kingpin.info – Linux v1.20 → v1.21 Server Patch]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/sdk/&amp;amp;file=kingpinSDK-v121-navlib-linux-glibc-i386.zip Kingpin.info – Linux v1.21 SDK Navigation Library]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2004 April 15 – Kingpin Sequel Announced During Investor Call ===&lt;br /&gt;
On 15 April 2004, Interplay revealed during an investor conference call that a sequel to &#039;&#039;Kingpin: Life of Crime&#039;&#039; was being planned. The announcement described the project as targeting both PC and Xbox platforms, though no developer, production schedule, or release window was provided. By this time, Xatrix — the studio behind the original game — had dissolved and reformed as Gray Matter Studios, leaving the sequel’s development status unclear.&lt;br /&gt;
&lt;br /&gt;
The information originates from the financial webcast held on 14 April 2004, where Interplay outlined upcoming titles and investment priorities. Community‑archived audio from the call exists in two forms: an unofficial short excerpt (6:11 minutes) and a full recording (41:15 minutes). While these recordings support the claim that Kingpin 2 was mentioned, no further official documentation or follow‑up announcements were ever released, and the likelihood of the project having progressed beyond early planning appears low.&lt;br /&gt;
&lt;br /&gt;
Additional materials believed to be related to the proposed sequel — including early slides, audio, and promotional assets — were later preserved by the Kingpin community, though none confirm active development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/48336/kingpin-sequel-planned Blue’s News – Kingpin Sequel Planned (15 April 2004)]&lt;br /&gt;
* [https://web.archive.org/web/20040612075807/https://www.firstcallevents.com/service/ajwz403121699gf12.html Interplay Investor Conference Call – 14 April 2004 (archived)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kp2_slide.zip Kingpin.info – Kingpin 2 Slides Archive]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kingpin2short.ogg Kingpin.info – Unofficial Short Audio Excerpt (6:11)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/34040_35142.zip Kingpin.info – Full Unofficial Audio Recording (41:15)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2009 August 19 – Kingpin Added to Steam as Part of Interplay Classics ===&lt;br /&gt;
On 19 August 2009, Valve and Interplay announced that a selection of classic Interplay titles had been added to Steam, including &#039;&#039;Kingpin: Life of Crime&#039;&#039;. The release formed part of Interplay’s digital re‑release initiative, bringing several late‑1990s PC titles to modern distribution platforms at prices below $10. Interplay CEO Herve Caen emphasized the goal of making the company’s classic catalog widely accessible.&lt;br /&gt;
&lt;br /&gt;
The initial lineup included &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Fallout 2&#039;&#039;, &#039;&#039;Fallout Tactics&#039;&#039;, &#039;&#039;Sacrifice&#039;&#039;, and &#039;&#039;Kingpin&#039;&#039;, with the Fallout titles also available as a discounted bundle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/101315/interplay-classics-on-steam Blue’s News – Interplay Classics on Steam (19 August 2009)]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2014 May 1 – Kingpin Released on GOG.com ===&lt;br /&gt;
In May 2014, &#039;&#039;Kingpin: Life of Crime&#039;&#039; became available on GOG.com as part of Interplay’s ongoing effort to reintroduce its late‑1990s catalog to modern digital storefronts. The GOG release provided a DRM‑free version of the game, bundled with compatibility adjustments for newer versions of Windows and the standard set of GOG extras such as artwork and documentation.&lt;br /&gt;
&lt;br /&gt;
This marked the second major digital re‑release of &#039;&#039;Kingpin&#039;&#039;, following its arrival on Steam in 2009, and helped reestablish the title’s availability after years of limited retail presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2016 September 7 – Interplay Announces Sale of IP Portfolio ===&lt;br /&gt;
On 7 September 2016, Interplay Entertainment Corp. issued a press release announcing plans to sell a significant portion of its intellectual property portfolio. The company engaged Wedbush Securities as its strategic advisor for the process. The announcement was framed as part of Interplay’s effort to restructure and monetize its catalog of classic titles, which included franchises such as &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Earthworm Jim&#039;&#039;, &#039;&#039;MDK&#039;&#039;, and &#039;&#039;Kingpin: Life of Crime&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The release did not specify individual buyers or immediate outcomes, but it signaled Interplay’s intention to divest many of its legacy properties. For &#039;&#039;Kingpin&#039;&#039;, this marked the first formal indication that its rights could change hands after years of dormancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.globenewswire.com/news-release/2016/09/07/870242/10165014/en/Interplay-Announces-Sale-of-Significant-IP-Portfolio-Wedbush-Securities-as-Strategic-Advisor.html GlobeNewswire – Interplay Announces Sale of Significant IP Portfolio (7 September 2016)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2018 July 2 – Kingpin Trademark Application Abandoned ===&lt;br /&gt;
On 2 July 2018, the USPTO officially marked the trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 86838909) as abandoned. The filing, originally submitted by Interplay Entertainment Corp. in December 2015, had sought renewed protection of the title for video game use. The abandonment effectively left the mark unprotected, with the USPTO record later updated in August 2018 to reflect the change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=86838909&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 86838909)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 November 21 – Kingpin Trademark Refiled ===&lt;br /&gt;
On 21 November 2019, a new trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 88700454) was filed with the United States Patent and Trademark Office. This filing followed the abandonment of Interplay’s earlier application in July 2018, and re‑secured the title for use in connection with video games and related goods. Although the remaster was marketed as &#039;&#039;Kingpin: Reloaded&#039;&#039;, the trademark itself covered only the base name &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=88700454&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 88700454)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 December 11 – Community Investigation into Kingpin Revival ===&lt;br /&gt;
On 11 December 2019, Kingpin community member Fredz created an investigation page on Kingpin.info compiling early clues that suggested a revival of the game was underway. The page documented cryptic hints from the 3D Realms Discord, trademark filings, and speculation about engine choices, drawing parallels to teaser campaigns for other 3D Realms projects. The investigation was later updated into 16 January 2020, culminating in expectations for PAX South, where &#039;&#039;Kingpin: Reloaded&#039;&#039; was formally announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/index.html Kingpin.info – Community Investigation Archive (created 11 December 2019)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2020 January 17 – Kingpin: Reloaded Revealed at PAX South ===&lt;br /&gt;
On 17 January 2020, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially revealed during PAX South. The project was presented by 3D Realms and Slipgate Ironworks, with publishing support from Interplay. The remaster was described as a modernized edition of the 1999 first‑person shooter, featuring enhanced graphics, improved controls, and support for contemporary systems, while retaining the gritty tone and violent crime‑driven narrative of the original release.&lt;br /&gt;
&lt;br /&gt;
Coinciding with the reveal, 3D Realms distributed an official press kit prepared by Frederik Schreiber, containing promotional screenshots, logos, and descriptive text for media coverage. The PAX South reveal and press kit together marked the first major revival of the &#039;&#039;Kingpin&#039;&#039; franchise since its original launch, following years of dormancy and the abandonment of earlier sequel plans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/index.html Kingpin.info – Community Investigation Archive (Dec 2019 – Jan 2020)]&lt;br /&gt;
* [https://www.indieretronews.com/2020/01/kingpin-reloaded-violent-fps-classic-is.html Indie Retro News – Kingpin: Reloaded Announcement (January 2020)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_reloaded/media/press-kit/&amp;amp;file=Kingpin%20Reloaded%20Press%20Kit-20200117T153430Z-001.zip Kingpin.info – Kingpin: Reloaded Press Kit (17 January 2020)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2024 December 5 – Kingpin: Reloaded Released on Steam ===&lt;br /&gt;
On 5 December 2024, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially released on Steam, concluding years of anticipation following its announcement at PAX South 2020. Developed by Slipgate Ironworks and published by 3D Realms with Interplay’s involvement, the remaster brought the 1999 crime‑themed first‑person shooter to modern PCs. The release featured enhanced graphics, improved controls, and quality‑of‑life updates while preserving the gritty tone and narrative of the original game.&lt;br /&gt;
&lt;br /&gt;
This marked the first new commercial release in the &#039;&#039;Kingpin&#039;&#039; franchise in over two decades, closing the gap between the original 1999 launch and the long‑awaited revival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://store.steampowered.com/app/1224700/Kingpin_Reloaded/ Steam – Kingpin: Reloaded Store Page]&lt;br /&gt;
* [https://www.bluesnews.com/s/266496/kingpin-reloaded-released Blue’s News – Kingpin: Reloaded Released (5 December 2024)]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1225</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1225"/>
		<updated>2026-02-25T00:01:43Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* 1998 September 6–9 – First Screenshots Shown at ECTS 1998 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/promo/&amp;amp;file=KPIN.MOV KPIN.MOV]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots &amp;amp; Trailer Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/promo/&amp;amp;file=KPIN.MOV KPIN.MOV]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Xatrix released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. Gangland.org hosted the video, and &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. The footage originated from an internal Xatrix test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Xatrix release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 18 – Xatrix IRC Developer Chat ===&lt;br /&gt;
On 18 March 1999, members of the Xatrix development team participated in a live IRC chat with the community. The session covered a wide range of topics, including level design, AI behavior, weapon balance, multiplayer plans, and the team’s goals for creating a more immersive and reactive urban environment in &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The chat provided one of the most open and detailed opportunities for players to ask questions directly to the developers during the game’s production, offering valuable insight into both the technical and creative direction of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[IRC chat Xatrix|Xatrix IRC Developer Chat – 18 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 22 – Kingpin Demo Released ===&lt;br /&gt;
On 22 March 1999, Xatrix released the playable demo of &#039;&#039;Kingpin&#039;&#039;. The demo was distributed both online and on cover CDs for magazines such as &#039;&#039;PC Gamer&#039;&#039;, &#039;&#039;PC Accelerator&#039;&#039;, and &#039;&#039;Maximum PC&#039;&#039;, making it widely accessible to players. File metadata from the surviving archive shows that the executable was created on 21 March 1999, one day before the public release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the launch and provided multiple mirrors to help manage download traffic. The demo’s accompanying readme and developer comments were shared through Gangland.org, where Drew Markham described the final testing sessions and the team’s excitement at reaching this milestone after a year of development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/866/kingpin-demo-released Blue’s News – Kingpin Demo Released (22 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin.info – Kingpin Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 7 – Ryan Feltrin Interview ===&lt;br /&gt;
On 7 April 1999, 3D Spotlight published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin of Xatrix Entertainment. Feltrin discussed his technical and design contributions to &#039;&#039;Kingpin&#039;&#039;, including AI behavior, weapon systems, and the team’s goals for creating a more grounded and atmospheric experience within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on the game’s underworld setting and the studio’s approach to delivering a more reactive and immersive environment. &#039;&#039;Blue’s News&#039;&#039; reported the release and highlighted the accompanying screenshots featured in the original article.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1265/kingpin-interview Blue’s News – reporting on the 3D Spotlight interview (7 April 1999)]&lt;br /&gt;
* [[Ryan Feltrin Interview#7 April 1999|Ryan Feltrin Interview – 7 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 12 – Censored Kingpin Demo Released ===&lt;br /&gt;
On 12 April 1999, Xatrix released a censored version of the &#039;&#039;Kingpin&#039;&#039; playable demo. This build removed or altered certain violent and mature elements to meet distribution requirements for print magazine cover discs. The censored demo was later included on the &#039;&#039;PC Zone&#039;&#039; Issue #77 cover CD (June 1999), making it widely available to readers across Europe.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the executable was created on 12 April 1999, matching the release date. Aside from content restrictions, the build was functionally similar to the original 22 March demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO_CENSORED.EXE Kingpin.info – Censored Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 26 – Ryan Feltrin Interview Published ===&lt;br /&gt;
On 26 April 1999, 10 Questions With SamHell published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin, focusing on his programming work at Xatrix for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Feltrin discussed his contributions to the game’s AI systems, weapon behavior, and technical implementation, as well as his earlier work on the &#039;&#039;Eraser&#039;&#039; bot for &#039;&#039;Quake II&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on broader development topics and community issues of the time. &#039;&#039;Blue’s News&#039;&#039; reported the release, helping to bring wider attention to the piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1716/ridah-interview Blue’s News – reporting on the SamHell interview (26 April 1999)]  &lt;br /&gt;
* [[Ryan Feltrin Interview#26 April 1999|Ryan Feltrin Interview – 26 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 May 28 – “On The Street” Kingpin Promo Build ===&lt;br /&gt;
On 28 May 1999, Xatrix created a special promotional build of &#039;&#039;Kingpin&#039;&#039; titled &#039;&#039;&#039;On The Street&#039;&#039;&#039;. File metadata from the surviving archive shows that the executable was compiled on this date. This version was **not** publicly distributed online; instead, it was bundled exclusively with the **Guillemot Maxi Gamer Xentor 16/32** graphics cards, which were based on NVIDIA’s **RIVA TNT2** chipset.&lt;br /&gt;
&lt;br /&gt;
The promo build functioned as a hardware‑bundle showcase, providing early gameplay content intended to demonstrate Kingpin’s visual features on TNT2‑class GPUs. Its limited distribution makes it one of the rarer pre‑release Kingpin executables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_onthestreet/ Kingpin.info – “On The Street” Promo Build Archive]  &lt;br /&gt;
* http://www.tweak3d.net/reviews/guillemot/xentor32/ – Review of the Guillemot Maxi Gamer Xentor 32  &lt;br /&gt;
* https://en.wikipedia.org/wiki/RIVA_TNT2 – RIVA TNT2 Hardware Overview&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 18 – Kingpin Goes Gold ===&lt;br /&gt;
On 18 June 1999, Xatrix announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had gone gold and was officially complete. The final executable was created on the same day, according to file metadata. In the announcement, Drew Markham noted the team’s rapid 13‑month development cycle, the extensive refinements made after the demo’s release, and the effort put into both single‑player polish and multiplayer modes such as Bagman.&lt;br /&gt;
&lt;br /&gt;
The gold master was sent to manufacturing immediately, with shipping scheduled for 28 June 1999. The game reached retail stores shortly afterward, with the official release date recorded as 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/2907/kingpin-goes-gold Blue’s News – Kingpin Goes Gold (18 June 1999)]&lt;br /&gt;
* Internal file metadata – kingpin.exe creation date (18 June 1999)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 28 – Kingpin Ships to Retail ===&lt;br /&gt;
On 28 June 1999, Interplay announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had officially shipped to retail outlets across the United States. The press release emphasized the game’s mature content, its film‑noir‑inspired presentation, and the enhanced Quake II engine technology powering its urban environments. Interplay highlighted the additional labeling and on‑screen information included to ensure consumers were aware of the game’s intended audience.&lt;br /&gt;
&lt;br /&gt;
The shipping announcement followed the gold master completion on 18 June 1999. With distribution underway, the game reached store shelves shortly afterward, aligning with the official release date of 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3159/kingpin-ships Blue’s News – Kingpin Ships (28 June 1999)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 7 – Linux Dedicated Kingpin Server Released ===&lt;br /&gt;
On 7 July 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced the availability of the first Linux dedicated server for &#039;&#039;Kingpin&#039;&#039;. The release was described as a beta build, having undergone limited testing across several servers. Two packages were provided: a full dedicated server pack containing all required maps and player models, and a smaller set of Intel386 Linux glibc 2.0.7 binaries.&lt;br /&gt;
&lt;br /&gt;
Feltrin encouraged server administrators to review the included documentation for installation details and to report any issues, noting that this was his first Linux development effort. &#039;&#039;Blue’s News&#039;&#039; highlighted the release and linked to the available downloads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3401/linux-kingpin-server Blue’s News – Linux Kingpin Server (7 July 1999)]&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990707043307 Blue’s News – Ryan Feltrin .plan update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kingpin-dedicated-glibc-i386-unknown-linux%5B1%5D.tar.gz Kingpin.info – Linux Dedicated Server Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 24 – Kingpin v1.10 Patch Released ===&lt;br /&gt;
On 24 July 1999, Xatrix released the first official patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;, updating the game to version 1.10. File metadata from the surviving archive confirms that the patch executable was created on this date. This update addressed several early post‑launch issues, including long level‑load times, multiplayer pauses, scoreboard problems with larger player counts, and various server‑side stability bugs.&lt;br /&gt;
&lt;br /&gt;
The patch introduced a new client/server package that was not backward‑compatible, requiring all players and servers to upgrade simultaneously. Linux versions of the update were planned to follow shortly after the Windows release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin_v110_patch.exe Kingpin.info – Kingpin v1.10 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 25 – Kingpin v1.20 Patch Released ===&lt;br /&gt;
On 25 August 1999, Xatrix released the v1.20 patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. File metadata from the surviving archive confirms that the patch executable was created on this date. &#039;&#039;Blue’s News&#039;&#039; reported the update after it appeared on Interplay’s servers, noting the extensive list of fixes and improvements included in the release.&lt;br /&gt;
&lt;br /&gt;
The v1.20 update introduced numerous gameplay, networking, and stability enhancements. These included improvements to map cycling, new server administration commands, expanded voting options, downloadable skins and models, chase‑cam observer mode, refinements to real‑mode scoring, fixes for several multiplayer exploits, and a range of crash and compatibility corrections across both Windows and Linux builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/5052/kingpin-1-2-patch Blue’s News – Kingpin v1.20 Patch (25 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin12.exe Kingpin.info – Kingpin v1.20 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 26 – Unofficial Linux Kingpin v1.20 Client Released ===&lt;br /&gt;
On 26 August 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin released an unofficial Linux client build of the &#039;&#039;Kingpin&#039;&#039; v1.20 update. The package, distributed through his personal testing directory, provided a full Linux client based on glibc 2.0.7. Ridah noted that this build was not considered official due to the additional work required before a full Linux client could be formally supported.&lt;br /&gt;
&lt;br /&gt;
He announced that an official server‑only Linux build would follow, as the dedicated server was in a more stable state. Ridah also highlighted that the v1.20 update included two new Bagman maps created by Dave “KungFu” Ward, addressing long‑standing community requests for additional Bagman content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990914040436 Blue’s News – Ryan Feltrin .plan update (26 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/linux/&amp;amp;file=kingpin-1.20_glibc-i386-linux2.0.tar.gz Kingpin.info – Linux v1.20 Client Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 24 – Corky Lehmkuhl Interview ===&lt;br /&gt;
On 24 September 1999, Poisonville.com published an interview with Corky Lehmkuhl, one of the texture artists at Xatrix Entertainment. The discussion covered his artistic background — including earlier penciling work for Image and Marvel Comics — as well as his approach to character skinning, the creative challenges of texture work, and advice for aspiring artists looking to enter the industry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release, helping bring wider attention to the interview within the Kingpin community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6024/kingpin-skinning-interview Blue’s News – Kingpin Skinning Interview (24 September 1999)]&lt;br /&gt;
* [[Corky Lehmkuhl Interview#24 September 1999|Corky Lehmkuhl Interview – 24 September 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 29 – Kingpin v1.21 Patch Released ===&lt;br /&gt;
On 29 September 1999, Xatrix released the v1.21 patch and accompanying SDK for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Although an official update, Ryan &amp;quot;Ridah&amp;quot; Feltrin noted that it might not appear on Interplay’s official Kingpin page due to circumstances beyond his control, and encouraged the community to help spread the word. The Linux version of the update was delayed because his development machine was temporarily unavailable.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the Windows patch executable was created earlier in the month, on 6 September 1999. The v1.21 update provided further fixes and refinements following the substantial v1.20 patch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6175/kingpin-1-21-patch-released Blue’s News – Kingpin v1.21 Patch Released (29 September 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.exe Kingpin.info – Kingpin v1.21 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 6 – End of Kingpin Support ===&lt;br /&gt;
On 6 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin posted a .plan update addressing community concerns about &#039;&#039;Kingpin&#039;&#039;’s network code and the delayed SDK release. He explained the steps taken during development to reduce network traffic, but emphasized that no action game could overcome unreliable bandwidth. Feltrin also noted that the v1.21 SDK shipped only with Windows components, as he was unable to compile the Linux build at the time.&lt;br /&gt;
&lt;br /&gt;
He concluded by acknowledging that &#039;&#039;Kingpin&#039;&#039; was now officially the property of a company he no longer worked for, limiting his ability to provide future updates. This statement effectively marked the end of direct developer support for the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000306060543 Blue’s News – Ryan Feltrin .plan update (6 March 2000)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== 2000 March 9 – Ryan Feltrin Interview ===&lt;br /&gt;
On 9 March 2000, an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin was published, offering insight into his work on &#039;&#039;Kingpin: Life of Crime&#039;&#039; and his broader development experience at Xatrix. Feltrin discussed the technical challenges of the project, including AI behavior, networking, and the Linux ports, as well as his approach to engine modification and gameplay systems. The interview also touched on his background, influences, and thoughts on the state of first‑person shooters at the time.&lt;br /&gt;
&lt;br /&gt;
This interview provides one of the more detailed post‑release perspectives from a core member of the Kingpin development team, capturing both the technical and creative mindset behind the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Ryan Feltrin Interview#9 March 2000|Ryan Feltrin Interview – 9 March 2000]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 27 – Linux Kingpin v1.21 Server Update Released ===&lt;br /&gt;
On 27 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced via his .plan file that the Linux dedicated server for &#039;&#039;Kingpin&#039;&#039; had been updated to version 1.21. This release provided a patch for existing Linux v1.20 servers, bringing them in line with the Windows v1.21 update that had shipped in September 1999. The update focused on server stability and compatibility fixes, ensuring cross‑version multiplayer consistency.&lt;br /&gt;
&lt;br /&gt;
Alongside the server patch, a Linux version of the v1.21 SDK navigation library was also made available for mod developers. &#039;&#039;Blue’s News&#039;&#039; reported the release and linked to the updated files.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000327021727 Blue’s News – Ryan Feltrin .plan update (27 March 2000)]&lt;br /&gt;
* [https://www.bluesnews.com/s/11584/linux-kingpin Blue’s News – Linux Kingpin v1.21 Server Update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kpded-linux-glibc-i386-v120-to-v121-patch.zip Kingpin.info – Linux v1.20 → v1.21 Server Patch]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/sdk/&amp;amp;file=kingpinSDK-v121-navlib-linux-glibc-i386.zip Kingpin.info – Linux v1.21 SDK Navigation Library]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2004 April 15 – Kingpin Sequel Announced During Investor Call ===&lt;br /&gt;
On 15 April 2004, Interplay revealed during an investor conference call that a sequel to &#039;&#039;Kingpin: Life of Crime&#039;&#039; was being planned. The announcement described the project as targeting both PC and Xbox platforms, though no developer, production schedule, or release window was provided. By this time, Xatrix — the studio behind the original game — had dissolved and reformed as Gray Matter Studios, leaving the sequel’s development status unclear.&lt;br /&gt;
&lt;br /&gt;
The information originates from the financial webcast held on 14 April 2004, where Interplay outlined upcoming titles and investment priorities. Community‑archived audio from the call exists in two forms: an unofficial short excerpt (6:11 minutes) and a full recording (41:15 minutes). While these recordings support the claim that Kingpin 2 was mentioned, no further official documentation or follow‑up announcements were ever released, and the likelihood of the project having progressed beyond early planning appears low.&lt;br /&gt;
&lt;br /&gt;
Additional materials believed to be related to the proposed sequel — including early slides, audio, and promotional assets — were later preserved by the Kingpin community, though none confirm active development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/48336/kingpin-sequel-planned Blue’s News – Kingpin Sequel Planned (15 April 2004)]&lt;br /&gt;
* [https://web.archive.org/web/20040612075807/https://www.firstcallevents.com/service/ajwz403121699gf12.html Interplay Investor Conference Call – 14 April 2004 (archived)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kp2_slide.zip Kingpin.info – Kingpin 2 Slides Archive]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kingpin2short.ogg Kingpin.info – Unofficial Short Audio Excerpt (6:11)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/34040_35142.zip Kingpin.info – Full Unofficial Audio Recording (41:15)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2009 August 19 – Kingpin Added to Steam as Part of Interplay Classics ===&lt;br /&gt;
On 19 August 2009, Valve and Interplay announced that a selection of classic Interplay titles had been added to Steam, including &#039;&#039;Kingpin: Life of Crime&#039;&#039;. The release formed part of Interplay’s digital re‑release initiative, bringing several late‑1990s PC titles to modern distribution platforms at prices below $10. Interplay CEO Herve Caen emphasized the goal of making the company’s classic catalog widely accessible.&lt;br /&gt;
&lt;br /&gt;
The initial lineup included &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Fallout 2&#039;&#039;, &#039;&#039;Fallout Tactics&#039;&#039;, &#039;&#039;Sacrifice&#039;&#039;, and &#039;&#039;Kingpin&#039;&#039;, with the Fallout titles also available as a discounted bundle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/101315/interplay-classics-on-steam Blue’s News – Interplay Classics on Steam (19 August 2009)]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2014 May 1 – Kingpin Released on GOG.com ===&lt;br /&gt;
In May 2014, &#039;&#039;Kingpin: Life of Crime&#039;&#039; became available on GOG.com as part of Interplay’s ongoing effort to reintroduce its late‑1990s catalog to modern digital storefronts. The GOG release provided a DRM‑free version of the game, bundled with compatibility adjustments for newer versions of Windows and the standard set of GOG extras such as artwork and documentation.&lt;br /&gt;
&lt;br /&gt;
This marked the second major digital re‑release of &#039;&#039;Kingpin&#039;&#039;, following its arrival on Steam in 2009, and helped reestablish the title’s availability after years of limited retail presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2016 September 7 – Interplay Announces Sale of IP Portfolio ===&lt;br /&gt;
On 7 September 2016, Interplay Entertainment Corp. issued a press release announcing plans to sell a significant portion of its intellectual property portfolio. The company engaged Wedbush Securities as its strategic advisor for the process. The announcement was framed as part of Interplay’s effort to restructure and monetize its catalog of classic titles, which included franchises such as &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Earthworm Jim&#039;&#039;, &#039;&#039;MDK&#039;&#039;, and &#039;&#039;Kingpin: Life of Crime&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The release did not specify individual buyers or immediate outcomes, but it signaled Interplay’s intention to divest many of its legacy properties. For &#039;&#039;Kingpin&#039;&#039;, this marked the first formal indication that its rights could change hands after years of dormancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.globenewswire.com/news-release/2016/09/07/870242/10165014/en/Interplay-Announces-Sale-of-Significant-IP-Portfolio-Wedbush-Securities-as-Strategic-Advisor.html GlobeNewswire – Interplay Announces Sale of Significant IP Portfolio (7 September 2016)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2018 July 2 – Kingpin Trademark Application Abandoned ===&lt;br /&gt;
On 2 July 2018, the USPTO officially marked the trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 86838909) as abandoned. The filing, originally submitted by Interplay Entertainment Corp. in December 2015, had sought renewed protection of the title for video game use. The abandonment effectively left the mark unprotected, with the USPTO record later updated in August 2018 to reflect the change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=86838909&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 86838909)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 November 21 – Kingpin Trademark Refiled ===&lt;br /&gt;
On 21 November 2019, a new trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 88700454) was filed with the United States Patent and Trademark Office. This filing followed the abandonment of Interplay’s earlier application in July 2018, and re‑secured the title for use in connection with video games and related goods. Although the remaster was marketed as &#039;&#039;Kingpin: Reloaded&#039;&#039;, the trademark itself covered only the base name &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=88700454&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 88700454)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 December 11 – Community Investigation into Kingpin Revival ===&lt;br /&gt;
On 11 December 2019, Kingpin community member Fredz created an investigation page on Kingpin.info compiling early clues that suggested a revival of the game was underway. The page documented cryptic hints from the 3D Realms Discord, trademark filings, and speculation about engine choices, drawing parallels to teaser campaigns for other 3D Realms projects. The investigation was later updated into 16 January 2020, culminating in expectations for PAX South, where &#039;&#039;Kingpin: Reloaded&#039;&#039; was formally announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/index.html Kingpin.info – Community Investigation Archive (created 11 December 2019)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2020 January 17 – Kingpin: Reloaded Revealed at PAX South ===&lt;br /&gt;
On 17 January 2020, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially revealed during PAX South. The project was presented by 3D Realms and Slipgate Ironworks, with publishing support from Interplay. The remaster was described as a modernized edition of the 1999 first‑person shooter, featuring enhanced graphics, improved controls, and support for contemporary systems, while retaining the gritty tone and violent crime‑driven narrative of the original release.&lt;br /&gt;
&lt;br /&gt;
Coinciding with the reveal, 3D Realms distributed an official press kit prepared by Frederik Schreiber, containing promotional screenshots, logos, and descriptive text for media coverage. The PAX South reveal and press kit together marked the first major revival of the &#039;&#039;Kingpin&#039;&#039; franchise since its original launch, following years of dormancy and the abandonment of earlier sequel plans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/index.html Kingpin.info – Community Investigation Archive (Dec 2019 – Jan 2020)]&lt;br /&gt;
* [https://www.indieretronews.com/2020/01/kingpin-reloaded-violent-fps-classic-is.html Indie Retro News – Kingpin: Reloaded Announcement (January 2020)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_reloaded/media/press-kit/&amp;amp;file=Kingpin%20Reloaded%20Press%20Kit-20200117T153430Z-001.zip Kingpin.info – Kingpin: Reloaded Press Kit (17 January 2020)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2024 December 5 – Kingpin: Reloaded Released on Steam ===&lt;br /&gt;
On 5 December 2024, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially released on Steam, concluding years of anticipation following its announcement at PAX South 2020. Developed by Slipgate Ironworks and published by 3D Realms with Interplay’s involvement, the remaster brought the 1999 crime‑themed first‑person shooter to modern PCs. The release featured enhanced graphics, improved controls, and quality‑of‑life updates while preserving the gritty tone and narrative of the original game.&lt;br /&gt;
&lt;br /&gt;
This marked the first new commercial release in the &#039;&#039;Kingpin&#039;&#039; franchise in over two decades, closing the gap between the original 1999 launch and the long‑awaited revival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://store.steampowered.com/app/1224700/Kingpin_Reloaded/ Steam – Kingpin: Reloaded Store Page]&lt;br /&gt;
* [https://www.bluesnews.com/s/266496/kingpin-reloaded-released Blue’s News – Kingpin: Reloaded Released (5 December 2024)]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Birthday&amp;diff=1224</id>
		<title>Birthday</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Birthday&amp;diff=1224"/>
		<updated>2026-02-24T23:39:11Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;p&amp;gt;Kingpin: Life of Crime release date was [https://www.ign.com/games/kingpin-life-of-crime 30 June, 1999]. &amp;lt;br  /&amp;gt;(The kingpin.exe was created on [https://www.bluesnews.com/s/2907/kingpin-goes-gold 18 June, 1999])&amp;lt;br  /&amp;gt; The shipping date of the game was [https://www.bluesnews.com/s/3159/kingpin-ships 28 June, 1999].&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;amp;file=KPDEMO.EXE Kingpin demo] came out at [https://www.bluesnews.com/s/866/kingpin-demo-released 22 March, 1999] it was released on CD&#039;s for magazine like [https://en.wikipedia.org/wiki/PC_Gamer PC Gamer], [https://en.wikipedia.org/wiki/PC_Accelerator PC Accelerator] and [https://en.wikipedia.org/wiki/Maximum_PC Maximum PC] but also was&amp;amp;nbsp;available on the internet.&amp;lt;br  /&amp;gt;(The kingpin.exe was created on 21 March, 1999&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;amp;file=KPDEMO_CENSORED.EXE Kingpin demo censored] came out at 12 April, 1999 it was released on PC Zone Issue #77 CD (June 1999).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[https://www.kingpin.info/download/index.php?dir=kingpin_onthestreet/ Kingpin: Life of Crime - On The Street] kingpin.exe was created 28 May 1999 and was only with&amp;amp;nbsp;[http://www.tweak3d.net/reviews/guillemot/xentor32/ Guillemot Maxi Gamer Xentor 16/32] thats a [https://en.wikipedia.org/wiki/RIVA_TNT2 Riva TNT 2 cards].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Kingpin [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;amp;file=kp_ganghit.zip movie ganghit] came out at [https://www.bluesnews.com/s/616/kingpin-moviee 10 March, 1999]. (The video it self is created on 9 march 1999)&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/promo/&amp;amp;file=KPIN.MOV Kingpin Promo movie] video was created on 4 november 1998&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[https://archive.org/details/InterplayProductPresentationV199.7z Interplay press kit] art files where created on 16 February, 1999&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin_v110_patch.exe Kingpin 1.10 patch] was created on 24 July, 1999&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin12.exe Kingpin 1.20 patch] was created on 25 August, 1999&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.exe Kingpin 1.21 patch] was created on 6 September, 1999&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Type !! Date&lt;br /&gt;
|-&lt;br /&gt;
| Kingpin: Life of Crime (Sold Out)  || CD || [https://www.mobygames.com/game/windows/kingpin-life-of-crime/release-info 2002, 8 November]&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.gog.com/game/kingpin_life_of_crime GOG.com version of Kingpin: Life of Crime] || Digital || [https://www.mobygames.com/game/windows/kingpin-life-of-crime/release-info 2008, 28 October]&lt;br /&gt;
|-&lt;br /&gt;
| [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam version of Kingpin: Life of Crime] || Digital || [https://gamefaqs.gamespot.com/pc/197729-kingpin-life-of-crime/data 2009, 19 Augustus]&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Desura Desura] version of Kingpin: Life of Crime || Digital || [https://gamefaqs.gamespot.com/pc/197729-kingpin-life-of-crime/data 2011, 14 July]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1223</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1223"/>
		<updated>2026-02-24T23:24:44Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* 1998 May 28–30 – Possible First Trailer Shown at E3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/promo/&amp;amp;file=KPIN.MOV KPIN.MOV]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Xatrix released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. Gangland.org hosted the video, and &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. The footage originated from an internal Xatrix test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Xatrix release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 18 – Xatrix IRC Developer Chat ===&lt;br /&gt;
On 18 March 1999, members of the Xatrix development team participated in a live IRC chat with the community. The session covered a wide range of topics, including level design, AI behavior, weapon balance, multiplayer plans, and the team’s goals for creating a more immersive and reactive urban environment in &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The chat provided one of the most open and detailed opportunities for players to ask questions directly to the developers during the game’s production, offering valuable insight into both the technical and creative direction of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[IRC chat Xatrix|Xatrix IRC Developer Chat – 18 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 22 – Kingpin Demo Released ===&lt;br /&gt;
On 22 March 1999, Xatrix released the playable demo of &#039;&#039;Kingpin&#039;&#039;. The demo was distributed both online and on cover CDs for magazines such as &#039;&#039;PC Gamer&#039;&#039;, &#039;&#039;PC Accelerator&#039;&#039;, and &#039;&#039;Maximum PC&#039;&#039;, making it widely accessible to players. File metadata from the surviving archive shows that the executable was created on 21 March 1999, one day before the public release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the launch and provided multiple mirrors to help manage download traffic. The demo’s accompanying readme and developer comments were shared through Gangland.org, where Drew Markham described the final testing sessions and the team’s excitement at reaching this milestone after a year of development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/866/kingpin-demo-released Blue’s News – Kingpin Demo Released (22 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin.info – Kingpin Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 7 – Ryan Feltrin Interview ===&lt;br /&gt;
On 7 April 1999, 3D Spotlight published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin of Xatrix Entertainment. Feltrin discussed his technical and design contributions to &#039;&#039;Kingpin&#039;&#039;, including AI behavior, weapon systems, and the team’s goals for creating a more grounded and atmospheric experience within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on the game’s underworld setting and the studio’s approach to delivering a more reactive and immersive environment. &#039;&#039;Blue’s News&#039;&#039; reported the release and highlighted the accompanying screenshots featured in the original article.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1265/kingpin-interview Blue’s News – reporting on the 3D Spotlight interview (7 April 1999)]&lt;br /&gt;
* [[Ryan Feltrin Interview#7 April 1999|Ryan Feltrin Interview – 7 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 12 – Censored Kingpin Demo Released ===&lt;br /&gt;
On 12 April 1999, Xatrix released a censored version of the &#039;&#039;Kingpin&#039;&#039; playable demo. This build removed or altered certain violent and mature elements to meet distribution requirements for print magazine cover discs. The censored demo was later included on the &#039;&#039;PC Zone&#039;&#039; Issue #77 cover CD (June 1999), making it widely available to readers across Europe.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the executable was created on 12 April 1999, matching the release date. Aside from content restrictions, the build was functionally similar to the original 22 March demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO_CENSORED.EXE Kingpin.info – Censored Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 26 – Ryan Feltrin Interview Published ===&lt;br /&gt;
On 26 April 1999, 10 Questions With SamHell published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin, focusing on his programming work at Xatrix for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Feltrin discussed his contributions to the game’s AI systems, weapon behavior, and technical implementation, as well as his earlier work on the &#039;&#039;Eraser&#039;&#039; bot for &#039;&#039;Quake II&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on broader development topics and community issues of the time. &#039;&#039;Blue’s News&#039;&#039; reported the release, helping to bring wider attention to the piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1716/ridah-interview Blue’s News – reporting on the SamHell interview (26 April 1999)]  &lt;br /&gt;
* [[Ryan Feltrin Interview#26 April 1999|Ryan Feltrin Interview – 26 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 May 28 – “On The Street” Kingpin Promo Build ===&lt;br /&gt;
On 28 May 1999, Xatrix created a special promotional build of &#039;&#039;Kingpin&#039;&#039; titled &#039;&#039;&#039;On The Street&#039;&#039;&#039;. File metadata from the surviving archive shows that the executable was compiled on this date. This version was **not** publicly distributed online; instead, it was bundled exclusively with the **Guillemot Maxi Gamer Xentor 16/32** graphics cards, which were based on NVIDIA’s **RIVA TNT2** chipset.&lt;br /&gt;
&lt;br /&gt;
The promo build functioned as a hardware‑bundle showcase, providing early gameplay content intended to demonstrate Kingpin’s visual features on TNT2‑class GPUs. Its limited distribution makes it one of the rarer pre‑release Kingpin executables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_onthestreet/ Kingpin.info – “On The Street” Promo Build Archive]  &lt;br /&gt;
* http://www.tweak3d.net/reviews/guillemot/xentor32/ – Review of the Guillemot Maxi Gamer Xentor 32  &lt;br /&gt;
* https://en.wikipedia.org/wiki/RIVA_TNT2 – RIVA TNT2 Hardware Overview&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 18 – Kingpin Goes Gold ===&lt;br /&gt;
On 18 June 1999, Xatrix announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had gone gold and was officially complete. The final executable was created on the same day, according to file metadata. In the announcement, Drew Markham noted the team’s rapid 13‑month development cycle, the extensive refinements made after the demo’s release, and the effort put into both single‑player polish and multiplayer modes such as Bagman.&lt;br /&gt;
&lt;br /&gt;
The gold master was sent to manufacturing immediately, with shipping scheduled for 28 June 1999. The game reached retail stores shortly afterward, with the official release date recorded as 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/2907/kingpin-goes-gold Blue’s News – Kingpin Goes Gold (18 June 1999)]&lt;br /&gt;
* Internal file metadata – kingpin.exe creation date (18 June 1999)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 28 – Kingpin Ships to Retail ===&lt;br /&gt;
On 28 June 1999, Interplay announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had officially shipped to retail outlets across the United States. The press release emphasized the game’s mature content, its film‑noir‑inspired presentation, and the enhanced Quake II engine technology powering its urban environments. Interplay highlighted the additional labeling and on‑screen information included to ensure consumers were aware of the game’s intended audience.&lt;br /&gt;
&lt;br /&gt;
The shipping announcement followed the gold master completion on 18 June 1999. With distribution underway, the game reached store shelves shortly afterward, aligning with the official release date of 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3159/kingpin-ships Blue’s News – Kingpin Ships (28 June 1999)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 7 – Linux Dedicated Kingpin Server Released ===&lt;br /&gt;
On 7 July 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced the availability of the first Linux dedicated server for &#039;&#039;Kingpin&#039;&#039;. The release was described as a beta build, having undergone limited testing across several servers. Two packages were provided: a full dedicated server pack containing all required maps and player models, and a smaller set of Intel386 Linux glibc 2.0.7 binaries.&lt;br /&gt;
&lt;br /&gt;
Feltrin encouraged server administrators to review the included documentation for installation details and to report any issues, noting that this was his first Linux development effort. &#039;&#039;Blue’s News&#039;&#039; highlighted the release and linked to the available downloads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3401/linux-kingpin-server Blue’s News – Linux Kingpin Server (7 July 1999)]&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990707043307 Blue’s News – Ryan Feltrin .plan update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kingpin-dedicated-glibc-i386-unknown-linux%5B1%5D.tar.gz Kingpin.info – Linux Dedicated Server Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 24 – Kingpin v1.10 Patch Released ===&lt;br /&gt;
On 24 July 1999, Xatrix released the first official patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;, updating the game to version 1.10. File metadata from the surviving archive confirms that the patch executable was created on this date. This update addressed several early post‑launch issues, including long level‑load times, multiplayer pauses, scoreboard problems with larger player counts, and various server‑side stability bugs.&lt;br /&gt;
&lt;br /&gt;
The patch introduced a new client/server package that was not backward‑compatible, requiring all players and servers to upgrade simultaneously. Linux versions of the update were planned to follow shortly after the Windows release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin_v110_patch.exe Kingpin.info – Kingpin v1.10 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 25 – Kingpin v1.20 Patch Released ===&lt;br /&gt;
On 25 August 1999, Xatrix released the v1.20 patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. File metadata from the surviving archive confirms that the patch executable was created on this date. &#039;&#039;Blue’s News&#039;&#039; reported the update after it appeared on Interplay’s servers, noting the extensive list of fixes and improvements included in the release.&lt;br /&gt;
&lt;br /&gt;
The v1.20 update introduced numerous gameplay, networking, and stability enhancements. These included improvements to map cycling, new server administration commands, expanded voting options, downloadable skins and models, chase‑cam observer mode, refinements to real‑mode scoring, fixes for several multiplayer exploits, and a range of crash and compatibility corrections across both Windows and Linux builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/5052/kingpin-1-2-patch Blue’s News – Kingpin v1.20 Patch (25 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin12.exe Kingpin.info – Kingpin v1.20 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 26 – Unofficial Linux Kingpin v1.20 Client Released ===&lt;br /&gt;
On 26 August 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin released an unofficial Linux client build of the &#039;&#039;Kingpin&#039;&#039; v1.20 update. The package, distributed through his personal testing directory, provided a full Linux client based on glibc 2.0.7. Ridah noted that this build was not considered official due to the additional work required before a full Linux client could be formally supported.&lt;br /&gt;
&lt;br /&gt;
He announced that an official server‑only Linux build would follow, as the dedicated server was in a more stable state. Ridah also highlighted that the v1.20 update included two new Bagman maps created by Dave “KungFu” Ward, addressing long‑standing community requests for additional Bagman content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990914040436 Blue’s News – Ryan Feltrin .plan update (26 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/linux/&amp;amp;file=kingpin-1.20_glibc-i386-linux2.0.tar.gz Kingpin.info – Linux v1.20 Client Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 24 – Corky Lehmkuhl Interview ===&lt;br /&gt;
On 24 September 1999, Poisonville.com published an interview with Corky Lehmkuhl, one of the texture artists at Xatrix Entertainment. The discussion covered his artistic background — including earlier penciling work for Image and Marvel Comics — as well as his approach to character skinning, the creative challenges of texture work, and advice for aspiring artists looking to enter the industry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release, helping bring wider attention to the interview within the Kingpin community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6024/kingpin-skinning-interview Blue’s News – Kingpin Skinning Interview (24 September 1999)]&lt;br /&gt;
* [[Corky Lehmkuhl Interview#24 September 1999|Corky Lehmkuhl Interview – 24 September 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 29 – Kingpin v1.21 Patch Released ===&lt;br /&gt;
On 29 September 1999, Xatrix released the v1.21 patch and accompanying SDK for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Although an official update, Ryan &amp;quot;Ridah&amp;quot; Feltrin noted that it might not appear on Interplay’s official Kingpin page due to circumstances beyond his control, and encouraged the community to help spread the word. The Linux version of the update was delayed because his development machine was temporarily unavailable.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the Windows patch executable was created earlier in the month, on 6 September 1999. The v1.21 update provided further fixes and refinements following the substantial v1.20 patch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6175/kingpin-1-21-patch-released Blue’s News – Kingpin v1.21 Patch Released (29 September 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.exe Kingpin.info – Kingpin v1.21 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 6 – End of Kingpin Support ===&lt;br /&gt;
On 6 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin posted a .plan update addressing community concerns about &#039;&#039;Kingpin&#039;&#039;’s network code and the delayed SDK release. He explained the steps taken during development to reduce network traffic, but emphasized that no action game could overcome unreliable bandwidth. Feltrin also noted that the v1.21 SDK shipped only with Windows components, as he was unable to compile the Linux build at the time.&lt;br /&gt;
&lt;br /&gt;
He concluded by acknowledging that &#039;&#039;Kingpin&#039;&#039; was now officially the property of a company he no longer worked for, limiting his ability to provide future updates. This statement effectively marked the end of direct developer support for the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000306060543 Blue’s News – Ryan Feltrin .plan update (6 March 2000)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== 2000 March 9 – Ryan Feltrin Interview ===&lt;br /&gt;
On 9 March 2000, an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin was published, offering insight into his work on &#039;&#039;Kingpin: Life of Crime&#039;&#039; and his broader development experience at Xatrix. Feltrin discussed the technical challenges of the project, including AI behavior, networking, and the Linux ports, as well as his approach to engine modification and gameplay systems. The interview also touched on his background, influences, and thoughts on the state of first‑person shooters at the time.&lt;br /&gt;
&lt;br /&gt;
This interview provides one of the more detailed post‑release perspectives from a core member of the Kingpin development team, capturing both the technical and creative mindset behind the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Ryan Feltrin Interview#9 March 2000|Ryan Feltrin Interview – 9 March 2000]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 27 – Linux Kingpin v1.21 Server Update Released ===&lt;br /&gt;
On 27 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced via his .plan file that the Linux dedicated server for &#039;&#039;Kingpin&#039;&#039; had been updated to version 1.21. This release provided a patch for existing Linux v1.20 servers, bringing them in line with the Windows v1.21 update that had shipped in September 1999. The update focused on server stability and compatibility fixes, ensuring cross‑version multiplayer consistency.&lt;br /&gt;
&lt;br /&gt;
Alongside the server patch, a Linux version of the v1.21 SDK navigation library was also made available for mod developers. &#039;&#039;Blue’s News&#039;&#039; reported the release and linked to the updated files.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000327021727 Blue’s News – Ryan Feltrin .plan update (27 March 2000)]&lt;br /&gt;
* [https://www.bluesnews.com/s/11584/linux-kingpin Blue’s News – Linux Kingpin v1.21 Server Update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kpded-linux-glibc-i386-v120-to-v121-patch.zip Kingpin.info – Linux v1.20 → v1.21 Server Patch]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/sdk/&amp;amp;file=kingpinSDK-v121-navlib-linux-glibc-i386.zip Kingpin.info – Linux v1.21 SDK Navigation Library]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2004 April 15 – Kingpin Sequel Announced During Investor Call ===&lt;br /&gt;
On 15 April 2004, Interplay revealed during an investor conference call that a sequel to &#039;&#039;Kingpin: Life of Crime&#039;&#039; was being planned. The announcement described the project as targeting both PC and Xbox platforms, though no developer, production schedule, or release window was provided. By this time, Xatrix — the studio behind the original game — had dissolved and reformed as Gray Matter Studios, leaving the sequel’s development status unclear.&lt;br /&gt;
&lt;br /&gt;
The information originates from the financial webcast held on 14 April 2004, where Interplay outlined upcoming titles and investment priorities. Community‑archived audio from the call exists in two forms: an unofficial short excerpt (6:11 minutes) and a full recording (41:15 minutes). While these recordings support the claim that Kingpin 2 was mentioned, no further official documentation or follow‑up announcements were ever released, and the likelihood of the project having progressed beyond early planning appears low.&lt;br /&gt;
&lt;br /&gt;
Additional materials believed to be related to the proposed sequel — including early slides, audio, and promotional assets — were later preserved by the Kingpin community, though none confirm active development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/48336/kingpin-sequel-planned Blue’s News – Kingpin Sequel Planned (15 April 2004)]&lt;br /&gt;
* [https://web.archive.org/web/20040612075807/https://www.firstcallevents.com/service/ajwz403121699gf12.html Interplay Investor Conference Call – 14 April 2004 (archived)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kp2_slide.zip Kingpin.info – Kingpin 2 Slides Archive]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kingpin2short.ogg Kingpin.info – Unofficial Short Audio Excerpt (6:11)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/34040_35142.zip Kingpin.info – Full Unofficial Audio Recording (41:15)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2009 August 19 – Kingpin Added to Steam as Part of Interplay Classics ===&lt;br /&gt;
On 19 August 2009, Valve and Interplay announced that a selection of classic Interplay titles had been added to Steam, including &#039;&#039;Kingpin: Life of Crime&#039;&#039;. The release formed part of Interplay’s digital re‑release initiative, bringing several late‑1990s PC titles to modern distribution platforms at prices below $10. Interplay CEO Herve Caen emphasized the goal of making the company’s classic catalog widely accessible.&lt;br /&gt;
&lt;br /&gt;
The initial lineup included &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Fallout 2&#039;&#039;, &#039;&#039;Fallout Tactics&#039;&#039;, &#039;&#039;Sacrifice&#039;&#039;, and &#039;&#039;Kingpin&#039;&#039;, with the Fallout titles also available as a discounted bundle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/101315/interplay-classics-on-steam Blue’s News – Interplay Classics on Steam (19 August 2009)]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2014 May 1 – Kingpin Released on GOG.com ===&lt;br /&gt;
In May 2014, &#039;&#039;Kingpin: Life of Crime&#039;&#039; became available on GOG.com as part of Interplay’s ongoing effort to reintroduce its late‑1990s catalog to modern digital storefronts. The GOG release provided a DRM‑free version of the game, bundled with compatibility adjustments for newer versions of Windows and the standard set of GOG extras such as artwork and documentation.&lt;br /&gt;
&lt;br /&gt;
This marked the second major digital re‑release of &#039;&#039;Kingpin&#039;&#039;, following its arrival on Steam in 2009, and helped reestablish the title’s availability after years of limited retail presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2016 September 7 – Interplay Announces Sale of IP Portfolio ===&lt;br /&gt;
On 7 September 2016, Interplay Entertainment Corp. issued a press release announcing plans to sell a significant portion of its intellectual property portfolio. The company engaged Wedbush Securities as its strategic advisor for the process. The announcement was framed as part of Interplay’s effort to restructure and monetize its catalog of classic titles, which included franchises such as &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Earthworm Jim&#039;&#039;, &#039;&#039;MDK&#039;&#039;, and &#039;&#039;Kingpin: Life of Crime&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The release did not specify individual buyers or immediate outcomes, but it signaled Interplay’s intention to divest many of its legacy properties. For &#039;&#039;Kingpin&#039;&#039;, this marked the first formal indication that its rights could change hands after years of dormancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.globenewswire.com/news-release/2016/09/07/870242/10165014/en/Interplay-Announces-Sale-of-Significant-IP-Portfolio-Wedbush-Securities-as-Strategic-Advisor.html GlobeNewswire – Interplay Announces Sale of Significant IP Portfolio (7 September 2016)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2018 July 2 – Kingpin Trademark Application Abandoned ===&lt;br /&gt;
On 2 July 2018, the USPTO officially marked the trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 86838909) as abandoned. The filing, originally submitted by Interplay Entertainment Corp. in December 2015, had sought renewed protection of the title for video game use. The abandonment effectively left the mark unprotected, with the USPTO record later updated in August 2018 to reflect the change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=86838909&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 86838909)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 November 21 – Kingpin Trademark Refiled ===&lt;br /&gt;
On 21 November 2019, a new trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 88700454) was filed with the United States Patent and Trademark Office. This filing followed the abandonment of Interplay’s earlier application in July 2018, and re‑secured the title for use in connection with video games and related goods. Although the remaster was marketed as &#039;&#039;Kingpin: Reloaded&#039;&#039;, the trademark itself covered only the base name &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=88700454&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 88700454)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 December 11 – Community Investigation into Kingpin Revival ===&lt;br /&gt;
On 11 December 2019, Kingpin community member Fredz created an investigation page on Kingpin.info compiling early clues that suggested a revival of the game was underway. The page documented cryptic hints from the 3D Realms Discord, trademark filings, and speculation about engine choices, drawing parallels to teaser campaigns for other 3D Realms projects. The investigation was later updated into 16 January 2020, culminating in expectations for PAX South, where &#039;&#039;Kingpin: Reloaded&#039;&#039; was formally announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/index.html Kingpin.info – Community Investigation Archive (created 11 December 2019)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2020 January 17 – Kingpin: Reloaded Revealed at PAX South ===&lt;br /&gt;
On 17 January 2020, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially revealed during PAX South. The project was presented by 3D Realms and Slipgate Ironworks, with publishing support from Interplay. The remaster was described as a modernized edition of the 1999 first‑person shooter, featuring enhanced graphics, improved controls, and support for contemporary systems, while retaining the gritty tone and violent crime‑driven narrative of the original release.&lt;br /&gt;
&lt;br /&gt;
Coinciding with the reveal, 3D Realms distributed an official press kit prepared by Frederik Schreiber, containing promotional screenshots, logos, and descriptive text for media coverage. The PAX South reveal and press kit together marked the first major revival of the &#039;&#039;Kingpin&#039;&#039; franchise since its original launch, following years of dormancy and the abandonment of earlier sequel plans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/index.html Kingpin.info – Community Investigation Archive (Dec 2019 – Jan 2020)]&lt;br /&gt;
* [https://www.indieretronews.com/2020/01/kingpin-reloaded-violent-fps-classic-is.html Indie Retro News – Kingpin: Reloaded Announcement (January 2020)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_reloaded/media/press-kit/&amp;amp;file=Kingpin%20Reloaded%20Press%20Kit-20200117T153430Z-001.zip Kingpin.info – Kingpin: Reloaded Press Kit (17 January 2020)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2024 December 5 – Kingpin: Reloaded Released on Steam ===&lt;br /&gt;
On 5 December 2024, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially released on Steam, concluding years of anticipation following its announcement at PAX South 2020. Developed by Slipgate Ironworks and published by 3D Realms with Interplay’s involvement, the remaster brought the 1999 crime‑themed first‑person shooter to modern PCs. The release featured enhanced graphics, improved controls, and quality‑of‑life updates while preserving the gritty tone and narrative of the original game.&lt;br /&gt;
&lt;br /&gt;
This marked the first new commercial release in the &#039;&#039;Kingpin&#039;&#039; franchise in over two decades, closing the gap between the original 1999 launch and the long‑awaited revival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://store.steampowered.com/app/1224700/Kingpin_Reloaded/ Steam – Kingpin: Reloaded Store Page]&lt;br /&gt;
* [https://www.bluesnews.com/s/266496/kingpin-reloaded-released Blue’s News – Kingpin: Reloaded Released (5 December 2024)]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1222</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1222"/>
		<updated>2026-02-05T15:14:01Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kingpin Starter ==&lt;br /&gt;
&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin_starter/ Kingpin Starter] is a free, standalone Kingpin setup for Windows that combines the freely available Kingpin Alpha Demo v0.22n, the official 1.21 patch, and the community-developed MH Kingpin Patch to create a working multiplayer environment capable of connecting to online servers.&lt;br /&gt;
&lt;br /&gt;
Kingpin Starter v1.0 is created by combining:&lt;br /&gt;
* Kingpin Demo&lt;br /&gt;
**[https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Download from Kingpin.info] &lt;br /&gt;
**[https://games.softpedia.com/get/Games-Demo/Kingpin-Life-of-Crime.shtml Download from Softpedia] &lt;br /&gt;
**[https://download.cnet.com/kingpin-demo/3000-2095_4-10028060.html Download from CNET.com] &lt;br /&gt;
**[https://fileplanet.download.it/p-15611/Kingpin-Demo Download from Download.it] &lt;br /&gt;
* Kingpin 1.21 Patch&lt;br /&gt;
** [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Download from Kingpin.info]&lt;br /&gt;
** [https://games.softpedia.com/get/Patch/Kingpin-Patch.shtml Download from Softpedia]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch]&lt;br /&gt;
* A few manual changes&lt;br /&gt;
&lt;br /&gt;
For best experience buy the full version of Kingpin:&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam]&lt;br /&gt;
&lt;br /&gt;
You can play online with this starter, but it does not include single player.&lt;br /&gt;
&lt;br /&gt;
===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
For best experience buy the full version of Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
You can play online with this but you do need to connect to a server to download the rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat &amp;amp; sp1 files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars] and install it somewhere.&amp;lt;br&amp;gt;&lt;br /&gt;
* Run font_conchars_high.exe and create this font conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
* Run font_conchars.exe  and create this font conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Copy the extracted conchars_high_11x11.tga &amp;amp; conchars3.tga in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga Best to make sprite abit smaller or install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=sprite_muzzhmg.zip muzzhmg.tga].&amp;lt;br&amp;gt;&lt;br /&gt;
2. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip]. Orginale Kingpin demo files where altered to make it look more like orginale.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Replace demo logo with Kingpin.info logo install&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin/hires/pics/&amp;amp;file=logo_kingpininfo.zip logo_kingpininfo].&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
Kingpin Starter v1.0 is based on the officially released Kingpin Demo, the official 1.21 patch, and mh’s community patch.  &lt;br /&gt;
This package does not include or redistribute retail game assets from the full version of Kingpin.  &lt;br /&gt;
It is intended only as a community‑made starter for multiplayer use.  &lt;br /&gt;
&lt;br /&gt;
For single‑player content and the full Kingpin experience, please purchase the retail game legally from:&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam]&lt;br /&gt;
&lt;br /&gt;
All unofficial patches and configuration files are provided “as is” by the community.  &lt;br /&gt;
Ownership of Kingpin and its assets remains with the original rights holders.&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Brandon_Fish&amp;diff=1221</id>
		<title>Brandon Fish</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Brandon_Fish&amp;diff=1221"/>
		<updated>2026-01-25T15:22:46Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Additional Mapping Work ==&lt;br /&gt;
&lt;br /&gt;
=== SiN (1998) and Wages of SiN (1999) ===&lt;br /&gt;
Several community‑archived sources credit Brandon Fish (often under the alias &amp;quot;Zor&amp;quot;) as the original author of two SiN deathmatch maps later modified by other mappers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thrall_DM2025&#039;&#039;&#039; – Original map design attributed to &amp;quot;Zor aka Brandon Fish (?)&amp;quot;.&amp;lt;ref&amp;gt;[https://www.moddb.com/games/sin/addons/thrall-dm2025-thrall-dm-2025 Thrall_DM2025 (Thrall DM 2025)] on ModDB – credits list &amp;quot;Zor aka Brandon Fish (?)&amp;quot;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Gluttony.bsp&#039;&#039;&#039; – Confirmed original author. The Wages of SiN modification notes: &amp;quot;Original Author: Brandon Fish&amp;quot;.&amp;lt;ref&amp;gt;[https://www.moddb.com/games/sin/addons/wos-gluttony-gluttony-for-wages-of-sin WoS_Gluttony (Gluttony for Wages of SiN)] on ModDB – credits list &amp;quot;Zor aka Brandon Fish&amp;quot;.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These attributions come from preserved map info files included in community uploads.&lt;br /&gt;
&lt;br /&gt;
=== Doom II (1994–1995) ===&lt;br /&gt;
Before his later professional work, Fish co‑authored several Doom II deathmatch levels with Liam Feldman:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Cage 1.0&#039;&#039;&#039; (1994) – Co‑author.&amp;lt;ref&amp;gt;[https://www.doomworld.com/idgames/levels/doom2/deathmatch/a-c/cage1 The Cage 1.0] on Doomworld/idgames – authors listed as Liam Feldman &amp;amp; Brandon Fish.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Cage 3.0&#039;&#039;&#039; (1995) – Co‑author.&amp;lt;ref&amp;gt;[https://www.doomworld.com/idgames/levels/doom2/deathmatch/a-c/cage3 The Cage 3.0] on Doomworld/idgames – authors listed as Brandon Fish &amp;amp; Liam Feldman.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Complete gameography==&lt;br /&gt;
* &#039;&#039;All-Star Baseball 2005&#039;&#039; (2004, Xbox) - Additional Help&lt;br /&gt;
* &#039;&#039;Vexx&#039;&#039; (2003, PlayStation 2) - Thanks to&lt;br /&gt;
* &#039;&#039;NBA Jam&#039;&#039; (2003, Xbox) - Producer&lt;br /&gt;
* &#039;&#039;Disney&#039;s Stitch: Experiment 626&#039;&#039; (2002, PlayStation 2) - Additional Game Design&lt;br /&gt;
* &#039;&#039;Hunter: The Reckoning&#039;&#039; (2002, Xbox) - Internal Testing&lt;br /&gt;
* &#039;&#039;NBA Inside Drive 2002&#039;&#039; (2002, Xbox) - Producers&lt;br /&gt;
* &#039;&#039;All-Star Baseball 2001&#039;&#039; (2000, Nintendo 64) - Assistant Producer&lt;br /&gt;
* &#039;&#039;Kingpin: Life of Crime&#039;&#039; (1999, Windows) - Additional Team-Play Maps&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1220</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1220"/>
		<updated>2026-01-23T00:22:17Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kingpin Starter ==&lt;br /&gt;
&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin_starter/ Kingpin Starter] is a free, standalone Kingpin setup for Windows that combines the freely available Kingpin Alpha Demo v0.22n, the official 1.21 patch, and the community-developed MH Kingpin Patch to create a working multiplayer environment capable of connecting to online servers.&lt;br /&gt;
&lt;br /&gt;
Kingpin Starter v1.0 is created by combining:&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch]&lt;br /&gt;
* A few manual changes&lt;br /&gt;
&lt;br /&gt;
For best experience buy the full version of Kingpin:&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam]&lt;br /&gt;
&lt;br /&gt;
You can play online with this starter, but it does not include single player.&lt;br /&gt;
&lt;br /&gt;
===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
For best experience buy the full version of Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
You can play online with this but you do need to connect to a server to download the rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat &amp;amp; sp1 files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars] and install it somewhere.&amp;lt;br&amp;gt;&lt;br /&gt;
* Run font_conchars_high.exe and create this font conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
* Run font_conchars.exe  and create this font conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Copy the extracted conchars_high_11x11.tga &amp;amp; conchars3.tga in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga Best to make sprite abit smaller or install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=sprite_muzzhmg.zip muzzhmg.tga].&amp;lt;br&amp;gt;&lt;br /&gt;
2. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip]. Orginale Kingpin demo files where altered to make it look more like orginale.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Replace demo logo with Kingpin.info logo install&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin/hires/pics/&amp;amp;file=logo_kingpininfo.zip logo_kingpininfo].&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
Kingpin Starter v1.0 is based on the officially released Kingpin Demo, the official 1.21 patch, and mh’s community patch.  &lt;br /&gt;
This package does not include or redistribute retail game assets from the full version of Kingpin.  &lt;br /&gt;
It is intended only as a community‑made starter for multiplayer use.  &lt;br /&gt;
&lt;br /&gt;
For single‑player content and the full Kingpin experience, please purchase the retail game legally from:&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam]&lt;br /&gt;
&lt;br /&gt;
All unofficial patches and configuration files are provided “as is” by the community.  &lt;br /&gt;
Ownership of Kingpin and its assets remains with the original rights holders.&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1219</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1219"/>
		<updated>2026-01-23T00:20:57Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kingpin Starter ==&lt;br /&gt;
&lt;br /&gt;
Kingpin Starter is a free, standalone Kingpin setup for Windows that combines the freely available Kingpin Alpha Demo v0.22n, the official 1.21 patch, and the community-developed MH Kingpin Patch to create a working multiplayer environment capable of connecting to online servers.&lt;br /&gt;
&lt;br /&gt;
Kingpin Starter v1.0 is created by combining:&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch]&lt;br /&gt;
* A few manual changes&lt;br /&gt;
&lt;br /&gt;
For best experience buy the full version of Kingpin:&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam]&lt;br /&gt;
&lt;br /&gt;
You can play online with this starter, but it does not include single player.&lt;br /&gt;
&lt;br /&gt;
===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
For best experience buy the full version of Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
You can play online with this but you do need to connect to a server to download the rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat &amp;amp; sp1 files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars] and install it somewhere.&amp;lt;br&amp;gt;&lt;br /&gt;
* Run font_conchars_high.exe and create this font conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
* Run font_conchars.exe  and create this font conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Copy the extracted conchars_high_11x11.tga &amp;amp; conchars3.tga in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga Best to make sprite abit smaller or install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=sprite_muzzhmg.zip muzzhmg.tga].&amp;lt;br&amp;gt;&lt;br /&gt;
2. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip]. Orginale Kingpin demo files where altered to make it look more like orginale.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Replace demo logo with Kingpin.info logo install&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin/hires/pics/&amp;amp;file=logo_kingpininfo.zip logo_kingpininfo].&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
Kingpin Starter v1.0 is based on the officially released Kingpin Demo, the official 1.21 patch, and mh’s community patch.  &lt;br /&gt;
This package does not include or redistribute retail game assets from the full version of Kingpin.  &lt;br /&gt;
It is intended only as a community‑made starter for multiplayer use.  &lt;br /&gt;
&lt;br /&gt;
For single‑player content and the full Kingpin experience, please purchase the retail game legally from:&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam]&lt;br /&gt;
&lt;br /&gt;
All unofficial patches and configuration files are provided “as is” by the community.  &lt;br /&gt;
Ownership of Kingpin and its assets remains with the original rights holders.&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1218</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1218"/>
		<updated>2026-01-23T00:02:53Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kingpin Starter v1.0 ==&lt;br /&gt;
Kingpin Starter v1.0 is created by combining:&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch]&lt;br /&gt;
* A few manual changes&lt;br /&gt;
&lt;br /&gt;
For best experience buy the full version of Kingpin:&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam]&lt;br /&gt;
&lt;br /&gt;
You can play online with this starter, but it does not include single player.&lt;br /&gt;
&lt;br /&gt;
===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
For best experience buy the full version of Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
You can play online with this but you do need to connect to a server to download the rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat &amp;amp; sp1 files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Extracted them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga Best to make sprite abit smaller or install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=sprite_muzzhmg.zip muzzhmg.tga].&amp;lt;br&amp;gt;&lt;br /&gt;
2. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip]. Orginale Kingpin demo files where altered to make it look more like orginale.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Replace demo logo with Kingpin.info logo install&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin/hires/pics/&amp;amp;file=logo_kingpininfo.zip logo_kingpininfo].&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
Kingpin Starter v1.0 is based on the officially released Kingpin Demo, the official 1.21 patch, and mh’s community patch.  &lt;br /&gt;
This package does not include or redistribute retail game assets from the full version of Kingpin.  &lt;br /&gt;
It is intended only as a community‑made starter for multiplayer use.  &lt;br /&gt;
&lt;br /&gt;
For single‑player content and the full Kingpin experience, please purchase the retail game legally from:&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam]&lt;br /&gt;
&lt;br /&gt;
All unofficial patches and configuration files are provided “as is” by the community.  &lt;br /&gt;
Ownership of Kingpin and its assets remains with the original rights holders.&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1217</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1217"/>
		<updated>2026-01-23T00:00:18Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kingpin Starter v1.0 ==&lt;br /&gt;
Kingpin Starter v1.0 is created by combining:&lt;br /&gt;
* Kingpin Demo&lt;br /&gt;
* Kingpin 1.21 Patch&lt;br /&gt;
* The MH Kingpin Patch&lt;br /&gt;
* A few manual changes&lt;br /&gt;
&lt;br /&gt;
For best experience buy the full version of Kingpin:&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam]&lt;br /&gt;
&lt;br /&gt;
You can play online with this starter, but it does not include single player.&lt;br /&gt;
&lt;br /&gt;
===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
For best experience buy the full version of Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
You can play online with this but you do need to connect to a server to download the rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat &amp;amp; sp1 files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Extracted them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga Best to make sprite abit smaller or install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=sprite_muzzhmg.zip muzzhmg.tga].&amp;lt;br&amp;gt;&lt;br /&gt;
2. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip]. Orginale Kingpin demo files where altered to make it look more like orginale.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Replace demo logo with Kingpin.info logo install&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin/hires/pics/&amp;amp;file=logo_kingpininfo.zip logo_kingpininfo].&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
Kingpin Starter v1.0 is based on the officially released Kingpin Demo, the official 1.21 patch, and mh’s community patch.  &lt;br /&gt;
This package does not include or redistribute retail game assets from the full version of Kingpin.  &lt;br /&gt;
It is intended only as a community‑made starter for multiplayer use.  &lt;br /&gt;
&lt;br /&gt;
For single‑player content and the full Kingpin experience, please purchase the retail game legally from:&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam]&lt;br /&gt;
&lt;br /&gt;
All unofficial patches and configuration files are provided “as is” by the community.  &lt;br /&gt;
Ownership of Kingpin and its assets remains with the original rights holders.&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1216</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1216"/>
		<updated>2026-01-22T03:04:33Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* Recommend fixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
For best experience buy the full version of Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
You can play online with this but you do need to connect to a server to download the rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat &amp;amp; sp1 files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Extracted them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga Best to make sprite abit smaller or install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=sprite_muzzhmg.zip muzzhmg.tga].&amp;lt;br&amp;gt;&lt;br /&gt;
2. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip].&amp;lt;br&amp;gt;&lt;br /&gt;
3. Install [https://www.kingpin.info/download/index.php?dir=kingpin/server/utilities/server_browser/gamespy/&amp;amp;file=gamespy_lite_kingpin.zip gamespy lite] for Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Replace demo logo with Kingpin.info logo install&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin/hires/pics/&amp;amp;file=logo_kingpininfo.zip logo_kingpininfo].&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1215</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1215"/>
		<updated>2026-01-22T02:59:44Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
For best experience buy the full version of Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
You can play online with this but you do need to connect to a server to download the rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat &amp;amp; sp1 files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Extracted them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga (Best to make sprite abit smaller).&amp;lt;br&amp;gt;&lt;br /&gt;
2. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip].&amp;lt;br&amp;gt;&lt;br /&gt;
3. Install [https://www.kingpin.info/download/index.php?dir=kingpin/server/utilities/server_browser/gamespy/&amp;amp;file=gamespy_lite_kingpin.zip gamespy lite] for Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Replace demo logo with Kingpin.info logo install&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin/hires/pics/&amp;amp;file=logo_kingpininfo.zip logo_kingpininfo].&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1214</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1214"/>
		<updated>2026-01-22T02:58:37Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
For best experience buy the full version of Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
You can play online with this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat &amp;amp; sp1 files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Extracted them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga (Best to make sprite abit smaller).&amp;lt;br&amp;gt;&lt;br /&gt;
2. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip].&amp;lt;br&amp;gt;&lt;br /&gt;
3. Install [https://www.kingpin.info/download/index.php?dir=kingpin/server/utilities/server_browser/gamespy/&amp;amp;file=gamespy_lite_kingpin.zip gamespy lite] for Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Replace demo logo with Kingpin.info logo install&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin/hires/pics/&amp;amp;file=logo_kingpininfo.zip logo_kingpininfo].&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1213</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1213"/>
		<updated>2026-01-22T02:57:16Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
For best experience buy the full version of Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
You can play online with this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat &amp;amp; sp1 files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Extracted them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga (Best to make sprite abit smaller).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Optionale fixes===&lt;br /&gt;
Here are some optionale fixes.&amp;lt;br&amp;gt;&lt;br /&gt;
1. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip].&amp;lt;br&amp;gt;&lt;br /&gt;
2. Install [https://www.kingpin.info/download/index.php?dir=kingpin/server/utilities/server_browser/gamespy/&amp;amp;file=gamespy_lite_kingpin.zip gamespy lite] for Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Replace demo logo with Kingpin.info logo install&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin/hires/pics/&amp;amp;file=logo_kingpininfo.zip logo_kingpininfo].&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1212</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1212"/>
		<updated>2026-01-22T02:53:25Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
For best experience buy the full version of Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
You can play online with this but still only has the single player Demo.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat &amp;amp; sp1 files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Extracted them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga (Best to make sprite abit smaller).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Optionale fixes===&lt;br /&gt;
Here are some optionale fixes.&amp;lt;br&amp;gt;&lt;br /&gt;
1. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip].&amp;lt;br&amp;gt;&lt;br /&gt;
2. Install [https://www.kingpin.info/download/index.php?dir=kingpin/server/utilities/server_browser/gamespy/&amp;amp;file=gamespy_lite_kingpin.zip gamespy lite] for Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Replace demo logo with Kingpin.info logo install&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin/hires/pics/&amp;amp;file=logo_kingpininfo.zip logo_kingpininfo].&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1211</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1211"/>
		<updated>2026-01-22T02:23:24Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* Recommend fixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
For best experience buy the full version of Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
You can play online with this but still only has the single player Demo.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Extracted them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga (Best to make sprite abit smaller).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Optionale fixes===&lt;br /&gt;
Here are some optionale fixes.&amp;lt;br&amp;gt;&lt;br /&gt;
1. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip].&amp;lt;br&amp;gt;&lt;br /&gt;
2. Install [https://www.kingpin.info/download/index.php?dir=kingpin/server/utilities/server_browser/gamespy/&amp;amp;file=gamespy_lite_kingpin.zip gamespy lite] for Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Replace demo logo with Kingpin.info logo install&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin/hires/pics/&amp;amp;file=logo_kingpininfo.zip logo_kingpininfo].&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1210</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1210"/>
		<updated>2026-01-22T01:57:12Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
For best experience buy the full version of Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
You can play online with this but still only has the single player Demo.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Extracted them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga (Best to make sprite abit smaller).&amp;lt;br&amp;gt;&lt;br /&gt;
2. main\models\pu_icon\health_s\ (Is same model as adrenaline. Best to replace with a custom/model or get a model from [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=health_s.zip addon]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Optionale fixes===&lt;br /&gt;
Here are some optionale fixes.&amp;lt;br&amp;gt;&lt;br /&gt;
1. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip].&amp;lt;br&amp;gt;&lt;br /&gt;
2. Install [https://www.kingpin.info/download/index.php?dir=kingpin/server/utilities/server_browser/gamespy/&amp;amp;file=gamespy_lite_kingpin.zip gamespy lite] for Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Replace demo logo with Kingpin.info logo install&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin/hires/pics/&amp;amp;file=logo_kingpininfo.zip logo_kingpininfo].&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1209</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1209"/>
		<updated>2026-01-22T01:43:02Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* Kingpin Starter Instructions diy (do it yourself) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
For best experience buy the full version of Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
You can play online with this but still only has the single player Demo.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Put them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga (Best to make sprite abit smaller).&amp;lt;br&amp;gt;&lt;br /&gt;
2. main\models\pu_icon\health_s\ (Is same model as adrenaline. Best to replace with a custom/model or get a model from [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=health_s.zip addon]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Optionale fixes===&lt;br /&gt;
Here are some optionale fixes.&amp;lt;br&amp;gt;&lt;br /&gt;
1. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip].&amp;lt;br&amp;gt;&lt;br /&gt;
2. Install [https://www.kingpin.info/download/index.php?dir=kingpin/server/utilities/server_browser/gamespy/&amp;amp;file=gamespy_lite_kingpin.zip gamespy lite] for Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Replace demo logo with Kingpin.info logo install&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin/hires/pics/&amp;amp;file=logo_kingpininfo.zip logo_kingpininfo].&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1208</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1208"/>
		<updated>2026-01-22T01:42:46Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
For best experience buy the full version of Kingpin at.&amp;lt;br&amp;gt;&lt;br /&gt;
You can play online with this but still only has the single player Demo.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Put them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga (Best to make sprite abit smaller).&amp;lt;br&amp;gt;&lt;br /&gt;
2. main\models\pu_icon\health_s\ (Is same model as adrenaline. Best to replace with a custom/model or get a model from [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=health_s.zip addon]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Optionale fixes===&lt;br /&gt;
Here are some optionale fixes.&amp;lt;br&amp;gt;&lt;br /&gt;
1. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip].&amp;lt;br&amp;gt;&lt;br /&gt;
2. Install [https://www.kingpin.info/download/index.php?dir=kingpin/server/utilities/server_browser/gamespy/&amp;amp;file=gamespy_lite_kingpin.zip gamespy lite] for Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Replace demo logo with Kingpin.info logo install&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin/hires/pics/&amp;amp;file=logo_kingpininfo.zip logo_kingpininfo].&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1207</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1207"/>
		<updated>2026-01-22T01:40:34Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
For best experience buy the full version of Kingpin at:&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.gog.com/en/game/kingpin_life_of_crime&amp;lt;br&amp;gt;&lt;br /&gt;
or&amp;lt;br&amp;gt;&lt;br /&gt;
https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/&amp;lt;br&amp;gt;&lt;br /&gt;
You can play online with this but still only has the single player Demo.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Put them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga (Best to make sprite abit smaller).&amp;lt;br&amp;gt;&lt;br /&gt;
2. main\models\pu_icon\health_s\ (Is same model as adrenaline. Best to replace with a custom/model or get a model from [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=health_s.zip addon]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Optionale fixes===&lt;br /&gt;
Here are some optionale fixes.&amp;lt;br&amp;gt;&lt;br /&gt;
1. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip].&amp;lt;br&amp;gt;&lt;br /&gt;
2. Install [https://www.kingpin.info/download/index.php?dir=kingpin/server/utilities/server_browser/gamespy/&amp;amp;file=gamespy_lite_kingpin.zip gamespy lite] for Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Replace demo logo with Kingpin.info logo install&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin/hires/pics/&amp;amp;file=logo_kingpininfo.zip logo_kingpininfo].&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1206</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1206"/>
		<updated>2026-01-22T01:35:49Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Put them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga (Best to make sprite abit smaller).&amp;lt;br&amp;gt;&lt;br /&gt;
2. main\models\pu_icon\health_s\ (Is same model as adrenaline. Best to replace with a custom/model or get a model from [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=health_s.zip addon]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Optionale fixes===&lt;br /&gt;
Here are some optionale fixes.&amp;lt;br&amp;gt;&lt;br /&gt;
1. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip].&amp;lt;br&amp;gt;&lt;br /&gt;
2. Install [https://www.kingpin.info/download/index.php?dir=kingpin/server/utilities/server_browser/gamespy/&amp;amp;file=gamespy_lite_kingpin.zip gamespy lite] for Kingpin.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Replace demo logo with Kingpin.info logo install&lt;br /&gt;
[https://www.kingpin.info/download/index.php?dir=kingpin/hires/pics/&amp;amp;file=logo_kingpininfo.zip logo_kingpininfo].&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1205</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1205"/>
		<updated>2026-01-22T00:28:37Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Put them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. main\sprites\muzzhmg.tga (Best to make sprite abit smaller).&amp;lt;br&amp;gt;&lt;br /&gt;
2. main\models\pu_icon\health_s\ (Is same model as adrenaline. Best to replace with a custom/model or get a model from [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=health_s.zip addon]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Optionale fixes===&lt;br /&gt;
Here are some optionale fixes.&amp;lt;br&amp;gt;&lt;br /&gt;
1. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip].&amp;lt;br&amp;gt;&lt;br /&gt;
2. Install [https://www.kingpin.info/download/index.php?dir=kingpin/server/utilities/server_browser/gamespy/&amp;amp;file=gamespy_lite_kingpin.zip gamespy lite] for Kingpin.&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1204</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1204"/>
		<updated>2026-01-22T00:27:36Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* Optionale fixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Put them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
main\sprites\muzzhmg.tga (Best to make sprite abit smaller).&amp;lt;br&amp;gt;&lt;br /&gt;
main\models\pu_icon\health_s\ (Is same model as adrenaline. Best to replace with a custom/model or get a model from [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=health_s.zip addon]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Optionale fixes===&lt;br /&gt;
Here are some optionale fixes.&amp;lt;br&amp;gt;&lt;br /&gt;
1. If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip].&amp;lt;br&amp;gt;&lt;br /&gt;
2. Install [https://www.kingpin.info/download/index.php?dir=kingpin/server/utilities/server_browser/gamespy/&amp;amp;file=gamespy_lite_kingpin.zip gamespy].&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1203</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1203"/>
		<updated>2026-01-22T00:24:15Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Put them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
main\sprites\muzzhmg.tga (Best to make sprite abit smaller).&amp;lt;br&amp;gt;&lt;br /&gt;
main\models\pu_icon\health_s\ (Is same model as adrenaline. Best to replace with a custom/model or get a model from [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=health_s.zip addon]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Optionale fixes===&lt;br /&gt;
Here are some optionale fixes.&amp;lt;br&amp;gt;&lt;br /&gt;
If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip].&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1202</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1202"/>
		<updated>2026-01-22T00:24:03Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Kingpin Starter Instructions diy (do it yourself)===&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Put them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===recommend fixes===&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
main\sprites\muzzhmg.tga (Best to make sprite abit smaller).&amp;lt;br&amp;gt;&lt;br /&gt;
main\models\pu_icon\health_s\ (Is same model as adrenaline. Best to replace with a custom/model or get a model from [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=health_s.zip addon]).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Optionale fixes===&lt;br /&gt;
Here are some optionale fixes.&amp;lt;br&amp;gt;&lt;br /&gt;
If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip].&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1201</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1201"/>
		<updated>2026-01-22T00:21:37Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kingpin Starter Instructions diy (do it yourself):&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it.&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed.&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed.&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat files does).&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Put them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
main\sprites\muzzhmg.tga (Best to make sprite abit smaller).&amp;lt;br&amp;gt;&lt;br /&gt;
main\models\pu_icon\health_s\ (Is same model as adrenaline. Best to replace with a custom/model or get a model from [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=health_s.zip addon]).&amp;lt;br&amp;gt;&lt;br /&gt;
If you want more closer orginale menu sounds install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=menusound.zip menusound.zip].&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1200</id>
		<title>Kingpin Starter</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Kingpin_Starter&amp;diff=1200"/>
		<updated>2026-01-21T23:58:10Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: Created page with &amp;quot;Kingpin Starter Instructions diy (do it yourself):  1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it  2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed  3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/wi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kingpin Starter Instructions diy (do it yourself):&lt;br /&gt;
&lt;br /&gt;
1. Download [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin Demo] and install it&lt;br /&gt;
&lt;br /&gt;
2. Download [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.zip Kingpin 1.21 Patch] and overwrite the files in Kingpin Demo you just installed&lt;br /&gt;
&lt;br /&gt;
3. Download the last [https://www.kingpin.info/download/index.php?dir=kingpin/patches/unofficial/windows/mh%27s_kingpin_patch/ mh&#039;s Kingpin Patch] (you need atleast v12) and install in your Kingpin Demo folder you just installed&lt;br /&gt;
&lt;br /&gt;
4. Download and install [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/&amp;amp;file=democreate.zip Democreate.zip] into youre Kingpin Demo folder you just installed.&lt;br /&gt;
Run Democreate.bat. (You can see in notepad what the bat files does)&lt;br /&gt;
&lt;br /&gt;
5. Get [https://www.kingpin.info/download/index.php?dir=kingpin/editing/font/&amp;amp;file=font_conchars.zip font_conchars]&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars_high.exe -&amp;gt; conchars_high_11x11.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Create a font with font_conchars.exe -&amp;gt; conchars3.tga or copy conchars.tga to conchars3.tga&amp;lt;br&amp;gt;&lt;br /&gt;
Put them in the main\pic\ folder.&amp;lt;br&amp;gt;&lt;br /&gt;
or get a [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=conchars.zip conchars.zip] from addon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That&#039;s all to play some Kingpin Multiplayer but it&#039;s recommend to adjust some files.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
main\sprites\muzzhmg.tga (Best to make sprite abit smaller)&amp;lt;br&amp;gt;&lt;br /&gt;
main\models\pu_icon\health_s\ (Is same model as adrenaline. Best to replace with a custom/model or get a model from [https://www.kingpin.info/download/index.php?dir=kingpin_starter/diy/addon/&amp;amp;file=health_s.zip addon])&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1199</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1199"/>
		<updated>2026-01-21T23:11:19Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* 2019 December 11 – Community Investigation into Kingpin Revival */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/kingpin/media/videos/officeel/promo/Kingpin_-_Life_of_Crime_Official_Trailer.mp4 Kingpin – Life of Crime Official Trailer]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Xatrix released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. Gangland.org hosted the video, and &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. The footage originated from an internal Xatrix test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Xatrix release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 18 – Xatrix IRC Developer Chat ===&lt;br /&gt;
On 18 March 1999, members of the Xatrix development team participated in a live IRC chat with the community. The session covered a wide range of topics, including level design, AI behavior, weapon balance, multiplayer plans, and the team’s goals for creating a more immersive and reactive urban environment in &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The chat provided one of the most open and detailed opportunities for players to ask questions directly to the developers during the game’s production, offering valuable insight into both the technical and creative direction of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[IRC chat Xatrix|Xatrix IRC Developer Chat – 18 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 22 – Kingpin Demo Released ===&lt;br /&gt;
On 22 March 1999, Xatrix released the playable demo of &#039;&#039;Kingpin&#039;&#039;. The demo was distributed both online and on cover CDs for magazines such as &#039;&#039;PC Gamer&#039;&#039;, &#039;&#039;PC Accelerator&#039;&#039;, and &#039;&#039;Maximum PC&#039;&#039;, making it widely accessible to players. File metadata from the surviving archive shows that the executable was created on 21 March 1999, one day before the public release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the launch and provided multiple mirrors to help manage download traffic. The demo’s accompanying readme and developer comments were shared through Gangland.org, where Drew Markham described the final testing sessions and the team’s excitement at reaching this milestone after a year of development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/866/kingpin-demo-released Blue’s News – Kingpin Demo Released (22 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin.info – Kingpin Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 7 – Ryan Feltrin Interview ===&lt;br /&gt;
On 7 April 1999, 3D Spotlight published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin of Xatrix Entertainment. Feltrin discussed his technical and design contributions to &#039;&#039;Kingpin&#039;&#039;, including AI behavior, weapon systems, and the team’s goals for creating a more grounded and atmospheric experience within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on the game’s underworld setting and the studio’s approach to delivering a more reactive and immersive environment. &#039;&#039;Blue’s News&#039;&#039; reported the release and highlighted the accompanying screenshots featured in the original article.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1265/kingpin-interview Blue’s News – reporting on the 3D Spotlight interview (7 April 1999)]&lt;br /&gt;
* [[Ryan Feltrin Interview#7 April 1999|Ryan Feltrin Interview – 7 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 12 – Censored Kingpin Demo Released ===&lt;br /&gt;
On 12 April 1999, Xatrix released a censored version of the &#039;&#039;Kingpin&#039;&#039; playable demo. This build removed or altered certain violent and mature elements to meet distribution requirements for print magazine cover discs. The censored demo was later included on the &#039;&#039;PC Zone&#039;&#039; Issue #77 cover CD (June 1999), making it widely available to readers across Europe.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the executable was created on 12 April 1999, matching the release date. Aside from content restrictions, the build was functionally similar to the original 22 March demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO_CENSORED.EXE Kingpin.info – Censored Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 26 – Ryan Feltrin Interview Published ===&lt;br /&gt;
On 26 April 1999, 10 Questions With SamHell published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin, focusing on his programming work at Xatrix for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Feltrin discussed his contributions to the game’s AI systems, weapon behavior, and technical implementation, as well as his earlier work on the &#039;&#039;Eraser&#039;&#039; bot for &#039;&#039;Quake II&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on broader development topics and community issues of the time. &#039;&#039;Blue’s News&#039;&#039; reported the release, helping to bring wider attention to the piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1716/ridah-interview Blue’s News – reporting on the SamHell interview (26 April 1999)]  &lt;br /&gt;
* [[Ryan Feltrin Interview#26 April 1999|Ryan Feltrin Interview – 26 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 May 28 – “On The Street” Kingpin Promo Build ===&lt;br /&gt;
On 28 May 1999, Xatrix created a special promotional build of &#039;&#039;Kingpin&#039;&#039; titled &#039;&#039;&#039;On The Street&#039;&#039;&#039;. File metadata from the surviving archive shows that the executable was compiled on this date. This version was **not** publicly distributed online; instead, it was bundled exclusively with the **Guillemot Maxi Gamer Xentor 16/32** graphics cards, which were based on NVIDIA’s **RIVA TNT2** chipset.&lt;br /&gt;
&lt;br /&gt;
The promo build functioned as a hardware‑bundle showcase, providing early gameplay content intended to demonstrate Kingpin’s visual features on TNT2‑class GPUs. Its limited distribution makes it one of the rarer pre‑release Kingpin executables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_onthestreet/ Kingpin.info – “On The Street” Promo Build Archive]  &lt;br /&gt;
* http://www.tweak3d.net/reviews/guillemot/xentor32/ – Review of the Guillemot Maxi Gamer Xentor 32  &lt;br /&gt;
* https://en.wikipedia.org/wiki/RIVA_TNT2 – RIVA TNT2 Hardware Overview&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 18 – Kingpin Goes Gold ===&lt;br /&gt;
On 18 June 1999, Xatrix announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had gone gold and was officially complete. The final executable was created on the same day, according to file metadata. In the announcement, Drew Markham noted the team’s rapid 13‑month development cycle, the extensive refinements made after the demo’s release, and the effort put into both single‑player polish and multiplayer modes such as Bagman.&lt;br /&gt;
&lt;br /&gt;
The gold master was sent to manufacturing immediately, with shipping scheduled for 28 June 1999. The game reached retail stores shortly afterward, with the official release date recorded as 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/2907/kingpin-goes-gold Blue’s News – Kingpin Goes Gold (18 June 1999)]&lt;br /&gt;
* Internal file metadata – kingpin.exe creation date (18 June 1999)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 28 – Kingpin Ships to Retail ===&lt;br /&gt;
On 28 June 1999, Interplay announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had officially shipped to retail outlets across the United States. The press release emphasized the game’s mature content, its film‑noir‑inspired presentation, and the enhanced Quake II engine technology powering its urban environments. Interplay highlighted the additional labeling and on‑screen information included to ensure consumers were aware of the game’s intended audience.&lt;br /&gt;
&lt;br /&gt;
The shipping announcement followed the gold master completion on 18 June 1999. With distribution underway, the game reached store shelves shortly afterward, aligning with the official release date of 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3159/kingpin-ships Blue’s News – Kingpin Ships (28 June 1999)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 7 – Linux Dedicated Kingpin Server Released ===&lt;br /&gt;
On 7 July 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced the availability of the first Linux dedicated server for &#039;&#039;Kingpin&#039;&#039;. The release was described as a beta build, having undergone limited testing across several servers. Two packages were provided: a full dedicated server pack containing all required maps and player models, and a smaller set of Intel386 Linux glibc 2.0.7 binaries.&lt;br /&gt;
&lt;br /&gt;
Feltrin encouraged server administrators to review the included documentation for installation details and to report any issues, noting that this was his first Linux development effort. &#039;&#039;Blue’s News&#039;&#039; highlighted the release and linked to the available downloads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3401/linux-kingpin-server Blue’s News – Linux Kingpin Server (7 July 1999)]&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990707043307 Blue’s News – Ryan Feltrin .plan update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kingpin-dedicated-glibc-i386-unknown-linux%5B1%5D.tar.gz Kingpin.info – Linux Dedicated Server Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 24 – Kingpin v1.10 Patch Released ===&lt;br /&gt;
On 24 July 1999, Xatrix released the first official patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;, updating the game to version 1.10. File metadata from the surviving archive confirms that the patch executable was created on this date. This update addressed several early post‑launch issues, including long level‑load times, multiplayer pauses, scoreboard problems with larger player counts, and various server‑side stability bugs.&lt;br /&gt;
&lt;br /&gt;
The patch introduced a new client/server package that was not backward‑compatible, requiring all players and servers to upgrade simultaneously. Linux versions of the update were planned to follow shortly after the Windows release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin_v110_patch.exe Kingpin.info – Kingpin v1.10 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 25 – Kingpin v1.20 Patch Released ===&lt;br /&gt;
On 25 August 1999, Xatrix released the v1.20 patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. File metadata from the surviving archive confirms that the patch executable was created on this date. &#039;&#039;Blue’s News&#039;&#039; reported the update after it appeared on Interplay’s servers, noting the extensive list of fixes and improvements included in the release.&lt;br /&gt;
&lt;br /&gt;
The v1.20 update introduced numerous gameplay, networking, and stability enhancements. These included improvements to map cycling, new server administration commands, expanded voting options, downloadable skins and models, chase‑cam observer mode, refinements to real‑mode scoring, fixes for several multiplayer exploits, and a range of crash and compatibility corrections across both Windows and Linux builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/5052/kingpin-1-2-patch Blue’s News – Kingpin v1.20 Patch (25 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin12.exe Kingpin.info – Kingpin v1.20 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 26 – Unofficial Linux Kingpin v1.20 Client Released ===&lt;br /&gt;
On 26 August 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin released an unofficial Linux client build of the &#039;&#039;Kingpin&#039;&#039; v1.20 update. The package, distributed through his personal testing directory, provided a full Linux client based on glibc 2.0.7. Ridah noted that this build was not considered official due to the additional work required before a full Linux client could be formally supported.&lt;br /&gt;
&lt;br /&gt;
He announced that an official server‑only Linux build would follow, as the dedicated server was in a more stable state. Ridah also highlighted that the v1.20 update included two new Bagman maps created by Dave “KungFu” Ward, addressing long‑standing community requests for additional Bagman content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990914040436 Blue’s News – Ryan Feltrin .plan update (26 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/linux/&amp;amp;file=kingpin-1.20_glibc-i386-linux2.0.tar.gz Kingpin.info – Linux v1.20 Client Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 24 – Corky Lehmkuhl Interview ===&lt;br /&gt;
On 24 September 1999, Poisonville.com published an interview with Corky Lehmkuhl, one of the texture artists at Xatrix Entertainment. The discussion covered his artistic background — including earlier penciling work for Image and Marvel Comics — as well as his approach to character skinning, the creative challenges of texture work, and advice for aspiring artists looking to enter the industry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release, helping bring wider attention to the interview within the Kingpin community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6024/kingpin-skinning-interview Blue’s News – Kingpin Skinning Interview (24 September 1999)]&lt;br /&gt;
* [[Corky Lehmkuhl Interview#24 September 1999|Corky Lehmkuhl Interview – 24 September 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 29 – Kingpin v1.21 Patch Released ===&lt;br /&gt;
On 29 September 1999, Xatrix released the v1.21 patch and accompanying SDK for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Although an official update, Ryan &amp;quot;Ridah&amp;quot; Feltrin noted that it might not appear on Interplay’s official Kingpin page due to circumstances beyond his control, and encouraged the community to help spread the word. The Linux version of the update was delayed because his development machine was temporarily unavailable.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the Windows patch executable was created earlier in the month, on 6 September 1999. The v1.21 update provided further fixes and refinements following the substantial v1.20 patch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6175/kingpin-1-21-patch-released Blue’s News – Kingpin v1.21 Patch Released (29 September 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.exe Kingpin.info – Kingpin v1.21 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 6 – End of Kingpin Support ===&lt;br /&gt;
On 6 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin posted a .plan update addressing community concerns about &#039;&#039;Kingpin&#039;&#039;’s network code and the delayed SDK release. He explained the steps taken during development to reduce network traffic, but emphasized that no action game could overcome unreliable bandwidth. Feltrin also noted that the v1.21 SDK shipped only with Windows components, as he was unable to compile the Linux build at the time.&lt;br /&gt;
&lt;br /&gt;
He concluded by acknowledging that &#039;&#039;Kingpin&#039;&#039; was now officially the property of a company he no longer worked for, limiting his ability to provide future updates. This statement effectively marked the end of direct developer support for the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000306060543 Blue’s News – Ryan Feltrin .plan update (6 March 2000)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== 2000 March 9 – Ryan Feltrin Interview ===&lt;br /&gt;
On 9 March 2000, an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin was published, offering insight into his work on &#039;&#039;Kingpin: Life of Crime&#039;&#039; and his broader development experience at Xatrix. Feltrin discussed the technical challenges of the project, including AI behavior, networking, and the Linux ports, as well as his approach to engine modification and gameplay systems. The interview also touched on his background, influences, and thoughts on the state of first‑person shooters at the time.&lt;br /&gt;
&lt;br /&gt;
This interview provides one of the more detailed post‑release perspectives from a core member of the Kingpin development team, capturing both the technical and creative mindset behind the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Ryan Feltrin Interview#9 March 2000|Ryan Feltrin Interview – 9 March 2000]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 27 – Linux Kingpin v1.21 Server Update Released ===&lt;br /&gt;
On 27 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced via his .plan file that the Linux dedicated server for &#039;&#039;Kingpin&#039;&#039; had been updated to version 1.21. This release provided a patch for existing Linux v1.20 servers, bringing them in line with the Windows v1.21 update that had shipped in September 1999. The update focused on server stability and compatibility fixes, ensuring cross‑version multiplayer consistency.&lt;br /&gt;
&lt;br /&gt;
Alongside the server patch, a Linux version of the v1.21 SDK navigation library was also made available for mod developers. &#039;&#039;Blue’s News&#039;&#039; reported the release and linked to the updated files.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000327021727 Blue’s News – Ryan Feltrin .plan update (27 March 2000)]&lt;br /&gt;
* [https://www.bluesnews.com/s/11584/linux-kingpin Blue’s News – Linux Kingpin v1.21 Server Update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kpded-linux-glibc-i386-v120-to-v121-patch.zip Kingpin.info – Linux v1.20 → v1.21 Server Patch]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/sdk/&amp;amp;file=kingpinSDK-v121-navlib-linux-glibc-i386.zip Kingpin.info – Linux v1.21 SDK Navigation Library]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2004 April 15 – Kingpin Sequel Announced During Investor Call ===&lt;br /&gt;
On 15 April 2004, Interplay revealed during an investor conference call that a sequel to &#039;&#039;Kingpin: Life of Crime&#039;&#039; was being planned. The announcement described the project as targeting both PC and Xbox platforms, though no developer, production schedule, or release window was provided. By this time, Xatrix — the studio behind the original game — had dissolved and reformed as Gray Matter Studios, leaving the sequel’s development status unclear.&lt;br /&gt;
&lt;br /&gt;
The information originates from the financial webcast held on 14 April 2004, where Interplay outlined upcoming titles and investment priorities. Community‑archived audio from the call exists in two forms: an unofficial short excerpt (6:11 minutes) and a full recording (41:15 minutes). While these recordings support the claim that Kingpin 2 was mentioned, no further official documentation or follow‑up announcements were ever released, and the likelihood of the project having progressed beyond early planning appears low.&lt;br /&gt;
&lt;br /&gt;
Additional materials believed to be related to the proposed sequel — including early slides, audio, and promotional assets — were later preserved by the Kingpin community, though none confirm active development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/48336/kingpin-sequel-planned Blue’s News – Kingpin Sequel Planned (15 April 2004)]&lt;br /&gt;
* [https://web.archive.org/web/20040612075807/https://www.firstcallevents.com/service/ajwz403121699gf12.html Interplay Investor Conference Call – 14 April 2004 (archived)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kp2_slide.zip Kingpin.info – Kingpin 2 Slides Archive]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kingpin2short.ogg Kingpin.info – Unofficial Short Audio Excerpt (6:11)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/34040_35142.zip Kingpin.info – Full Unofficial Audio Recording (41:15)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2009 August 19 – Kingpin Added to Steam as Part of Interplay Classics ===&lt;br /&gt;
On 19 August 2009, Valve and Interplay announced that a selection of classic Interplay titles had been added to Steam, including &#039;&#039;Kingpin: Life of Crime&#039;&#039;. The release formed part of Interplay’s digital re‑release initiative, bringing several late‑1990s PC titles to modern distribution platforms at prices below $10. Interplay CEO Herve Caen emphasized the goal of making the company’s classic catalog widely accessible.&lt;br /&gt;
&lt;br /&gt;
The initial lineup included &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Fallout 2&#039;&#039;, &#039;&#039;Fallout Tactics&#039;&#039;, &#039;&#039;Sacrifice&#039;&#039;, and &#039;&#039;Kingpin&#039;&#039;, with the Fallout titles also available as a discounted bundle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/101315/interplay-classics-on-steam Blue’s News – Interplay Classics on Steam (19 August 2009)]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2014 May 1 – Kingpin Released on GOG.com ===&lt;br /&gt;
In May 2014, &#039;&#039;Kingpin: Life of Crime&#039;&#039; became available on GOG.com as part of Interplay’s ongoing effort to reintroduce its late‑1990s catalog to modern digital storefronts. The GOG release provided a DRM‑free version of the game, bundled with compatibility adjustments for newer versions of Windows and the standard set of GOG extras such as artwork and documentation.&lt;br /&gt;
&lt;br /&gt;
This marked the second major digital re‑release of &#039;&#039;Kingpin&#039;&#039;, following its arrival on Steam in 2009, and helped reestablish the title’s availability after years of limited retail presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2016 September 7 – Interplay Announces Sale of IP Portfolio ===&lt;br /&gt;
On 7 September 2016, Interplay Entertainment Corp. issued a press release announcing plans to sell a significant portion of its intellectual property portfolio. The company engaged Wedbush Securities as its strategic advisor for the process. The announcement was framed as part of Interplay’s effort to restructure and monetize its catalog of classic titles, which included franchises such as &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Earthworm Jim&#039;&#039;, &#039;&#039;MDK&#039;&#039;, and &#039;&#039;Kingpin: Life of Crime&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The release did not specify individual buyers or immediate outcomes, but it signaled Interplay’s intention to divest many of its legacy properties. For &#039;&#039;Kingpin&#039;&#039;, this marked the first formal indication that its rights could change hands after years of dormancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.globenewswire.com/news-release/2016/09/07/870242/10165014/en/Interplay-Announces-Sale-of-Significant-IP-Portfolio-Wedbush-Securities-as-Strategic-Advisor.html GlobeNewswire – Interplay Announces Sale of Significant IP Portfolio (7 September 2016)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2018 July 2 – Kingpin Trademark Application Abandoned ===&lt;br /&gt;
On 2 July 2018, the USPTO officially marked the trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 86838909) as abandoned. The filing, originally submitted by Interplay Entertainment Corp. in December 2015, had sought renewed protection of the title for video game use. The abandonment effectively left the mark unprotected, with the USPTO record later updated in August 2018 to reflect the change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=86838909&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 86838909)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 November 21 – Kingpin Trademark Refiled ===&lt;br /&gt;
On 21 November 2019, a new trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 88700454) was filed with the United States Patent and Trademark Office. This filing followed the abandonment of Interplay’s earlier application in July 2018, and re‑secured the title for use in connection with video games and related goods. Although the remaster was marketed as &#039;&#039;Kingpin: Reloaded&#039;&#039;, the trademark itself covered only the base name &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=88700454&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 88700454)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 December 11 – Community Investigation into Kingpin Revival ===&lt;br /&gt;
On 11 December 2019, Kingpin community member Fredz created an investigation page on Kingpin.info compiling early clues that suggested a revival of the game was underway. The page documented cryptic hints from the 3D Realms Discord, trademark filings, and speculation about engine choices, drawing parallels to teaser campaigns for other 3D Realms projects. The investigation was later updated into 16 January 2020, culminating in expectations for PAX South, where &#039;&#039;Kingpin: Reloaded&#039;&#039; was formally announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/index.html Kingpin.info – Community Investigation Archive (created 11 December 2019)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2020 January 17 – Kingpin: Reloaded Revealed at PAX South ===&lt;br /&gt;
On 17 January 2020, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially revealed during PAX South. The project was presented by 3D Realms and Slipgate Ironworks, with publishing support from Interplay. The remaster was described as a modernized edition of the 1999 first‑person shooter, featuring enhanced graphics, improved controls, and support for contemporary systems, while retaining the gritty tone and violent crime‑driven narrative of the original release.&lt;br /&gt;
&lt;br /&gt;
Coinciding with the reveal, 3D Realms distributed an official press kit prepared by Frederik Schreiber, containing promotional screenshots, logos, and descriptive text for media coverage. The PAX South reveal and press kit together marked the first major revival of the &#039;&#039;Kingpin&#039;&#039; franchise since its original launch, following years of dormancy and the abandonment of earlier sequel plans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/index.html Kingpin.info – Community Investigation Archive (Dec 2019 – Jan 2020)]&lt;br /&gt;
* [https://www.indieretronews.com/2020/01/kingpin-reloaded-violent-fps-classic-is.html Indie Retro News – Kingpin: Reloaded Announcement (January 2020)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_reloaded/media/press-kit/&amp;amp;file=Kingpin%20Reloaded%20Press%20Kit-20200117T153430Z-001.zip Kingpin.info – Kingpin: Reloaded Press Kit (17 January 2020)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2024 December 5 – Kingpin: Reloaded Released on Steam ===&lt;br /&gt;
On 5 December 2024, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially released on Steam, concluding years of anticipation following its announcement at PAX South 2020. Developed by Slipgate Ironworks and published by 3D Realms with Interplay’s involvement, the remaster brought the 1999 crime‑themed first‑person shooter to modern PCs. The release featured enhanced graphics, improved controls, and quality‑of‑life updates while preserving the gritty tone and narrative of the original game.&lt;br /&gt;
&lt;br /&gt;
This marked the first new commercial release in the &#039;&#039;Kingpin&#039;&#039; franchise in over two decades, closing the gap between the original 1999 launch and the long‑awaited revival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://store.steampowered.com/app/1224700/Kingpin_Reloaded/ Steam – Kingpin: Reloaded Store Page]&lt;br /&gt;
* [https://www.bluesnews.com/s/266496/kingpin-reloaded-released Blue’s News – Kingpin: Reloaded Released (5 December 2024)]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1198</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1198"/>
		<updated>2026-01-21T22:51:57Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/kingpin/media/videos/officeel/promo/Kingpin_-_Life_of_Crime_Official_Trailer.mp4 Kingpin – Life of Crime Official Trailer]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Xatrix released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. Gangland.org hosted the video, and &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. The footage originated from an internal Xatrix test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Xatrix release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 18 – Xatrix IRC Developer Chat ===&lt;br /&gt;
On 18 March 1999, members of the Xatrix development team participated in a live IRC chat with the community. The session covered a wide range of topics, including level design, AI behavior, weapon balance, multiplayer plans, and the team’s goals for creating a more immersive and reactive urban environment in &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The chat provided one of the most open and detailed opportunities for players to ask questions directly to the developers during the game’s production, offering valuable insight into both the technical and creative direction of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[IRC chat Xatrix|Xatrix IRC Developer Chat – 18 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 22 – Kingpin Demo Released ===&lt;br /&gt;
On 22 March 1999, Xatrix released the playable demo of &#039;&#039;Kingpin&#039;&#039;. The demo was distributed both online and on cover CDs for magazines such as &#039;&#039;PC Gamer&#039;&#039;, &#039;&#039;PC Accelerator&#039;&#039;, and &#039;&#039;Maximum PC&#039;&#039;, making it widely accessible to players. File metadata from the surviving archive shows that the executable was created on 21 March 1999, one day before the public release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the launch and provided multiple mirrors to help manage download traffic. The demo’s accompanying readme and developer comments were shared through Gangland.org, where Drew Markham described the final testing sessions and the team’s excitement at reaching this milestone after a year of development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/866/kingpin-demo-released Blue’s News – Kingpin Demo Released (22 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin.info – Kingpin Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 7 – Ryan Feltrin Interview ===&lt;br /&gt;
On 7 April 1999, 3D Spotlight published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin of Xatrix Entertainment. Feltrin discussed his technical and design contributions to &#039;&#039;Kingpin&#039;&#039;, including AI behavior, weapon systems, and the team’s goals for creating a more grounded and atmospheric experience within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on the game’s underworld setting and the studio’s approach to delivering a more reactive and immersive environment. &#039;&#039;Blue’s News&#039;&#039; reported the release and highlighted the accompanying screenshots featured in the original article.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1265/kingpin-interview Blue’s News – reporting on the 3D Spotlight interview (7 April 1999)]&lt;br /&gt;
* [[Ryan Feltrin Interview#7 April 1999|Ryan Feltrin Interview – 7 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 12 – Censored Kingpin Demo Released ===&lt;br /&gt;
On 12 April 1999, Xatrix released a censored version of the &#039;&#039;Kingpin&#039;&#039; playable demo. This build removed or altered certain violent and mature elements to meet distribution requirements for print magazine cover discs. The censored demo was later included on the &#039;&#039;PC Zone&#039;&#039; Issue #77 cover CD (June 1999), making it widely available to readers across Europe.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the executable was created on 12 April 1999, matching the release date. Aside from content restrictions, the build was functionally similar to the original 22 March demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO_CENSORED.EXE Kingpin.info – Censored Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 26 – Ryan Feltrin Interview Published ===&lt;br /&gt;
On 26 April 1999, 10 Questions With SamHell published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin, focusing on his programming work at Xatrix for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Feltrin discussed his contributions to the game’s AI systems, weapon behavior, and technical implementation, as well as his earlier work on the &#039;&#039;Eraser&#039;&#039; bot for &#039;&#039;Quake II&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on broader development topics and community issues of the time. &#039;&#039;Blue’s News&#039;&#039; reported the release, helping to bring wider attention to the piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1716/ridah-interview Blue’s News – reporting on the SamHell interview (26 April 1999)]  &lt;br /&gt;
* [[Ryan Feltrin Interview#26 April 1999|Ryan Feltrin Interview – 26 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 May 28 – “On The Street” Kingpin Promo Build ===&lt;br /&gt;
On 28 May 1999, Xatrix created a special promotional build of &#039;&#039;Kingpin&#039;&#039; titled &#039;&#039;&#039;On The Street&#039;&#039;&#039;. File metadata from the surviving archive shows that the executable was compiled on this date. This version was **not** publicly distributed online; instead, it was bundled exclusively with the **Guillemot Maxi Gamer Xentor 16/32** graphics cards, which were based on NVIDIA’s **RIVA TNT2** chipset.&lt;br /&gt;
&lt;br /&gt;
The promo build functioned as a hardware‑bundle showcase, providing early gameplay content intended to demonstrate Kingpin’s visual features on TNT2‑class GPUs. Its limited distribution makes it one of the rarer pre‑release Kingpin executables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_onthestreet/ Kingpin.info – “On The Street” Promo Build Archive]  &lt;br /&gt;
* http://www.tweak3d.net/reviews/guillemot/xentor32/ – Review of the Guillemot Maxi Gamer Xentor 32  &lt;br /&gt;
* https://en.wikipedia.org/wiki/RIVA_TNT2 – RIVA TNT2 Hardware Overview&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 18 – Kingpin Goes Gold ===&lt;br /&gt;
On 18 June 1999, Xatrix announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had gone gold and was officially complete. The final executable was created on the same day, according to file metadata. In the announcement, Drew Markham noted the team’s rapid 13‑month development cycle, the extensive refinements made after the demo’s release, and the effort put into both single‑player polish and multiplayer modes such as Bagman.&lt;br /&gt;
&lt;br /&gt;
The gold master was sent to manufacturing immediately, with shipping scheduled for 28 June 1999. The game reached retail stores shortly afterward, with the official release date recorded as 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/2907/kingpin-goes-gold Blue’s News – Kingpin Goes Gold (18 June 1999)]&lt;br /&gt;
* Internal file metadata – kingpin.exe creation date (18 June 1999)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 28 – Kingpin Ships to Retail ===&lt;br /&gt;
On 28 June 1999, Interplay announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had officially shipped to retail outlets across the United States. The press release emphasized the game’s mature content, its film‑noir‑inspired presentation, and the enhanced Quake II engine technology powering its urban environments. Interplay highlighted the additional labeling and on‑screen information included to ensure consumers were aware of the game’s intended audience.&lt;br /&gt;
&lt;br /&gt;
The shipping announcement followed the gold master completion on 18 June 1999. With distribution underway, the game reached store shelves shortly afterward, aligning with the official release date of 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3159/kingpin-ships Blue’s News – Kingpin Ships (28 June 1999)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 7 – Linux Dedicated Kingpin Server Released ===&lt;br /&gt;
On 7 July 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced the availability of the first Linux dedicated server for &#039;&#039;Kingpin&#039;&#039;. The release was described as a beta build, having undergone limited testing across several servers. Two packages were provided: a full dedicated server pack containing all required maps and player models, and a smaller set of Intel386 Linux glibc 2.0.7 binaries.&lt;br /&gt;
&lt;br /&gt;
Feltrin encouraged server administrators to review the included documentation for installation details and to report any issues, noting that this was his first Linux development effort. &#039;&#039;Blue’s News&#039;&#039; highlighted the release and linked to the available downloads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3401/linux-kingpin-server Blue’s News – Linux Kingpin Server (7 July 1999)]&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990707043307 Blue’s News – Ryan Feltrin .plan update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kingpin-dedicated-glibc-i386-unknown-linux%5B1%5D.tar.gz Kingpin.info – Linux Dedicated Server Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 24 – Kingpin v1.10 Patch Released ===&lt;br /&gt;
On 24 July 1999, Xatrix released the first official patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;, updating the game to version 1.10. File metadata from the surviving archive confirms that the patch executable was created on this date. This update addressed several early post‑launch issues, including long level‑load times, multiplayer pauses, scoreboard problems with larger player counts, and various server‑side stability bugs.&lt;br /&gt;
&lt;br /&gt;
The patch introduced a new client/server package that was not backward‑compatible, requiring all players and servers to upgrade simultaneously. Linux versions of the update were planned to follow shortly after the Windows release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin_v110_patch.exe Kingpin.info – Kingpin v1.10 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 25 – Kingpin v1.20 Patch Released ===&lt;br /&gt;
On 25 August 1999, Xatrix released the v1.20 patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. File metadata from the surviving archive confirms that the patch executable was created on this date. &#039;&#039;Blue’s News&#039;&#039; reported the update after it appeared on Interplay’s servers, noting the extensive list of fixes and improvements included in the release.&lt;br /&gt;
&lt;br /&gt;
The v1.20 update introduced numerous gameplay, networking, and stability enhancements. These included improvements to map cycling, new server administration commands, expanded voting options, downloadable skins and models, chase‑cam observer mode, refinements to real‑mode scoring, fixes for several multiplayer exploits, and a range of crash and compatibility corrections across both Windows and Linux builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/5052/kingpin-1-2-patch Blue’s News – Kingpin v1.20 Patch (25 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin12.exe Kingpin.info – Kingpin v1.20 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 26 – Unofficial Linux Kingpin v1.20 Client Released ===&lt;br /&gt;
On 26 August 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin released an unofficial Linux client build of the &#039;&#039;Kingpin&#039;&#039; v1.20 update. The package, distributed through his personal testing directory, provided a full Linux client based on glibc 2.0.7. Ridah noted that this build was not considered official due to the additional work required before a full Linux client could be formally supported.&lt;br /&gt;
&lt;br /&gt;
He announced that an official server‑only Linux build would follow, as the dedicated server was in a more stable state. Ridah also highlighted that the v1.20 update included two new Bagman maps created by Dave “KungFu” Ward, addressing long‑standing community requests for additional Bagman content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990914040436 Blue’s News – Ryan Feltrin .plan update (26 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/linux/&amp;amp;file=kingpin-1.20_glibc-i386-linux2.0.tar.gz Kingpin.info – Linux v1.20 Client Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 24 – Corky Lehmkuhl Interview ===&lt;br /&gt;
On 24 September 1999, Poisonville.com published an interview with Corky Lehmkuhl, one of the texture artists at Xatrix Entertainment. The discussion covered his artistic background — including earlier penciling work for Image and Marvel Comics — as well as his approach to character skinning, the creative challenges of texture work, and advice for aspiring artists looking to enter the industry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release, helping bring wider attention to the interview within the Kingpin community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6024/kingpin-skinning-interview Blue’s News – Kingpin Skinning Interview (24 September 1999)]&lt;br /&gt;
* [[Corky Lehmkuhl Interview#24 September 1999|Corky Lehmkuhl Interview – 24 September 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 29 – Kingpin v1.21 Patch Released ===&lt;br /&gt;
On 29 September 1999, Xatrix released the v1.21 patch and accompanying SDK for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Although an official update, Ryan &amp;quot;Ridah&amp;quot; Feltrin noted that it might not appear on Interplay’s official Kingpin page due to circumstances beyond his control, and encouraged the community to help spread the word. The Linux version of the update was delayed because his development machine was temporarily unavailable.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the Windows patch executable was created earlier in the month, on 6 September 1999. The v1.21 update provided further fixes and refinements following the substantial v1.20 patch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6175/kingpin-1-21-patch-released Blue’s News – Kingpin v1.21 Patch Released (29 September 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.exe Kingpin.info – Kingpin v1.21 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 6 – End of Kingpin Support ===&lt;br /&gt;
On 6 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin posted a .plan update addressing community concerns about &#039;&#039;Kingpin&#039;&#039;’s network code and the delayed SDK release. He explained the steps taken during development to reduce network traffic, but emphasized that no action game could overcome unreliable bandwidth. Feltrin also noted that the v1.21 SDK shipped only with Windows components, as he was unable to compile the Linux build at the time.&lt;br /&gt;
&lt;br /&gt;
He concluded by acknowledging that &#039;&#039;Kingpin&#039;&#039; was now officially the property of a company he no longer worked for, limiting his ability to provide future updates. This statement effectively marked the end of direct developer support for the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000306060543 Blue’s News – Ryan Feltrin .plan update (6 March 2000)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== 2000 March 9 – Ryan Feltrin Interview ===&lt;br /&gt;
On 9 March 2000, an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin was published, offering insight into his work on &#039;&#039;Kingpin: Life of Crime&#039;&#039; and his broader development experience at Xatrix. Feltrin discussed the technical challenges of the project, including AI behavior, networking, and the Linux ports, as well as his approach to engine modification and gameplay systems. The interview also touched on his background, influences, and thoughts on the state of first‑person shooters at the time.&lt;br /&gt;
&lt;br /&gt;
This interview provides one of the more detailed post‑release perspectives from a core member of the Kingpin development team, capturing both the technical and creative mindset behind the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Ryan Feltrin Interview#9 March 2000|Ryan Feltrin Interview – 9 March 2000]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 27 – Linux Kingpin v1.21 Server Update Released ===&lt;br /&gt;
On 27 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced via his .plan file that the Linux dedicated server for &#039;&#039;Kingpin&#039;&#039; had been updated to version 1.21. This release provided a patch for existing Linux v1.20 servers, bringing them in line with the Windows v1.21 update that had shipped in September 1999. The update focused on server stability and compatibility fixes, ensuring cross‑version multiplayer consistency.&lt;br /&gt;
&lt;br /&gt;
Alongside the server patch, a Linux version of the v1.21 SDK navigation library was also made available for mod developers. &#039;&#039;Blue’s News&#039;&#039; reported the release and linked to the updated files.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000327021727 Blue’s News – Ryan Feltrin .plan update (27 March 2000)]&lt;br /&gt;
* [https://www.bluesnews.com/s/11584/linux-kingpin Blue’s News – Linux Kingpin v1.21 Server Update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kpded-linux-glibc-i386-v120-to-v121-patch.zip Kingpin.info – Linux v1.20 → v1.21 Server Patch]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/sdk/&amp;amp;file=kingpinSDK-v121-navlib-linux-glibc-i386.zip Kingpin.info – Linux v1.21 SDK Navigation Library]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2004 April 15 – Kingpin Sequel Announced During Investor Call ===&lt;br /&gt;
On 15 April 2004, Interplay revealed during an investor conference call that a sequel to &#039;&#039;Kingpin: Life of Crime&#039;&#039; was being planned. The announcement described the project as targeting both PC and Xbox platforms, though no developer, production schedule, or release window was provided. By this time, Xatrix — the studio behind the original game — had dissolved and reformed as Gray Matter Studios, leaving the sequel’s development status unclear.&lt;br /&gt;
&lt;br /&gt;
The information originates from the financial webcast held on 14 April 2004, where Interplay outlined upcoming titles and investment priorities. Community‑archived audio from the call exists in two forms: an unofficial short excerpt (6:11 minutes) and a full recording (41:15 minutes). While these recordings support the claim that Kingpin 2 was mentioned, no further official documentation or follow‑up announcements were ever released, and the likelihood of the project having progressed beyond early planning appears low.&lt;br /&gt;
&lt;br /&gt;
Additional materials believed to be related to the proposed sequel — including early slides, audio, and promotional assets — were later preserved by the Kingpin community, though none confirm active development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/48336/kingpin-sequel-planned Blue’s News – Kingpin Sequel Planned (15 April 2004)]&lt;br /&gt;
* [https://web.archive.org/web/20040612075807/https://www.firstcallevents.com/service/ajwz403121699gf12.html Interplay Investor Conference Call – 14 April 2004 (archived)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kp2_slide.zip Kingpin.info – Kingpin 2 Slides Archive]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kingpin2short.ogg Kingpin.info – Unofficial Short Audio Excerpt (6:11)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/34040_35142.zip Kingpin.info – Full Unofficial Audio Recording (41:15)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2009 August 19 – Kingpin Added to Steam as Part of Interplay Classics ===&lt;br /&gt;
On 19 August 2009, Valve and Interplay announced that a selection of classic Interplay titles had been added to Steam, including &#039;&#039;Kingpin: Life of Crime&#039;&#039;. The release formed part of Interplay’s digital re‑release initiative, bringing several late‑1990s PC titles to modern distribution platforms at prices below $10. Interplay CEO Herve Caen emphasized the goal of making the company’s classic catalog widely accessible.&lt;br /&gt;
&lt;br /&gt;
The initial lineup included &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Fallout 2&#039;&#039;, &#039;&#039;Fallout Tactics&#039;&#039;, &#039;&#039;Sacrifice&#039;&#039;, and &#039;&#039;Kingpin&#039;&#039;, with the Fallout titles also available as a discounted bundle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/101315/interplay-classics-on-steam Blue’s News – Interplay Classics on Steam (19 August 2009)]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2014 May 1 – Kingpin Released on GOG.com ===&lt;br /&gt;
In May 2014, &#039;&#039;Kingpin: Life of Crime&#039;&#039; became available on GOG.com as part of Interplay’s ongoing effort to reintroduce its late‑1990s catalog to modern digital storefronts. The GOG release provided a DRM‑free version of the game, bundled with compatibility adjustments for newer versions of Windows and the standard set of GOG extras such as artwork and documentation.&lt;br /&gt;
&lt;br /&gt;
This marked the second major digital re‑release of &#039;&#039;Kingpin&#039;&#039;, following its arrival on Steam in 2009, and helped reestablish the title’s availability after years of limited retail presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2016 September 7 – Interplay Announces Sale of IP Portfolio ===&lt;br /&gt;
On 7 September 2016, Interplay Entertainment Corp. issued a press release announcing plans to sell a significant portion of its intellectual property portfolio. The company engaged Wedbush Securities as its strategic advisor for the process. The announcement was framed as part of Interplay’s effort to restructure and monetize its catalog of classic titles, which included franchises such as &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Earthworm Jim&#039;&#039;, &#039;&#039;MDK&#039;&#039;, and &#039;&#039;Kingpin: Life of Crime&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The release did not specify individual buyers or immediate outcomes, but it signaled Interplay’s intention to divest many of its legacy properties. For &#039;&#039;Kingpin&#039;&#039;, this marked the first formal indication that its rights could change hands after years of dormancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.globenewswire.com/news-release/2016/09/07/870242/10165014/en/Interplay-Announces-Sale-of-Significant-IP-Portfolio-Wedbush-Securities-as-Strategic-Advisor.html GlobeNewswire – Interplay Announces Sale of Significant IP Portfolio (7 September 2016)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2018 July 2 – Kingpin Trademark Application Abandoned ===&lt;br /&gt;
On 2 July 2018, the USPTO officially marked the trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 86838909) as abandoned. The filing, originally submitted by Interplay Entertainment Corp. in December 2015, had sought renewed protection of the title for video game use. The abandonment effectively left the mark unprotected, with the USPTO record later updated in August 2018 to reflect the change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=86838909&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 86838909)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 November 21 – Kingpin Trademark Refiled ===&lt;br /&gt;
On 21 November 2019, a new trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 88700454) was filed with the United States Patent and Trademark Office. This filing followed the abandonment of Interplay’s earlier application in July 2018, and re‑secured the title for use in connection with video games and related goods. Although the remaster was marketed as &#039;&#039;Kingpin: Reloaded&#039;&#039;, the trademark itself covered only the base name &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=88700454&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 88700454)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 December 11 – Community Investigation into Kingpin Revival ===&lt;br /&gt;
On 11 December 2019, Kingpin community member Fredz created an investigation page on Kingpin.info compiling early clues that suggested a revival of the game was underway. The page documented cryptic hints from the 3D Realms Discord, trademark filings, and speculation about engine choices, drawing parallels to teaser campaigns for other 3D Realms projects. The investigation was later updated into January 2020, culminating in expectations for PAX South, where &#039;&#039;Kingpin: Reloaded&#039;&#039; was formally announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/index.html Kingpin.info – Community Investigation Archive (created 11 December 2019)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2020 January 17 – Kingpin: Reloaded Revealed at PAX South ===&lt;br /&gt;
On 17 January 2020, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially revealed during PAX South. The project was presented by 3D Realms and Slipgate Ironworks, with publishing support from Interplay. The remaster was described as a modernized edition of the 1999 first‑person shooter, featuring enhanced graphics, improved controls, and support for contemporary systems, while retaining the gritty tone and violent crime‑driven narrative of the original release.&lt;br /&gt;
&lt;br /&gt;
Coinciding with the reveal, 3D Realms distributed an official press kit prepared by Frederik Schreiber, containing promotional screenshots, logos, and descriptive text for media coverage. The PAX South reveal and press kit together marked the first major revival of the &#039;&#039;Kingpin&#039;&#039; franchise since its original launch, following years of dormancy and the abandonment of earlier sequel plans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/index.html Kingpin.info – Community Investigation Archive (Dec 2019 – Jan 2020)]&lt;br /&gt;
* [https://www.indieretronews.com/2020/01/kingpin-reloaded-violent-fps-classic-is.html Indie Retro News – Kingpin: Reloaded Announcement (January 2020)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_reloaded/media/press-kit/&amp;amp;file=Kingpin%20Reloaded%20Press%20Kit-20200117T153430Z-001.zip Kingpin.info – Kingpin: Reloaded Press Kit (17 January 2020)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2024 December 5 – Kingpin: Reloaded Released on Steam ===&lt;br /&gt;
On 5 December 2024, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially released on Steam, concluding years of anticipation following its announcement at PAX South 2020. Developed by Slipgate Ironworks and published by 3D Realms with Interplay’s involvement, the remaster brought the 1999 crime‑themed first‑person shooter to modern PCs. The release featured enhanced graphics, improved controls, and quality‑of‑life updates while preserving the gritty tone and narrative of the original game.&lt;br /&gt;
&lt;br /&gt;
This marked the first new commercial release in the &#039;&#039;Kingpin&#039;&#039; franchise in over two decades, closing the gap between the original 1999 launch and the long‑awaited revival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://store.steampowered.com/app/1224700/Kingpin_Reloaded/ Steam – Kingpin: Reloaded Store Page]&lt;br /&gt;
* [https://www.bluesnews.com/s/266496/kingpin-reloaded-released Blue’s News – Kingpin: Reloaded Released (5 December 2024)]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1197</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1197"/>
		<updated>2026-01-21T22:43:34Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/kingpin/media/videos/officeel/promo/Kingpin_-_Life_of_Crime_Official_Trailer.mp4 Kingpin – Life of Crime Official Trailer]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Xatrix released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. Gangland.org hosted the video, and &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. The footage originated from an internal Xatrix test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Xatrix release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 18 – Xatrix IRC Developer Chat ===&lt;br /&gt;
On 18 March 1999, members of the Xatrix development team participated in a live IRC chat with the community. The session covered a wide range of topics, including level design, AI behavior, weapon balance, multiplayer plans, and the team’s goals for creating a more immersive and reactive urban environment in &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The chat provided one of the most open and detailed opportunities for players to ask questions directly to the developers during the game’s production, offering valuable insight into both the technical and creative direction of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[IRC chat Xatrix|Xatrix IRC Developer Chat – 18 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 22 – Kingpin Demo Released ===&lt;br /&gt;
On 22 March 1999, Xatrix released the playable demo of &#039;&#039;Kingpin&#039;&#039;. The demo was distributed both online and on cover CDs for magazines such as &#039;&#039;PC Gamer&#039;&#039;, &#039;&#039;PC Accelerator&#039;&#039;, and &#039;&#039;Maximum PC&#039;&#039;, making it widely accessible to players. File metadata from the surviving archive shows that the executable was created on 21 March 1999, one day before the public release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the launch and provided multiple mirrors to help manage download traffic. The demo’s accompanying readme and developer comments were shared through Gangland.org, where Drew Markham described the final testing sessions and the team’s excitement at reaching this milestone after a year of development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/866/kingpin-demo-released Blue’s News – Kingpin Demo Released (22 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin.info – Kingpin Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 7 – Ryan Feltrin Interview ===&lt;br /&gt;
On 7 April 1999, 3D Spotlight published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin of Xatrix Entertainment. Feltrin discussed his technical and design contributions to &#039;&#039;Kingpin&#039;&#039;, including AI behavior, weapon systems, and the team’s goals for creating a more grounded and atmospheric experience within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on the game’s underworld setting and the studio’s approach to delivering a more reactive and immersive environment. &#039;&#039;Blue’s News&#039;&#039; reported the release and highlighted the accompanying screenshots featured in the original article.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1265/kingpin-interview Blue’s News – reporting on the 3D Spotlight interview (7 April 1999)]&lt;br /&gt;
* [[Ryan Feltrin Interview#7 April 1999|Ryan Feltrin Interview – 7 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 12 – Censored Kingpin Demo Released ===&lt;br /&gt;
On 12 April 1999, Xatrix released a censored version of the &#039;&#039;Kingpin&#039;&#039; playable demo. This build removed or altered certain violent and mature elements to meet distribution requirements for print magazine cover discs. The censored demo was later included on the &#039;&#039;PC Zone&#039;&#039; Issue #77 cover CD (June 1999), making it widely available to readers across Europe.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the executable was created on 12 April 1999, matching the release date. Aside from content restrictions, the build was functionally similar to the original 22 March demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO_CENSORED.EXE Kingpin.info – Censored Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 26 – Ryan Feltrin Interview Published ===&lt;br /&gt;
On 26 April 1999, 10 Questions With SamHell published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin, focusing on his programming work at Xatrix for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Feltrin discussed his contributions to the game’s AI systems, weapon behavior, and technical implementation, as well as his earlier work on the &#039;&#039;Eraser&#039;&#039; bot for &#039;&#039;Quake II&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on broader development topics and community issues of the time. &#039;&#039;Blue’s News&#039;&#039; reported the release, helping to bring wider attention to the piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1716/ridah-interview Blue’s News – reporting on the SamHell interview (26 April 1999)]  &lt;br /&gt;
* [[Ryan Feltrin Interview#26 April 1999|Ryan Feltrin Interview – 26 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 May 28 – “On The Street” Kingpin Promo Build ===&lt;br /&gt;
On 28 May 1999, Xatrix created a special promotional build of &#039;&#039;Kingpin&#039;&#039; titled &#039;&#039;&#039;On The Street&#039;&#039;&#039;. File metadata from the surviving archive shows that the executable was compiled on this date. This version was **not** publicly distributed online; instead, it was bundled exclusively with the **Guillemot Maxi Gamer Xentor 16/32** graphics cards, which were based on NVIDIA’s **RIVA TNT2** chipset.&lt;br /&gt;
&lt;br /&gt;
The promo build functioned as a hardware‑bundle showcase, providing early gameplay content intended to demonstrate Kingpin’s visual features on TNT2‑class GPUs. Its limited distribution makes it one of the rarer pre‑release Kingpin executables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_onthestreet/ Kingpin.info – “On The Street” Promo Build Archive]  &lt;br /&gt;
* http://www.tweak3d.net/reviews/guillemot/xentor32/ – Review of the Guillemot Maxi Gamer Xentor 32  &lt;br /&gt;
* https://en.wikipedia.org/wiki/RIVA_TNT2 – RIVA TNT2 Hardware Overview&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 18 – Kingpin Goes Gold ===&lt;br /&gt;
On 18 June 1999, Xatrix announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had gone gold and was officially complete. The final executable was created on the same day, according to file metadata. In the announcement, Drew Markham noted the team’s rapid 13‑month development cycle, the extensive refinements made after the demo’s release, and the effort put into both single‑player polish and multiplayer modes such as Bagman.&lt;br /&gt;
&lt;br /&gt;
The gold master was sent to manufacturing immediately, with shipping scheduled for 28 June 1999. The game reached retail stores shortly afterward, with the official release date recorded as 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/2907/kingpin-goes-gold Blue’s News – Kingpin Goes Gold (18 June 1999)]&lt;br /&gt;
* Internal file metadata – kingpin.exe creation date (18 June 1999)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 28 – Kingpin Ships to Retail ===&lt;br /&gt;
On 28 June 1999, Interplay announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had officially shipped to retail outlets across the United States. The press release emphasized the game’s mature content, its film‑noir‑inspired presentation, and the enhanced Quake II engine technology powering its urban environments. Interplay highlighted the additional labeling and on‑screen information included to ensure consumers were aware of the game’s intended audience.&lt;br /&gt;
&lt;br /&gt;
The shipping announcement followed the gold master completion on 18 June 1999. With distribution underway, the game reached store shelves shortly afterward, aligning with the official release date of 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3159/kingpin-ships Blue’s News – Kingpin Ships (28 June 1999)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 7 – Linux Dedicated Kingpin Server Released ===&lt;br /&gt;
On 7 July 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced the availability of the first Linux dedicated server for &#039;&#039;Kingpin&#039;&#039;. The release was described as a beta build, having undergone limited testing across several servers. Two packages were provided: a full dedicated server pack containing all required maps and player models, and a smaller set of Intel386 Linux glibc 2.0.7 binaries.&lt;br /&gt;
&lt;br /&gt;
Feltrin encouraged server administrators to review the included documentation for installation details and to report any issues, noting that this was his first Linux development effort. &#039;&#039;Blue’s News&#039;&#039; highlighted the release and linked to the available downloads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3401/linux-kingpin-server Blue’s News – Linux Kingpin Server (7 July 1999)]&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990707043307 Blue’s News – Ryan Feltrin .plan update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kingpin-dedicated-glibc-i386-unknown-linux%5B1%5D.tar.gz Kingpin.info – Linux Dedicated Server Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 24 – Kingpin v1.10 Patch Released ===&lt;br /&gt;
On 24 July 1999, Xatrix released the first official patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;, updating the game to version 1.10. File metadata from the surviving archive confirms that the patch executable was created on this date. This update addressed several early post‑launch issues, including long level‑load times, multiplayer pauses, scoreboard problems with larger player counts, and various server‑side stability bugs.&lt;br /&gt;
&lt;br /&gt;
The patch introduced a new client/server package that was not backward‑compatible, requiring all players and servers to upgrade simultaneously. Linux versions of the update were planned to follow shortly after the Windows release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin_v110_patch.exe Kingpin.info – Kingpin v1.10 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 25 – Kingpin v1.20 Patch Released ===&lt;br /&gt;
On 25 August 1999, Xatrix released the v1.20 patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. File metadata from the surviving archive confirms that the patch executable was created on this date. &#039;&#039;Blue’s News&#039;&#039; reported the update after it appeared on Interplay’s servers, noting the extensive list of fixes and improvements included in the release.&lt;br /&gt;
&lt;br /&gt;
The v1.20 update introduced numerous gameplay, networking, and stability enhancements. These included improvements to map cycling, new server administration commands, expanded voting options, downloadable skins and models, chase‑cam observer mode, refinements to real‑mode scoring, fixes for several multiplayer exploits, and a range of crash and compatibility corrections across both Windows and Linux builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/5052/kingpin-1-2-patch Blue’s News – Kingpin v1.20 Patch (25 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin12.exe Kingpin.info – Kingpin v1.20 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 26 – Unofficial Linux Kingpin v1.20 Client Released ===&lt;br /&gt;
On 26 August 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin released an unofficial Linux client build of the &#039;&#039;Kingpin&#039;&#039; v1.20 update. The package, distributed through his personal testing directory, provided a full Linux client based on glibc 2.0.7. Ridah noted that this build was not considered official due to the additional work required before a full Linux client could be formally supported.&lt;br /&gt;
&lt;br /&gt;
He announced that an official server‑only Linux build would follow, as the dedicated server was in a more stable state. Ridah also highlighted that the v1.20 update included two new Bagman maps created by Dave “KungFu” Ward, addressing long‑standing community requests for additional Bagman content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990914040436 Blue’s News – Ryan Feltrin .plan update (26 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/linux/&amp;amp;file=kingpin-1.20_glibc-i386-linux2.0.tar.gz Kingpin.info – Linux v1.20 Client Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 24 – Corky Lehmkuhl Interview ===&lt;br /&gt;
On 24 September 1999, Poisonville.com published an interview with Corky Lehmkuhl, one of the texture artists at Xatrix Entertainment. The discussion covered his artistic background — including earlier penciling work for Image and Marvel Comics — as well as his approach to character skinning, the creative challenges of texture work, and advice for aspiring artists looking to enter the industry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release, helping bring wider attention to the interview within the Kingpin community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6024/kingpin-skinning-interview Blue’s News – Kingpin Skinning Interview (24 September 1999)]&lt;br /&gt;
* [[Corky Lehmkuhl Interview#24 September 1999|Corky Lehmkuhl Interview – 24 September 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 29 – Kingpin v1.21 Patch Released ===&lt;br /&gt;
On 29 September 1999, Xatrix released the v1.21 patch and accompanying SDK for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Although an official update, Ryan &amp;quot;Ridah&amp;quot; Feltrin noted that it might not appear on Interplay’s official Kingpin page due to circumstances beyond his control, and encouraged the community to help spread the word. The Linux version of the update was delayed because his development machine was temporarily unavailable.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the Windows patch executable was created earlier in the month, on 6 September 1999. The v1.21 update provided further fixes and refinements following the substantial v1.20 patch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6175/kingpin-1-21-patch-released Blue’s News – Kingpin v1.21 Patch Released (29 September 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.exe Kingpin.info – Kingpin v1.21 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 6 – End of Kingpin Support ===&lt;br /&gt;
On 6 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin posted a .plan update addressing community concerns about &#039;&#039;Kingpin&#039;&#039;’s network code and the delayed SDK release. He explained the steps taken during development to reduce network traffic, but emphasized that no action game could overcome unreliable bandwidth. Feltrin also noted that the v1.21 SDK shipped only with Windows components, as he was unable to compile the Linux build at the time.&lt;br /&gt;
&lt;br /&gt;
He concluded by acknowledging that &#039;&#039;Kingpin&#039;&#039; was now officially the property of a company he no longer worked for, limiting his ability to provide future updates. This statement effectively marked the end of direct developer support for the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000306060543 Blue’s News – Ryan Feltrin .plan update (6 March 2000)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== 2000 March 9 – Ryan Feltrin Interview ===&lt;br /&gt;
On 9 March 2000, an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin was published, offering insight into his work on &#039;&#039;Kingpin: Life of Crime&#039;&#039; and his broader development experience at Xatrix. Feltrin discussed the technical challenges of the project, including AI behavior, networking, and the Linux ports, as well as his approach to engine modification and gameplay systems. The interview also touched on his background, influences, and thoughts on the state of first‑person shooters at the time.&lt;br /&gt;
&lt;br /&gt;
This interview provides one of the more detailed post‑release perspectives from a core member of the Kingpin development team, capturing both the technical and creative mindset behind the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Ryan Feltrin Interview#9 March 2000|Ryan Feltrin Interview – 9 March 2000]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 27 – Linux Kingpin v1.21 Server Update Released ===&lt;br /&gt;
On 27 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced via his .plan file that the Linux dedicated server for &#039;&#039;Kingpin&#039;&#039; had been updated to version 1.21. This release provided a patch for existing Linux v1.20 servers, bringing them in line with the Windows v1.21 update that had shipped in September 1999. The update focused on server stability and compatibility fixes, ensuring cross‑version multiplayer consistency.&lt;br /&gt;
&lt;br /&gt;
Alongside the server patch, a Linux version of the v1.21 SDK navigation library was also made available for mod developers. &#039;&#039;Blue’s News&#039;&#039; reported the release and linked to the updated files.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000327021727 Blue’s News – Ryan Feltrin .plan update (27 March 2000)]&lt;br /&gt;
* [https://www.bluesnews.com/s/11584/linux-kingpin Blue’s News – Linux Kingpin v1.21 Server Update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kpded-linux-glibc-i386-v120-to-v121-patch.zip Kingpin.info – Linux v1.20 → v1.21 Server Patch]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/sdk/&amp;amp;file=kingpinSDK-v121-navlib-linux-glibc-i386.zip Kingpin.info – Linux v1.21 SDK Navigation Library]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2004 April 15 – Kingpin Sequel Announced During Investor Call ===&lt;br /&gt;
On 15 April 2004, Interplay revealed during an investor conference call that a sequel to &#039;&#039;Kingpin: Life of Crime&#039;&#039; was being planned. The announcement described the project as targeting both PC and Xbox platforms, though no developer, production schedule, or release window was provided. By this time, Xatrix — the studio behind the original game — had dissolved and reformed as Gray Matter Studios, leaving the sequel’s development status unclear.&lt;br /&gt;
&lt;br /&gt;
The information originates from the financial webcast held on 14 April 2004, where Interplay outlined upcoming titles and investment priorities. Community‑archived audio from the call exists in two forms: an unofficial short excerpt (6:11 minutes) and a full recording (41:15 minutes). While these recordings support the claim that Kingpin 2 was mentioned, no further official documentation or follow‑up announcements were ever released, and the likelihood of the project having progressed beyond early planning appears low.&lt;br /&gt;
&lt;br /&gt;
Additional materials believed to be related to the proposed sequel — including early slides, audio, and promotional assets — were later preserved by the Kingpin community, though none confirm active development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/48336/kingpin-sequel-planned Blue’s News – Kingpin Sequel Planned (15 April 2004)]&lt;br /&gt;
* [https://web.archive.org/web/20040612075807/https://www.firstcallevents.com/service/ajwz403121699gf12.html Interplay Investor Conference Call – 14 April 2004 (archived)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kp2_slide.zip Kingpin.info – Kingpin 2 Slides Archive]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kingpin2short.ogg Kingpin.info – Unofficial Short Audio Excerpt (6:11)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/34040_35142.zip Kingpin.info – Full Unofficial Audio Recording (41:15)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2009 August 19 – Kingpin Added to Steam as Part of Interplay Classics ===&lt;br /&gt;
On 19 August 2009, Valve and Interplay announced that a selection of classic Interplay titles had been added to Steam, including &#039;&#039;Kingpin: Life of Crime&#039;&#039;. The release formed part of Interplay’s digital re‑release initiative, bringing several late‑1990s PC titles to modern distribution platforms at prices below $10. Interplay CEO Herve Caen emphasized the goal of making the company’s classic catalog widely accessible.&lt;br /&gt;
&lt;br /&gt;
The initial lineup included &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Fallout 2&#039;&#039;, &#039;&#039;Fallout Tactics&#039;&#039;, &#039;&#039;Sacrifice&#039;&#039;, and &#039;&#039;Kingpin&#039;&#039;, with the Fallout titles also available as a discounted bundle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/101315/interplay-classics-on-steam Blue’s News – Interplay Classics on Steam (19 August 2009)]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2014 May 1 – Kingpin Released on GOG.com ===&lt;br /&gt;
In May 2014, &#039;&#039;Kingpin: Life of Crime&#039;&#039; became available on GOG.com as part of Interplay’s ongoing effort to reintroduce its late‑1990s catalog to modern digital storefronts. The GOG release provided a DRM‑free version of the game, bundled with compatibility adjustments for newer versions of Windows and the standard set of GOG extras such as artwork and documentation.&lt;br /&gt;
&lt;br /&gt;
This marked the second major digital re‑release of &#039;&#039;Kingpin&#039;&#039;, following its arrival on Steam in 2009, and helped reestablish the title’s availability after years of limited retail presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2016 September 7 – Interplay Announces Sale of IP Portfolio ===&lt;br /&gt;
On 7 September 2016, Interplay Entertainment Corp. issued a press release announcing plans to sell a significant portion of its intellectual property portfolio. The company engaged Wedbush Securities as its strategic advisor for the process. The announcement was framed as part of Interplay’s effort to restructure and monetize its catalog of classic titles, which included franchises such as &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Earthworm Jim&#039;&#039;, &#039;&#039;MDK&#039;&#039;, and &#039;&#039;Kingpin: Life of Crime&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The release did not specify individual buyers or immediate outcomes, but it signaled Interplay’s intention to divest many of its legacy properties. For &#039;&#039;Kingpin&#039;&#039;, this marked the first formal indication that its rights could change hands after years of dormancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.globenewswire.com/news-release/2016/09/07/870242/10165014/en/Interplay-Announces-Sale-of-Significant-IP-Portfolio-Wedbush-Securities-as-Strategic-Advisor.html GlobeNewswire – Interplay Announces Sale of Significant IP Portfolio (7 September 2016)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2018 July 2 – Kingpin Trademark Application Abandoned ===&lt;br /&gt;
On 2 July 2018, the USPTO officially marked the trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 86838909) as abandoned. The filing, originally submitted by Interplay Entertainment Corp. in December 2015, had sought renewed protection of the title for video game use. The abandonment effectively left the mark unprotected, with the USPTO record later updated in August 2018 to reflect the change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=86838909&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 86838909)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 November 21 – Kingpin Trademark Refiled ===&lt;br /&gt;
On 21 November 2019, a new trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 88700454) was filed with the United States Patent and Trademark Office. This filing followed the abandonment of Interplay’s earlier application in July 2018, and re‑secured the title for use in connection with video games and related goods. Although the remaster was marketed as &#039;&#039;Kingpin: Reloaded&#039;&#039;, the trademark itself covered only the base name &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=88700454&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 88700454)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 December 11 – Community Investigation into Kingpin Revival ===&lt;br /&gt;
On 11 December 2019, Kingpin community member Fredz created an investigation page on Kingpin.info compiling early clues that suggested a revival of the game was underway. The page documented cryptic hints from the 3D Realms Discord, trademark filings, and speculation about engine choices, drawing parallels to teaser campaigns for other 3D Realms projects. The investigation was later updated into January 2020, culminating in expectations for PAX South, where &#039;&#039;Kingpin: Reloaded&#039;&#039; was formally announced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/index.html Kingpin.info – Community Investigation Archive (created 11 December 2019)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2020 January 17 – Kingpin: Reloaded Revealed at PAX South ===&lt;br /&gt;
On 17 January 2020, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially revealed during PAX South. The project was presented by 3D Realms and Slipgate Ironworks, with publishing support from Interplay. The remaster was described as a modernized edition of the 1999 first‑person shooter, featuring enhanced graphics, improved controls, and support for contemporary systems, while retaining the gritty tone and violent crime‑driven narrative of the original release.&lt;br /&gt;
&lt;br /&gt;
The PAX South reveal marked the first major revival of the &#039;&#039;Kingpin&#039;&#039; franchise since its original launch, following years of dormancy and the abandonment of earlier sequel plans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/index.html Kingpin.info – Community Investigation Archive (Dec 2019 – Jan 2020)]&lt;br /&gt;
* [https://www.indieretronews.com/2020/01/kingpin-reloaded-violent-fps-classic-is.html Indie Retro News – Kingpin: Reloaded Announcement (January 2020)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2024 December 5 – Kingpin: Reloaded Released on Steam ===&lt;br /&gt;
On 5 December 2024, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially released on Steam, concluding years of anticipation following its announcement at PAX South 2020. Developed by Slipgate Ironworks and published by 3D Realms with Interplay’s involvement, the remaster brought the 1999 crime‑themed first‑person shooter to modern PCs. The release featured enhanced graphics, improved controls, and quality‑of‑life updates while preserving the gritty tone and narrative of the original game.&lt;br /&gt;
&lt;br /&gt;
This marked the first new commercial release in the &#039;&#039;Kingpin&#039;&#039; franchise in over two decades, closing the gap between the original 1999 launch and the long‑awaited revival.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://store.steampowered.com/app/1224700/Kingpin_Reloaded/ Steam – Kingpin: Reloaded Store Page]&lt;br /&gt;
* [https://www.bluesnews.com/s/266496/kingpin-reloaded-released Blue’s News – Kingpin: Reloaded Released (5 December 2024)]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1196</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1196"/>
		<updated>2026-01-21T22:25:14Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/kingpin/media/videos/officeel/promo/Kingpin_-_Life_of_Crime_Official_Trailer.mp4 Kingpin – Life of Crime Official Trailer]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Xatrix released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. Gangland.org hosted the video, and &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. The footage originated from an internal Xatrix test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Xatrix release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 18 – Xatrix IRC Developer Chat ===&lt;br /&gt;
On 18 March 1999, members of the Xatrix development team participated in a live IRC chat with the community. The session covered a wide range of topics, including level design, AI behavior, weapon balance, multiplayer plans, and the team’s goals for creating a more immersive and reactive urban environment in &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The chat provided one of the most open and detailed opportunities for players to ask questions directly to the developers during the game’s production, offering valuable insight into both the technical and creative direction of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[IRC chat Xatrix|Xatrix IRC Developer Chat – 18 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 22 – Kingpin Demo Released ===&lt;br /&gt;
On 22 March 1999, Xatrix released the playable demo of &#039;&#039;Kingpin&#039;&#039;. The demo was distributed both online and on cover CDs for magazines such as &#039;&#039;PC Gamer&#039;&#039;, &#039;&#039;PC Accelerator&#039;&#039;, and &#039;&#039;Maximum PC&#039;&#039;, making it widely accessible to players. File metadata from the surviving archive shows that the executable was created on 21 March 1999, one day before the public release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the launch and provided multiple mirrors to help manage download traffic. The demo’s accompanying readme and developer comments were shared through Gangland.org, where Drew Markham described the final testing sessions and the team’s excitement at reaching this milestone after a year of development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/866/kingpin-demo-released Blue’s News – Kingpin Demo Released (22 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin.info – Kingpin Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 7 – Ryan Feltrin Interview ===&lt;br /&gt;
On 7 April 1999, 3D Spotlight published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin of Xatrix Entertainment. Feltrin discussed his technical and design contributions to &#039;&#039;Kingpin&#039;&#039;, including AI behavior, weapon systems, and the team’s goals for creating a more grounded and atmospheric experience within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on the game’s underworld setting and the studio’s approach to delivering a more reactive and immersive environment. &#039;&#039;Blue’s News&#039;&#039; reported the release and highlighted the accompanying screenshots featured in the original article.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1265/kingpin-interview Blue’s News – reporting on the 3D Spotlight interview (7 April 1999)]&lt;br /&gt;
* [[Ryan Feltrin Interview#7 April 1999|Ryan Feltrin Interview – 7 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 12 – Censored Kingpin Demo Released ===&lt;br /&gt;
On 12 April 1999, Xatrix released a censored version of the &#039;&#039;Kingpin&#039;&#039; playable demo. This build removed or altered certain violent and mature elements to meet distribution requirements for print magazine cover discs. The censored demo was later included on the &#039;&#039;PC Zone&#039;&#039; Issue #77 cover CD (June 1999), making it widely available to readers across Europe.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the executable was created on 12 April 1999, matching the release date. Aside from content restrictions, the build was functionally similar to the original 22 March demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO_CENSORED.EXE Kingpin.info – Censored Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 26 – Ryan Feltrin Interview Published ===&lt;br /&gt;
On 26 April 1999, 10 Questions With SamHell published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin, focusing on his programming work at Xatrix for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Feltrin discussed his contributions to the game’s AI systems, weapon behavior, and technical implementation, as well as his earlier work on the &#039;&#039;Eraser&#039;&#039; bot for &#039;&#039;Quake II&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on broader development topics and community issues of the time. &#039;&#039;Blue’s News&#039;&#039; reported the release, helping to bring wider attention to the piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1716/ridah-interview Blue’s News – reporting on the SamHell interview (26 April 1999)]  &lt;br /&gt;
* [[Ryan Feltrin Interview#26 April 1999|Ryan Feltrin Interview – 26 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 May 28 – “On The Street” Kingpin Promo Build ===&lt;br /&gt;
On 28 May 1999, Xatrix created a special promotional build of &#039;&#039;Kingpin&#039;&#039; titled &#039;&#039;&#039;On The Street&#039;&#039;&#039;. File metadata from the surviving archive shows that the executable was compiled on this date. This version was **not** publicly distributed online; instead, it was bundled exclusively with the **Guillemot Maxi Gamer Xentor 16/32** graphics cards, which were based on NVIDIA’s **RIVA TNT2** chipset.&lt;br /&gt;
&lt;br /&gt;
The promo build functioned as a hardware‑bundle showcase, providing early gameplay content intended to demonstrate Kingpin’s visual features on TNT2‑class GPUs. Its limited distribution makes it one of the rarer pre‑release Kingpin executables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_onthestreet/ Kingpin.info – “On The Street” Promo Build Archive]  &lt;br /&gt;
* http://www.tweak3d.net/reviews/guillemot/xentor32/ – Review of the Guillemot Maxi Gamer Xentor 32  &lt;br /&gt;
* https://en.wikipedia.org/wiki/RIVA_TNT2 – RIVA TNT2 Hardware Overview&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 18 – Kingpin Goes Gold ===&lt;br /&gt;
On 18 June 1999, Xatrix announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had gone gold and was officially complete. The final executable was created on the same day, according to file metadata. In the announcement, Drew Markham noted the team’s rapid 13‑month development cycle, the extensive refinements made after the demo’s release, and the effort put into both single‑player polish and multiplayer modes such as Bagman.&lt;br /&gt;
&lt;br /&gt;
The gold master was sent to manufacturing immediately, with shipping scheduled for 28 June 1999. The game reached retail stores shortly afterward, with the official release date recorded as 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/2907/kingpin-goes-gold Blue’s News – Kingpin Goes Gold (18 June 1999)]&lt;br /&gt;
* Internal file metadata – kingpin.exe creation date (18 June 1999)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 28 – Kingpin Ships to Retail ===&lt;br /&gt;
On 28 June 1999, Interplay announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had officially shipped to retail outlets across the United States. The press release emphasized the game’s mature content, its film‑noir‑inspired presentation, and the enhanced Quake II engine technology powering its urban environments. Interplay highlighted the additional labeling and on‑screen information included to ensure consumers were aware of the game’s intended audience.&lt;br /&gt;
&lt;br /&gt;
The shipping announcement followed the gold master completion on 18 June 1999. With distribution underway, the game reached store shelves shortly afterward, aligning with the official release date of 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3159/kingpin-ships Blue’s News – Kingpin Ships (28 June 1999)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 7 – Linux Dedicated Kingpin Server Released ===&lt;br /&gt;
On 7 July 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced the availability of the first Linux dedicated server for &#039;&#039;Kingpin&#039;&#039;. The release was described as a beta build, having undergone limited testing across several servers. Two packages were provided: a full dedicated server pack containing all required maps and player models, and a smaller set of Intel386 Linux glibc 2.0.7 binaries.&lt;br /&gt;
&lt;br /&gt;
Feltrin encouraged server administrators to review the included documentation for installation details and to report any issues, noting that this was his first Linux development effort. &#039;&#039;Blue’s News&#039;&#039; highlighted the release and linked to the available downloads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3401/linux-kingpin-server Blue’s News – Linux Kingpin Server (7 July 1999)]&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990707043307 Blue’s News – Ryan Feltrin .plan update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kingpin-dedicated-glibc-i386-unknown-linux%5B1%5D.tar.gz Kingpin.info – Linux Dedicated Server Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 24 – Kingpin v1.10 Patch Released ===&lt;br /&gt;
On 24 July 1999, Xatrix released the first official patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;, updating the game to version 1.10. File metadata from the surviving archive confirms that the patch executable was created on this date. This update addressed several early post‑launch issues, including long level‑load times, multiplayer pauses, scoreboard problems with larger player counts, and various server‑side stability bugs.&lt;br /&gt;
&lt;br /&gt;
The patch introduced a new client/server package that was not backward‑compatible, requiring all players and servers to upgrade simultaneously. Linux versions of the update were planned to follow shortly after the Windows release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin_v110_patch.exe Kingpin.info – Kingpin v1.10 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 25 – Kingpin v1.20 Patch Released ===&lt;br /&gt;
On 25 August 1999, Xatrix released the v1.20 patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. File metadata from the surviving archive confirms that the patch executable was created on this date. &#039;&#039;Blue’s News&#039;&#039; reported the update after it appeared on Interplay’s servers, noting the extensive list of fixes and improvements included in the release.&lt;br /&gt;
&lt;br /&gt;
The v1.20 update introduced numerous gameplay, networking, and stability enhancements. These included improvements to map cycling, new server administration commands, expanded voting options, downloadable skins and models, chase‑cam observer mode, refinements to real‑mode scoring, fixes for several multiplayer exploits, and a range of crash and compatibility corrections across both Windows and Linux builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/5052/kingpin-1-2-patch Blue’s News – Kingpin v1.20 Patch (25 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin12.exe Kingpin.info – Kingpin v1.20 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 26 – Unofficial Linux Kingpin v1.20 Client Released ===&lt;br /&gt;
On 26 August 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin released an unofficial Linux client build of the &#039;&#039;Kingpin&#039;&#039; v1.20 update. The package, distributed through his personal testing directory, provided a full Linux client based on glibc 2.0.7. Ridah noted that this build was not considered official due to the additional work required before a full Linux client could be formally supported.&lt;br /&gt;
&lt;br /&gt;
He announced that an official server‑only Linux build would follow, as the dedicated server was in a more stable state. Ridah also highlighted that the v1.20 update included two new Bagman maps created by Dave “KungFu” Ward, addressing long‑standing community requests for additional Bagman content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990914040436 Blue’s News – Ryan Feltrin .plan update (26 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/linux/&amp;amp;file=kingpin-1.20_glibc-i386-linux2.0.tar.gz Kingpin.info – Linux v1.20 Client Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 24 – Corky Lehmkuhl Interview ===&lt;br /&gt;
On 24 September 1999, Poisonville.com published an interview with Corky Lehmkuhl, one of the texture artists at Xatrix Entertainment. The discussion covered his artistic background — including earlier penciling work for Image and Marvel Comics — as well as his approach to character skinning, the creative challenges of texture work, and advice for aspiring artists looking to enter the industry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release, helping bring wider attention to the interview within the Kingpin community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6024/kingpin-skinning-interview Blue’s News – Kingpin Skinning Interview (24 September 1999)]&lt;br /&gt;
* [[Corky Lehmkuhl Interview#24 September 1999|Corky Lehmkuhl Interview – 24 September 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 29 – Kingpin v1.21 Patch Released ===&lt;br /&gt;
On 29 September 1999, Xatrix released the v1.21 patch and accompanying SDK for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Although an official update, Ryan &amp;quot;Ridah&amp;quot; Feltrin noted that it might not appear on Interplay’s official Kingpin page due to circumstances beyond his control, and encouraged the community to help spread the word. The Linux version of the update was delayed because his development machine was temporarily unavailable.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the Windows patch executable was created earlier in the month, on 6 September 1999. The v1.21 update provided further fixes and refinements following the substantial v1.20 patch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6175/kingpin-1-21-patch-released Blue’s News – Kingpin v1.21 Patch Released (29 September 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.exe Kingpin.info – Kingpin v1.21 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 6 – End of Kingpin Support ===&lt;br /&gt;
On 6 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin posted a .plan update addressing community concerns about &#039;&#039;Kingpin&#039;&#039;’s network code and the delayed SDK release. He explained the steps taken during development to reduce network traffic, but emphasized that no action game could overcome unreliable bandwidth. Feltrin also noted that the v1.21 SDK shipped only with Windows components, as he was unable to compile the Linux build at the time.&lt;br /&gt;
&lt;br /&gt;
He concluded by acknowledging that &#039;&#039;Kingpin&#039;&#039; was now officially the property of a company he no longer worked for, limiting his ability to provide future updates. This statement effectively marked the end of direct developer support for the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000306060543 Blue’s News – Ryan Feltrin .plan update (6 March 2000)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== 2000 March 9 – Ryan Feltrin Interview ===&lt;br /&gt;
On 9 March 2000, an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin was published, offering insight into his work on &#039;&#039;Kingpin: Life of Crime&#039;&#039; and his broader development experience at Xatrix. Feltrin discussed the technical challenges of the project, including AI behavior, networking, and the Linux ports, as well as his approach to engine modification and gameplay systems. The interview also touched on his background, influences, and thoughts on the state of first‑person shooters at the time.&lt;br /&gt;
&lt;br /&gt;
This interview provides one of the more detailed post‑release perspectives from a core member of the Kingpin development team, capturing both the technical and creative mindset behind the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Ryan Feltrin Interview#9 March 2000|Ryan Feltrin Interview – 9 March 2000]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 27 – Linux Kingpin v1.21 Server Update Released ===&lt;br /&gt;
On 27 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced via his .plan file that the Linux dedicated server for &#039;&#039;Kingpin&#039;&#039; had been updated to version 1.21. This release provided a patch for existing Linux v1.20 servers, bringing them in line with the Windows v1.21 update that had shipped in September 1999. The update focused on server stability and compatibility fixes, ensuring cross‑version multiplayer consistency.&lt;br /&gt;
&lt;br /&gt;
Alongside the server patch, a Linux version of the v1.21 SDK navigation library was also made available for mod developers. &#039;&#039;Blue’s News&#039;&#039; reported the release and linked to the updated files.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000327021727 Blue’s News – Ryan Feltrin .plan update (27 March 2000)]&lt;br /&gt;
* [https://www.bluesnews.com/s/11584/linux-kingpin Blue’s News – Linux Kingpin v1.21 Server Update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kpded-linux-glibc-i386-v120-to-v121-patch.zip Kingpin.info – Linux v1.20 → v1.21 Server Patch]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/sdk/&amp;amp;file=kingpinSDK-v121-navlib-linux-glibc-i386.zip Kingpin.info – Linux v1.21 SDK Navigation Library]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2004 April 15 – Kingpin Sequel Announced During Investor Call ===&lt;br /&gt;
On 15 April 2004, Interplay revealed during an investor conference call that a sequel to &#039;&#039;Kingpin: Life of Crime&#039;&#039; was being planned. The announcement described the project as targeting both PC and Xbox platforms, though no developer, production schedule, or release window was provided. By this time, Xatrix — the studio behind the original game — had dissolved and reformed as Gray Matter Studios, leaving the sequel’s development status unclear.&lt;br /&gt;
&lt;br /&gt;
The information originates from the financial webcast held on 14 April 2004, where Interplay outlined upcoming titles and investment priorities. Community‑archived audio from the call exists in two forms: an unofficial short excerpt (6:11 minutes) and a full recording (41:15 minutes). While these recordings support the claim that Kingpin 2 was mentioned, no further official documentation or follow‑up announcements were ever released, and the likelihood of the project having progressed beyond early planning appears low.&lt;br /&gt;
&lt;br /&gt;
Additional materials believed to be related to the proposed sequel — including early slides, audio, and promotional assets — were later preserved by the Kingpin community, though none confirm active development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/48336/kingpin-sequel-planned Blue’s News – Kingpin Sequel Planned (15 April 2004)]&lt;br /&gt;
* [https://web.archive.org/web/20040612075807/https://www.firstcallevents.com/service/ajwz403121699gf12.html Interplay Investor Conference Call – 14 April 2004 (archived)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kp2_slide.zip Kingpin.info – Kingpin 2 Slides Archive]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kingpin2short.ogg Kingpin.info – Unofficial Short Audio Excerpt (6:11)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/34040_35142.zip Kingpin.info – Full Unofficial Audio Recording (41:15)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2009 August 19 – Kingpin Added to Steam as Part of Interplay Classics ===&lt;br /&gt;
On 19 August 2009, Valve and Interplay announced that a selection of classic Interplay titles had been added to Steam, including &#039;&#039;Kingpin: Life of Crime&#039;&#039;. The release formed part of Interplay’s digital re‑release initiative, bringing several late‑1990s PC titles to modern distribution platforms at prices below $10. Interplay CEO Herve Caen emphasized the goal of making the company’s classic catalog widely accessible.&lt;br /&gt;
&lt;br /&gt;
The initial lineup included &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Fallout 2&#039;&#039;, &#039;&#039;Fallout Tactics&#039;&#039;, &#039;&#039;Sacrifice&#039;&#039;, and &#039;&#039;Kingpin&#039;&#039;, with the Fallout titles also available as a discounted bundle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/101315/interplay-classics-on-steam Blue’s News – Interplay Classics on Steam (19 August 2009)]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2014 May 1 – Kingpin Released on GOG.com ===&lt;br /&gt;
In May 2014, &#039;&#039;Kingpin: Life of Crime&#039;&#039; became available on GOG.com as part of Interplay’s ongoing effort to reintroduce its late‑1990s catalog to modern digital storefronts. The GOG release provided a DRM‑free version of the game, bundled with compatibility adjustments for newer versions of Windows and the standard set of GOG extras such as artwork and documentation.&lt;br /&gt;
&lt;br /&gt;
This marked the second major digital re‑release of &#039;&#039;Kingpin&#039;&#039;, following its arrival on Steam in 2009, and helped reestablish the title’s availability after years of limited retail presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2016 September 7 – Interplay Announces Sale of IP Portfolio ===&lt;br /&gt;
On 7 September 2016, Interplay Entertainment Corp. issued a press release announcing plans to sell a significant portion of its intellectual property portfolio. The company engaged Wedbush Securities as its strategic advisor for the process. The announcement was framed as part of Interplay’s effort to restructure and monetize its catalog of classic titles, which included franchises such as &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Earthworm Jim&#039;&#039;, &#039;&#039;MDK&#039;&#039;, and &#039;&#039;Kingpin: Life of Crime&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The release did not specify individual buyers or immediate outcomes, but it signaled Interplay’s intention to divest many of its legacy properties. For &#039;&#039;Kingpin&#039;&#039;, this marked the first formal indication that its rights could change hands after years of dormancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.globenewswire.com/news-release/2016/09/07/870242/10165014/en/Interplay-Announces-Sale-of-Significant-IP-Portfolio-Wedbush-Securities-as-Strategic-Advisor.html GlobeNewswire – Interplay Announces Sale of Significant IP Portfolio (7 September 2016)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2018 July 2 – Kingpin Trademark Application Abandoned ===&lt;br /&gt;
On 2 July 2018, the USPTO officially marked the trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 86838909) as abandoned. The filing, originally submitted by Interplay Entertainment Corp. in December 2015, had sought renewed protection of the title for video game use. The abandonment effectively left the mark unprotected, with the USPTO record later updated in August 2018 to reflect the change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=86838909&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 86838909)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2019 November 21 – Kingpin Trademark Refiled ===&lt;br /&gt;
On 21 November 2019, a new trademark application for &#039;&#039;Kingpin&#039;&#039; (Serial No. 88700454) was filed with the United States Patent and Trademark Office. This filing followed the abandonment of Interplay’s earlier application in July 2018, and re‑secured the title for use in connection with video games and related goods. Although the remaster was marketed as &#039;&#039;Kingpin: Reloaded&#039;&#039;, the trademark itself covered only the base name &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://tsdr.uspto.gov/#caseNumber=88700454&amp;amp;caseSearchType=US_APPLICATION&amp;amp;caseType=DEFAULT&amp;amp;searchType=statusSearch USPTO – Kingpin Trademark Application (Serial No. 88700454)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2020 January – Kingpin: Reloaded Announced ===&lt;br /&gt;
In January 2020, &#039;&#039;Kingpin: Reloaded&#039;&#039; was officially announced as a remastered edition of the 1999 first‑person shooter. The project was revealed by 3D Realms and Slipgate Ironworks, with publishing support from Interplay. The remaster was described as a modernized version of the original game, featuring enhanced graphics, improved controls, and support for contemporary systems, while retaining the gritty tone and violent crime‑driven narrative that defined the original release.&lt;br /&gt;
&lt;br /&gt;
The announcement marked the first major revival of the &#039;&#039;Kingpin&#039;&#039; franchise since its original launch, following years of dormancy and the abandonment of earlier sequel plans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.indieretronews.com/2020/01/kingpin-reloaded-violent-fps-classic-is.html Indie Retro News – Kingpin: Reloaded Announcement (January 2020)]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Maps&amp;diff=1195</id>
		<title>Maps</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Maps&amp;diff=1195"/>
		<updated>2026-01-21T21:56:25Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
== Singleplayer Maps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Filename&lt;br /&gt;
! Map Name&lt;br /&gt;
! Episode&lt;br /&gt;
! Creator&lt;br /&gt;
|-&lt;br /&gt;
| kpcut1&lt;br /&gt;
| What&#039;s The Count&lt;br /&gt;
| 1 - Skid Row&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| sr1&lt;br /&gt;
| Skidrow&lt;br /&gt;
| 1 - Skid Row&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| pawn_sr&lt;br /&gt;
| Pawn &#039;o&#039; Matic&lt;br /&gt;
| 1 - Skid Row&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| sewer&lt;br /&gt;
| The Sewers&lt;br /&gt;
| 1 - Skid Row&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| sr2&lt;br /&gt;
| The Super&lt;br /&gt;
| 1 - Skid Row&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| bar_sr&lt;br /&gt;
| Jax&lt;br /&gt;
| 1 - Skid Row&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| pawn_sr2&lt;br /&gt;
| Pawn &#039;o&#039; Matic&lt;br /&gt;
| 1 - Skid Row&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| sr3&lt;br /&gt;
| Mean Streets&lt;br /&gt;
| 1 - Skid Row&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| sr4&lt;br /&gt;
| The Jesus&lt;br /&gt;
| 1 - Skid Row&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| bike&lt;br /&gt;
| Bike&lt;br /&gt;
| 1 - Skid Row&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| pv_h&lt;br /&gt;
| Poisonville&lt;br /&gt;
| 2 - Poisonville&lt;br /&gt;
| [[Mal Blackwell]]&lt;br /&gt;
|-&lt;br /&gt;
| pawn_pv&lt;br /&gt;
| pawn_pv&lt;br /&gt;
| 2 - Poisonville&lt;br /&gt;
| [[Mal Blackwell]]&lt;br /&gt;
|-&lt;br /&gt;
| bar_pv&lt;br /&gt;
| Club Swank&lt;br /&gt;
| 2 - Poisonville&lt;br /&gt;
| [[Mal Blackwell]]&lt;br /&gt;
|-&lt;br /&gt;
| idiot&lt;br /&gt;
| Club Swank&lt;br /&gt;
| 2 - Poisonville&lt;br /&gt;
| [[Mal Blackwell]]&lt;br /&gt;
|-&lt;br /&gt;
| pv_1&lt;br /&gt;
| Louie&#039;s Errand&lt;br /&gt;
| 2 - Poisonville&lt;br /&gt;
| [[Mal Blackwell]]&lt;br /&gt;
|-&lt;br /&gt;
| pv_b&lt;br /&gt;
| Blanco Industries&lt;br /&gt;
| 2 - Poisonville&lt;br /&gt;
| [[Mal Blackwell]]&lt;br /&gt;
|-&lt;br /&gt;
| pv_boss&lt;br /&gt;
| Nikki Blanco&lt;br /&gt;
| 2 - Poisonville&lt;br /&gt;
| [[Mal Blackwell]]&lt;br /&gt;
|-&lt;br /&gt;
| sy_h&lt;br /&gt;
| Lizzie&#039;s Problem&lt;br /&gt;
| 3 - Shipyards&lt;br /&gt;
| [[Richard Farrelly]]&lt;br /&gt;
|-&lt;br /&gt;
| bar_sy&lt;br /&gt;
| Salty Dog&lt;br /&gt;
| 3 - Shipyards&lt;br /&gt;
| [[Richard Farrelly]]&lt;br /&gt;
|-&lt;br /&gt;
| pawn_sy&lt;br /&gt;
| Pawn &#039;o&#039; Matic&lt;br /&gt;
| 3 - Shipyards&lt;br /&gt;
| [[Richard Farrelly]]&lt;br /&gt;
|-&lt;br /&gt;
| sy1&lt;br /&gt;
| Pier Pressure&lt;br /&gt;
| 3 - Shipyards&lt;br /&gt;
| [[Richard Farrelly]]&lt;br /&gt;
|-&lt;br /&gt;
| sy2&lt;br /&gt;
| Das Boot&lt;br /&gt;
| 3 - Shipyards&lt;br /&gt;
| [[Richard Farrelly]]&lt;br /&gt;
|-&lt;br /&gt;
| steel1&lt;br /&gt;
| Steeltown&lt;br /&gt;
| 4 - Steeltown&lt;br /&gt;
| [[Dan Koppel]]&lt;br /&gt;
|-&lt;br /&gt;
| bar_st&lt;br /&gt;
| Boiler Room&lt;br /&gt;
| 4 - Steeltown&lt;br /&gt;
| [[Dan Koppel]]&lt;br /&gt;
|-&lt;br /&gt;
| pawn_st&lt;br /&gt;
| Steeltown Pawn&lt;br /&gt;
| 4 - Steeltown&lt;br /&gt;
| [[Dan Koppel]]&lt;br /&gt;
|-&lt;br /&gt;
| steel2&lt;br /&gt;
| Steel Mill&lt;br /&gt;
| 4 - Steeltown&lt;br /&gt;
| [[Dan Koppel]]&lt;br /&gt;
|-&lt;br /&gt;
| steel3&lt;br /&gt;
| Steel Processing&lt;br /&gt;
| 4 - Steeltown&lt;br /&gt;
| [[Dan Koppel]]&lt;br /&gt;
|-&lt;br /&gt;
| steel4&lt;br /&gt;
| Moker Shipping&lt;br /&gt;
| 4 - Steeltown&lt;br /&gt;
| [[Dan Koppel]]&lt;br /&gt;
|-&lt;br /&gt;
| kpcut3&lt;br /&gt;
| Consequences&lt;br /&gt;
| 5 - Trainyard&lt;br /&gt;
| [[Aaron Barber]]&lt;br /&gt;
|-&lt;br /&gt;
| ty1&lt;br /&gt;
| Derailed&lt;br /&gt;
| 5 - Trainyard&lt;br /&gt;
| [[Aaron Barber]]&lt;br /&gt;
|-&lt;br /&gt;
| ty2&lt;br /&gt;
| Dark Passage&lt;br /&gt;
| 5 - Trainyard&lt;br /&gt;
| [[Aaron Barber]]&lt;br /&gt;
|-&lt;br /&gt;
| ty3&lt;br /&gt;
| Trainyards&lt;br /&gt;
| 5 - Trainyard&lt;br /&gt;
| [[Aaron Barber]]&lt;br /&gt;
|-&lt;br /&gt;
| ty4&lt;br /&gt;
| Depot&lt;br /&gt;
| 5 - Trainyard&lt;br /&gt;
| [[Aaron Barber]]&lt;br /&gt;
|-&lt;br /&gt;
| kpcut4&lt;br /&gt;
| The Picnic&lt;br /&gt;
| 6 - Radio City&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| rc1&lt;br /&gt;
| Radio City Station&lt;br /&gt;
| 6 - Radio City&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| rc2&lt;br /&gt;
| Enter the Dragons&lt;br /&gt;
| 6 - Radio City&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| rc3&lt;br /&gt;
| Streets of Fire&lt;br /&gt;
| 6 - Radio City&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| pawn_rc&lt;br /&gt;
| Back in 10&lt;br /&gt;
| 6 - Radio City&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| rc4&lt;br /&gt;
| Skytram Station&lt;br /&gt;
| 6 - Radio City&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| bar_rc&lt;br /&gt;
| Typhoon&lt;br /&gt;
| 6 - Radio City&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| rc5&lt;br /&gt;
| Central Towers&lt;br /&gt;
| 6 - Radio City&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| rcboss1&lt;br /&gt;
| Crystal Palace East&lt;br /&gt;
| 6 - Radio City&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| rcboss2&lt;br /&gt;
| Crystal Palace West&lt;br /&gt;
| 6 - Radio City&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| kpcut7&lt;br /&gt;
| Outro&lt;br /&gt;
| 6 - Radio City&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 7 - Crystal Palace&lt;br /&gt;
| John W Anderson&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Deathmatch Maps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Filename&lt;br /&gt;
! Map Name&lt;br /&gt;
! Creator&lt;br /&gt;
|-&lt;br /&gt;
| kpdm1&lt;br /&gt;
| Rival Turf&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| kpdm2&lt;br /&gt;
| Industrial Waste&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| kpdm3&lt;br /&gt;
| Mean Streets&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| Kpdm4&lt;br /&gt;
| Urban Decay&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| kpdm5&lt;br /&gt;
| Central Towers&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bagman Maps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Filename&lt;br /&gt;
! Map Name&lt;br /&gt;
! Creator&lt;br /&gt;
|-&lt;br /&gt;
| team_sr&lt;br /&gt;
| Team Streets&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| team_pv&lt;br /&gt;
| Backstreet Rumble&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| team_rc&lt;br /&gt;
| All Aboard&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| team_rival&lt;br /&gt;
| Rival Teams&lt;br /&gt;
| | [[David Ward|Dave &amp;quot;KungFu&amp;quot; Ward]]&lt;br /&gt;
|-&lt;br /&gt;
| team_towers&lt;br /&gt;
| Team Towers&lt;br /&gt;
| | [[David Ward|Dave &amp;quot;KungFu&amp;quot; Ward]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kingpin Demo Maps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Filename&lt;br /&gt;
! Map Name&lt;br /&gt;
! Creator&lt;br /&gt;
|-&lt;br /&gt;
| sr1&lt;br /&gt;
| sr1&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| pawn_sr&lt;br /&gt;
| pawn_sr&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| sewer&lt;br /&gt;
| sewer&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| sr2&lt;br /&gt;
| sr2&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| bar_sr&lt;br /&gt;
| bar_sr&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| sr3&lt;br /&gt;
| sr3&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|-&lt;br /&gt;
| bike&lt;br /&gt;
| bike&lt;br /&gt;
| [[Alex Mayberry]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Mods&amp;diff=1194</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Mods&amp;diff=1194"/>
		<updated>2026-01-18T22:03:34Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Single Player Maps/Mods===&lt;br /&gt;
Once you finish the single player campaign and you feel that you want to play some more then there are many custom single player episodes made for Kingpin that you can try.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Creator !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/main/maps/single_player/Night_Work_at_the_Factory/ Nightwork at the Factory] || [http://felikkz7.free.fr Felikkz7] || A massive single player campaign 10 years in the making&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/main/maps/single_player/Orbital_Sanctum/ Orbital Sanctum] || [https://jezzahkp.carrd.co/ Jerry] || Using all hand-drawn textures and brand new levels set on the RV-308&lt;br /&gt;
|- &lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/main/maps/single_player/The_House_Of_Death_Part1_%26_2/ House of Death] || Sonik || Based in a haunted house, you will travel through the depths of it, and back to the surface&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/main/maps/single_player/Kingpin_Final_Crime/ Kingpin: Final Crime] || [https://methodonline.com Method] || Unofficial sequel to Kingpin&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/main/maps/single_player/vr_killspree/ KillSpree] || Sonik || a very short episode&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/main/maps/single_player/Street_Revenge/ Street Revenge] || Mr.Goodfinger ||&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/main/maps/single_player/Barren_Meadow/ Barren Meadow] || AliasConradColdwood ||&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/main/maps/single_player/WheelBarrow_maps/ Wheelbarrow&#039;s Maps] || Wheelbarrow|| a story that spreads over five episodes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/main/maps/single_player/Badmonk_Maps/ Badmonk Maps ] || BadMonk ||&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/main/maps/single_player/Detroit_Robbery/ Detroit Robbery] || Sonik || The object is to rob the bank and get the money from the vault and from the ATM&#039;s and then make your getaway. &lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/main/maps/single_player/Forest_And_Warren/ Forest And Warren ] || Sam Owens || Truth is you&#039;re just a skinny white boy from suburbia.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/main/maps/single_player/Law_Of_The_West/ Law Of The West] || Wattie || 4 hard single player missions&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/main/maps/single_player/Tea_Time/ Tea Time] || Tea Leaf || It is a small episode where the aim is for the player to escape the city.&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/main/maps/single_player/War_Now/ War Now 1 &amp;amp; 2] || Wattie || &amp;quot;Short shoot-em-up map&amp;quot; and the story is that &amp;quot;They tortured and killed your friend Louie. Now its paypack time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Multiplayer Mods===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Creator !! Description !! Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/3_team_bagman 3 Team Bagman] || McMegadeath || Bagman with 3 teams || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/acebot Acebot] || RiEvEr || ACEBot from Q2 convert to Kingpin || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/arsenal Arsenal] || Jason &amp;quot;Rat instinct&amp;quot; Lucas || The weapons start with the HMG and everytime you kill someone you get the next lowest weapon || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/bloodmoney Bloodmoney] || {GT}TheGhost || Quake 2 in Kingpin with ACEBot || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/botfather Botfather] || Pigwhistler &amp;amp; Rat Instinct || Godfather mod with ACEBot || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/botmatch_mm Botmatch MM] || Hypov8 || Monkey Mod with ACEBot || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/botmen Botmen] || Pigwhistler &amp;amp; Rat Instinct || Hitmen mod with ACEBot || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/bw-admin Bw-Admin] || Vincent &#039;Zarjazz&#039; Sweeney || Bot Detection &amp;amp; Admin Plug-In DLL || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/capture_the_bag Capture The Bag] || JiGGA &amp;amp; Alizom || || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/catch_the_chicken Catch The Chicken] || Jason &amp;quot;Rat instinct&amp;quot; Lucas || Mod from Q2: The object of &#039;Catch the Chicken&#039; is to hold onto the chicken as long as you can without being fragged by your friends || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/cold_night_bot Cold Night Bot] || Sebastien Duval (AKA Space-Toaster) || ACEBot || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/colors_ctf Colors Ctf] || Captain Death || Capture the Flag || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/coop_mod Coop Mod] || FREDZ || Cooperative Kingpin || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/crash_classic Crash Classic] || FREDZ || Crash Squad with Kingpin weapons || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/crash_squad Crash Squad] || AI_Tunnleram &amp;amp; Snap Updated by Hudson || Counter Strike similar mod || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/crash_xmas Crash Xmas] || Captain Death || Crash Squad with Xmas mod || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/ctf_halloween Ctf Halloween] || Captain Death || CTF wih Halloween mod || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/ctf_xmas Ctf Xmas] || Captain Death || CTF wih Xmas mod || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/curse Curse] || Chief_SohCahToa || || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/curse2_dm Curse2 Dm] || Chief_SohCahToa || || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/damagematch Damagematch] || Zeppelin[FnR] || Damage points || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/easter Easter] || FREDZ &amp;amp; Hudson || Easter Theme mod || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/enhanced_bagman Enhanced Bagman] || Cashmoney || || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/extreme Extreme] || Jason &amp;quot;Rat instinct&amp;quot; Lucas || Weapon power || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/force Force] || {GT}Syl^cs || Jedi Knight 2 in Kingpin || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/genocide_bazooka Genocide Bazooka] || Warren &amp;quot;Pigwhistler&amp;quot; Jacobs || Only Bazooka || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/genocide_hmg Genocide Hmg] || Jason &amp;quot;Rat instinct&amp;quot; Lucas || Only HMG || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/gladiator Gladiator] || Chief_SohCahToa || 1 vs 1 deathmatch mod || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/godfather Godfather] || Pigwhistler &amp;amp; Rat Instinct || || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/gunrace Gunrace] || MrDamage, Hypo_V8 &amp;amp; G()^T || || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/halloween Halloween] || FREDZ &amp;amp; Hudson || Halloween Theme mod || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/handofsnatch HandofSnatch] || Chief_SohCahToa || || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/hitmen Hitmen] || Jason &amp;quot;Rat instinct&amp;quot; Lucas || Weapon change timer || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/hook_mod Hook Mod] || Warren &amp;quot;Pigwhistler&amp;quot; Jacobs  || Grapple Hook from Q2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/inferno Inferno] || Sedonium || || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/insanity Insanity] || {GT}FROST || || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/iwru-instant_weapons_us Iwru Instant Weapons Us] || Pigwhistler &amp;amp; Rat Instinct || Get cash &amp;amp; Buy weapons || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/jackbot Jackbot] || AliasConradColdwood || Updated ACEBot || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/killapin Killapin] || Killa &amp;amp; Hudson || 3 Team Deathmatch || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/killconfirmed Killconfirmed] || G()^T || fetch enemy tags || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/killerz Killerz] || Rat instinct &amp;amp; Pigwhistler|| || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/king_of_the_streets King Of The Streets] || Merc[AS] || || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/kitmod Kitmod] || FREDZ || Jump mod || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/kp2_mod Kp2 Mod] || NewFnLou, FreaK &amp;amp; SyL^cS || || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/kpq2v3 Kpq2v3] || {GT}TheGhost ||  	Quake 2 in Kingpin with ACEBot || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/kptag Kptag] || || Pipe game || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/kpz KPZ] || FREDZ || || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/kraze Kraze] || RiEvEr || ACEBot || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/last_man_standing Last Man Standing] || TiCaL || || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/leveller Leveller] || Warren &amp;quot;Pigwhistler&amp;quot; Jacobs || Health mod || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/loaded Loaded] || Kevin Fell (Wolverine[CotC]) || || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/match_mod Match Mod] || PeNdEjO || || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/midnight_massacre Midnight Massacre] || FREDZ || Flashlight mod || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/modbm Modbm] || Kostia &amp;quot;Alizom&amp;quot; Polechuk || || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/monkey_mod Monkey Mod] || Hudson || || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/most_wanted Most Wanted] || Chief_SohCahToa || Deathmatch with money played in baggy maps || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/power Power] || Captain Death, Fear, Zimluura, Da Real Mc || Three control points that have to be captured and defended || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/power2 Power2] || Captain Death || Three control points that have to be captured and defended || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/riotz Riotz] || FREDZ || Update Riotz-classic with Monkey Mod || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/riotz-classic Riotz-Classic] || Snap || Rocket Jump shooting mod || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/skill Skill] || Captain Death || Skill mod is a round based Last Man Standing || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/speedway Speedway] || Chief_SohCahToa || Racing || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/summer Summer] || FREDZ &amp;amp; Hypov8 || Summer Theme Mod || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/taunt Taunt] || || || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/teambot Teambot] || || Old Kpq2? || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/team_assault Team Assault] || Chief_SohCahToa || || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/thugfloor Thugfloor] || FREDZ &amp;amp; Hypov8 || Based on Killing Floor || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/titanium/  Titanium] || Cashmoney &amp;amp; Rat instinct || || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/tourney_mod/ Tourney mod] || 0xA5E || || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/wolfflow/ Wolfflow] || TnT_trash || Weapon changed || No&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/server/mods/xmas/ Xmas] || FREDZ &amp;amp; Hudson || Christmas Theme mod || Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1193</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1193"/>
		<updated>2026-01-18T02:22:09Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/kingpin/media/videos/officeel/promo/Kingpin_-_Life_of_Crime_Official_Trailer.mp4 Kingpin – Life of Crime Official Trailer]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Xatrix released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. Gangland.org hosted the video, and &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. The footage originated from an internal Xatrix test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Xatrix release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 18 – Xatrix IRC Developer Chat ===&lt;br /&gt;
On 18 March 1999, members of the Xatrix development team participated in a live IRC chat with the community. The session covered a wide range of topics, including level design, AI behavior, weapon balance, multiplayer plans, and the team’s goals for creating a more immersive and reactive urban environment in &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The chat provided one of the most open and detailed opportunities for players to ask questions directly to the developers during the game’s production, offering valuable insight into both the technical and creative direction of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[IRC chat Xatrix|Xatrix IRC Developer Chat – 18 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 22 – Kingpin Demo Released ===&lt;br /&gt;
On 22 March 1999, Xatrix released the playable demo of &#039;&#039;Kingpin&#039;&#039;. The demo was distributed both online and on cover CDs for magazines such as &#039;&#039;PC Gamer&#039;&#039;, &#039;&#039;PC Accelerator&#039;&#039;, and &#039;&#039;Maximum PC&#039;&#039;, making it widely accessible to players. File metadata from the surviving archive shows that the executable was created on 21 March 1999, one day before the public release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the launch and provided multiple mirrors to help manage download traffic. The demo’s accompanying readme and developer comments were shared through Gangland.org, where Drew Markham described the final testing sessions and the team’s excitement at reaching this milestone after a year of development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/866/kingpin-demo-released Blue’s News – Kingpin Demo Released (22 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin.info – Kingpin Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 7 – Ryan Feltrin Interview ===&lt;br /&gt;
On 7 April 1999, 3D Spotlight published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin of Xatrix Entertainment. Feltrin discussed his technical and design contributions to &#039;&#039;Kingpin&#039;&#039;, including AI behavior, weapon systems, and the team’s goals for creating a more grounded and atmospheric experience within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on the game’s underworld setting and the studio’s approach to delivering a more reactive and immersive environment. &#039;&#039;Blue’s News&#039;&#039; reported the release and highlighted the accompanying screenshots featured in the original article.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1265/kingpin-interview Blue’s News – reporting on the 3D Spotlight interview (7 April 1999)]&lt;br /&gt;
* [[Ryan Feltrin Interview#7 April 1999|Ryan Feltrin Interview – 7 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 12 – Censored Kingpin Demo Released ===&lt;br /&gt;
On 12 April 1999, Xatrix released a censored version of the &#039;&#039;Kingpin&#039;&#039; playable demo. This build removed or altered certain violent and mature elements to meet distribution requirements for print magazine cover discs. The censored demo was later included on the &#039;&#039;PC Zone&#039;&#039; Issue #77 cover CD (June 1999), making it widely available to readers across Europe.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the executable was created on 12 April 1999, matching the release date. Aside from content restrictions, the build was functionally similar to the original 22 March demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO_CENSORED.EXE Kingpin.info – Censored Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 26 – Ryan Feltrin Interview Published ===&lt;br /&gt;
On 26 April 1999, 10 Questions With SamHell published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin, focusing on his programming work at Xatrix for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Feltrin discussed his contributions to the game’s AI systems, weapon behavior, and technical implementation, as well as his earlier work on the &#039;&#039;Eraser&#039;&#039; bot for &#039;&#039;Quake II&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on broader development topics and community issues of the time. &#039;&#039;Blue’s News&#039;&#039; reported the release, helping to bring wider attention to the piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1716/ridah-interview Blue’s News – reporting on the SamHell interview (26 April 1999)]  &lt;br /&gt;
* [[Ryan Feltrin Interview#26 April 1999|Ryan Feltrin Interview – 26 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 May 28 – “On The Street” Kingpin Promo Build ===&lt;br /&gt;
On 28 May 1999, Xatrix created a special promotional build of &#039;&#039;Kingpin&#039;&#039; titled &#039;&#039;&#039;On The Street&#039;&#039;&#039;. File metadata from the surviving archive shows that the executable was compiled on this date. This version was **not** publicly distributed online; instead, it was bundled exclusively with the **Guillemot Maxi Gamer Xentor 16/32** graphics cards, which were based on NVIDIA’s **RIVA TNT2** chipset.&lt;br /&gt;
&lt;br /&gt;
The promo build functioned as a hardware‑bundle showcase, providing early gameplay content intended to demonstrate Kingpin’s visual features on TNT2‑class GPUs. Its limited distribution makes it one of the rarer pre‑release Kingpin executables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_onthestreet/ Kingpin.info – “On The Street” Promo Build Archive]  &lt;br /&gt;
* http://www.tweak3d.net/reviews/guillemot/xentor32/ – Review of the Guillemot Maxi Gamer Xentor 32  &lt;br /&gt;
* https://en.wikipedia.org/wiki/RIVA_TNT2 – RIVA TNT2 Hardware Overview&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 18 – Kingpin Goes Gold ===&lt;br /&gt;
On 18 June 1999, Xatrix announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had gone gold and was officially complete. The final executable was created on the same day, according to file metadata. In the announcement, Drew Markham noted the team’s rapid 13‑month development cycle, the extensive refinements made after the demo’s release, and the effort put into both single‑player polish and multiplayer modes such as Bagman.&lt;br /&gt;
&lt;br /&gt;
The gold master was sent to manufacturing immediately, with shipping scheduled for 28 June 1999. The game reached retail stores shortly afterward, with the official release date recorded as 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/2907/kingpin-goes-gold Blue’s News – Kingpin Goes Gold (18 June 1999)]&lt;br /&gt;
* Internal file metadata – kingpin.exe creation date (18 June 1999)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 28 – Kingpin Ships to Retail ===&lt;br /&gt;
On 28 June 1999, Interplay announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had officially shipped to retail outlets across the United States. The press release emphasized the game’s mature content, its film‑noir‑inspired presentation, and the enhanced Quake II engine technology powering its urban environments. Interplay highlighted the additional labeling and on‑screen information included to ensure consumers were aware of the game’s intended audience.&lt;br /&gt;
&lt;br /&gt;
The shipping announcement followed the gold master completion on 18 June 1999. With distribution underway, the game reached store shelves shortly afterward, aligning with the official release date of 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3159/kingpin-ships Blue’s News – Kingpin Ships (28 June 1999)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 7 – Linux Dedicated Kingpin Server Released ===&lt;br /&gt;
On 7 July 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced the availability of the first Linux dedicated server for &#039;&#039;Kingpin&#039;&#039;. The release was described as a beta build, having undergone limited testing across several servers. Two packages were provided: a full dedicated server pack containing all required maps and player models, and a smaller set of Intel386 Linux glibc 2.0.7 binaries.&lt;br /&gt;
&lt;br /&gt;
Feltrin encouraged server administrators to review the included documentation for installation details and to report any issues, noting that this was his first Linux development effort. &#039;&#039;Blue’s News&#039;&#039; highlighted the release and linked to the available downloads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3401/linux-kingpin-server Blue’s News – Linux Kingpin Server (7 July 1999)]&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990707043307 Blue’s News – Ryan Feltrin .plan update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kingpin-dedicated-glibc-i386-unknown-linux%5B1%5D.tar.gz Kingpin.info – Linux Dedicated Server Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 24 – Kingpin v1.10 Patch Released ===&lt;br /&gt;
On 24 July 1999, Xatrix released the first official patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;, updating the game to version 1.10. File metadata from the surviving archive confirms that the patch executable was created on this date. This update addressed several early post‑launch issues, including long level‑load times, multiplayer pauses, scoreboard problems with larger player counts, and various server‑side stability bugs.&lt;br /&gt;
&lt;br /&gt;
The patch introduced a new client/server package that was not backward‑compatible, requiring all players and servers to upgrade simultaneously. Linux versions of the update were planned to follow shortly after the Windows release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin_v110_patch.exe Kingpin.info – Kingpin v1.10 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 25 – Kingpin v1.20 Patch Released ===&lt;br /&gt;
On 25 August 1999, Xatrix released the v1.20 patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. File metadata from the surviving archive confirms that the patch executable was created on this date. &#039;&#039;Blue’s News&#039;&#039; reported the update after it appeared on Interplay’s servers, noting the extensive list of fixes and improvements included in the release.&lt;br /&gt;
&lt;br /&gt;
The v1.20 update introduced numerous gameplay, networking, and stability enhancements. These included improvements to map cycling, new server administration commands, expanded voting options, downloadable skins and models, chase‑cam observer mode, refinements to real‑mode scoring, fixes for several multiplayer exploits, and a range of crash and compatibility corrections across both Windows and Linux builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/5052/kingpin-1-2-patch Blue’s News – Kingpin v1.20 Patch (25 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin12.exe Kingpin.info – Kingpin v1.20 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 26 – Unofficial Linux Kingpin v1.20 Client Released ===&lt;br /&gt;
On 26 August 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin released an unofficial Linux client build of the &#039;&#039;Kingpin&#039;&#039; v1.20 update. The package, distributed through his personal testing directory, provided a full Linux client based on glibc 2.0.7. Ridah noted that this build was not considered official due to the additional work required before a full Linux client could be formally supported.&lt;br /&gt;
&lt;br /&gt;
He announced that an official server‑only Linux build would follow, as the dedicated server was in a more stable state. Ridah also highlighted that the v1.20 update included two new Bagman maps created by Dave “KungFu” Ward, addressing long‑standing community requests for additional Bagman content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990914040436 Blue’s News – Ryan Feltrin .plan update (26 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/linux/&amp;amp;file=kingpin-1.20_glibc-i386-linux2.0.tar.gz Kingpin.info – Linux v1.20 Client Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 24 – Corky Lehmkuhl Interview ===&lt;br /&gt;
On 24 September 1999, Poisonville.com published an interview with Corky Lehmkuhl, one of the texture artists at Xatrix Entertainment. The discussion covered his artistic background — including earlier penciling work for Image and Marvel Comics — as well as his approach to character skinning, the creative challenges of texture work, and advice for aspiring artists looking to enter the industry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release, helping bring wider attention to the interview within the Kingpin community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6024/kingpin-skinning-interview Blue’s News – Kingpin Skinning Interview (24 September 1999)]&lt;br /&gt;
* [[Corky Lehmkuhl Interview#24 September 1999|Corky Lehmkuhl Interview – 24 September 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 29 – Kingpin v1.21 Patch Released ===&lt;br /&gt;
On 29 September 1999, Xatrix released the v1.21 patch and accompanying SDK for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Although an official update, Ryan &amp;quot;Ridah&amp;quot; Feltrin noted that it might not appear on Interplay’s official Kingpin page due to circumstances beyond his control, and encouraged the community to help spread the word. The Linux version of the update was delayed because his development machine was temporarily unavailable.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the Windows patch executable was created earlier in the month, on 6 September 1999. The v1.21 update provided further fixes and refinements following the substantial v1.20 patch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6175/kingpin-1-21-patch-released Blue’s News – Kingpin v1.21 Patch Released (29 September 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.exe Kingpin.info – Kingpin v1.21 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 9 – Ryan Feltrin Interview ===&lt;br /&gt;
On 9 March 2000, an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin was published, offering insight into his work on &#039;&#039;Kingpin: Life of Crime&#039;&#039; and his broader development experience at Xatrix. Feltrin discussed the technical challenges of the project, including AI behavior, networking, and the Linux ports, as well as his approach to engine modification and gameplay systems. The interview also touched on his background, influences, and thoughts on the state of first‑person shooters at the time.&lt;br /&gt;
&lt;br /&gt;
This interview provides one of the more detailed post‑release perspectives from a core member of the Kingpin development team, capturing both the technical and creative mindset behind the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Ryan Feltrin Interview#9 March 2000|Ryan Feltrin Interview – 9 March 2000]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 27 – Linux Kingpin v1.21 Server Update Released ===&lt;br /&gt;
On 27 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced via his .plan file that the Linux dedicated server for &#039;&#039;Kingpin&#039;&#039; had been updated to version 1.21. This release provided a patch for existing Linux v1.20 servers, bringing them in line with the Windows v1.21 update that had shipped in September 1999. The update focused on server stability and compatibility fixes, ensuring cross‑version multiplayer consistency.&lt;br /&gt;
&lt;br /&gt;
Alongside the server patch, a Linux version of the v1.21 SDK navigation library was also made available for mod developers. &#039;&#039;Blue’s News&#039;&#039; reported the release and linked to the updated files.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000327021727 Blue’s News – Ryan Feltrin .plan update (27 March 2000)]&lt;br /&gt;
* [https://www.bluesnews.com/s/11584/linux-kingpin Blue’s News – Linux Kingpin v1.21 Server Update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kpded-linux-glibc-i386-v120-to-v121-patch.zip Kingpin.info – Linux v1.20 → v1.21 Server Patch]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/sdk/&amp;amp;file=kingpinSDK-v121-navlib-linux-glibc-i386.zip Kingpin.info – Linux v1.21 SDK Navigation Library]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2004 April 15 – Kingpin Sequel Announced During Investor Call ===&lt;br /&gt;
On 15 April 2004, Interplay revealed during an investor conference call that a sequel to &#039;&#039;Kingpin: Life of Crime&#039;&#039; was being planned. The announcement described the project as targeting both PC and Xbox platforms, though no developer, production schedule, or release window was provided. By this time, Xatrix — the studio behind the original game — had dissolved and reformed as Gray Matter Studios, leaving the sequel’s development status unclear.&lt;br /&gt;
&lt;br /&gt;
The information originates from the financial webcast held on 14 April 2004, where Interplay outlined upcoming titles and investment priorities. Community‑archived audio from the call exists in two forms: an unofficial short excerpt (6:11 minutes) and a full recording (41:15 minutes). While these recordings support the claim that Kingpin 2 was mentioned, no further official documentation or follow‑up announcements were ever released, and the likelihood of the project having progressed beyond early planning appears low.&lt;br /&gt;
&lt;br /&gt;
Additional materials believed to be related to the proposed sequel — including early slides, audio, and promotional assets — were later preserved by the Kingpin community, though none confirm active development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/48336/kingpin-sequel-planned Blue’s News – Kingpin Sequel Planned (15 April 2004)]&lt;br /&gt;
* [https://web.archive.org/web/20040612075807/https://www.firstcallevents.com/service/ajwz403121699gf12.html Interplay Investor Conference Call – 14 April 2004 (archived)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kp2_slide.zip Kingpin.info – Kingpin 2 Slides Archive]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kingpin2short.ogg Kingpin.info – Unofficial Short Audio Excerpt (6:11)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/34040_35142.zip Kingpin.info – Full Unofficial Audio Recording (41:15)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2009 August 19 – Kingpin Added to Steam as Part of Interplay Classics ===&lt;br /&gt;
On 19 August 2009, Valve and Interplay announced that a selection of classic Interplay titles had been added to Steam, including &#039;&#039;Kingpin: Life of Crime&#039;&#039;. The release formed part of Interplay’s digital re‑release initiative, bringing several late‑1990s PC titles to modern distribution platforms at prices below $10. Interplay CEO Herve Caen emphasized the goal of making the company’s classic catalog widely accessible.&lt;br /&gt;
&lt;br /&gt;
The initial lineup included &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Fallout 2&#039;&#039;, &#039;&#039;Fallout Tactics&#039;&#039;, &#039;&#039;Sacrifice&#039;&#039;, and &#039;&#039;Kingpin&#039;&#039;, with the Fallout titles also available as a discounted bundle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/101315/interplay-classics-on-steam Blue’s News – Interplay Classics on Steam (19 August 2009)]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2014 May 1 – Kingpin Released on GOG.com ===&lt;br /&gt;
In May 2014, &#039;&#039;Kingpin: Life of Crime&#039;&#039; became available on GOG.com as part of Interplay’s ongoing effort to reintroduce its late‑1990s catalog to modern digital storefronts. The GOG release provided a DRM‑free version of the game, bundled with compatibility adjustments for newer versions of Windows and the standard set of GOG extras such as artwork and documentation.&lt;br /&gt;
&lt;br /&gt;
This marked the second major digital re‑release of &#039;&#039;Kingpin&#039;&#039;, following its arrival on Steam in 2009, and helped reestablish the title’s availability after years of limited retail presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com – Kingpin: Life of Crime Store Page]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Main_Page&amp;diff=1192</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Main_Page&amp;diff=1192"/>
		<updated>2026-01-18T02:17:16Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* Welcome to the Kingpin Wiki. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
== Welcome to the Kingpin Wiki. ==&lt;br /&gt;
&lt;br /&gt;
{| style=width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Kingpin Basics&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* [[Installing the Game Windows]]&lt;br /&gt;
* [[Installing the Game Linux]]&lt;br /&gt;
* [[Setup the game Windows]]&lt;br /&gt;
* [[Kingpin error|Startup error]]&lt;br /&gt;
* [[Multiplayer]]&lt;br /&gt;
* [[Birthday]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Kingpin Gameplay&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* [[Weapons]]&lt;br /&gt;
* [[Items]]&lt;br /&gt;
* [[Maps]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Mods]]&lt;br /&gt;
* [[Bunny hopping]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Server&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* [[Ports]]&lt;br /&gt;
* [[DMFlags]]&lt;br /&gt;
* [[Dedicated Monkey Mod Server]]&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;25%&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Console&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* [[Console intro]]&lt;br /&gt;
* [[Console categories]]&lt;br /&gt;
* [[Console commands]]&lt;br /&gt;
* [[Configs]]&lt;br /&gt;
* [[Scripts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Technical&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* [[Edit tools]]&lt;br /&gt;
* [[Textures]]&lt;br /&gt;
* [[Sound]]&lt;br /&gt;
* [[Mapping]]&lt;br /&gt;
* [[Modeling]]&lt;br /&gt;
* [[Coding]]&lt;br /&gt;
* [[File formats]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Xatrix&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* [[Kingpin credits]]&lt;br /&gt;
* [[Employees]]&lt;br /&gt;
* [[Interviews]]&lt;br /&gt;
* [[IRC chat Xatrix]]&lt;br /&gt;
* [[Music]]&lt;br /&gt;
* [[Xatrix Skins]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1191</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1191"/>
		<updated>2026-01-18T02:16:51Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/kingpin/media/videos/officeel/promo/Kingpin_-_Life_of_Crime_Official_Trailer.mp4 Kingpin – Life of Crime Official Trailer]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Xatrix released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. Gangland.org hosted the video, and &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. The footage originated from an internal Xatrix test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Xatrix release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 18 – Xatrix IRC Developer Chat ===&lt;br /&gt;
On 18 March 1999, members of the Xatrix development team participated in a live IRC chat with the community. The session covered a wide range of topics, including level design, AI behavior, weapon balance, multiplayer plans, and the team’s goals for creating a more immersive and reactive urban environment in &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The chat provided one of the most open and detailed opportunities for players to ask questions directly to the developers during the game’s production, offering valuable insight into both the technical and creative direction of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[IRC chat Xatrix|Xatrix IRC Developer Chat – 18 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 22 – Kingpin Demo Released ===&lt;br /&gt;
On 22 March 1999, Xatrix released the playable demo of &#039;&#039;Kingpin&#039;&#039;. The demo was distributed both online and on cover CDs for magazines such as &#039;&#039;PC Gamer&#039;&#039;, &#039;&#039;PC Accelerator&#039;&#039;, and &#039;&#039;Maximum PC&#039;&#039;, making it widely accessible to players. File metadata from the surviving archive shows that the executable was created on 21 March 1999, one day before the public release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the launch and provided multiple mirrors to help manage download traffic. The demo’s accompanying readme and developer comments were shared through Gangland.org, where Drew Markham described the final testing sessions and the team’s excitement at reaching this milestone after a year of development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/866/kingpin-demo-released Blue’s News – Kingpin Demo Released (22 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin.info – Kingpin Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 7 – Ryan Feltrin Interview ===&lt;br /&gt;
On 7 April 1999, 3D Spotlight published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin of Xatrix Entertainment. Feltrin discussed his technical and design contributions to &#039;&#039;Kingpin&#039;&#039;, including AI behavior, weapon systems, and the team’s goals for creating a more grounded and atmospheric experience within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on the game’s underworld setting and the studio’s approach to delivering a more reactive and immersive environment. &#039;&#039;Blue’s News&#039;&#039; reported the release and highlighted the accompanying screenshots featured in the original article.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1265/kingpin-interview Blue’s News – reporting on the 3D Spotlight interview (7 April 1999)]&lt;br /&gt;
* [[Ryan Feltrin Interview#7 April 1999|Ryan Feltrin Interview – 7 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 12 – Censored Kingpin Demo Released ===&lt;br /&gt;
On 12 April 1999, Xatrix released a censored version of the &#039;&#039;Kingpin&#039;&#039; playable demo. This build removed or altered certain violent and mature elements to meet distribution requirements for print magazine cover discs. The censored demo was later included on the &#039;&#039;PC Zone&#039;&#039; Issue #77 cover CD (June 1999), making it widely available to readers across Europe.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the executable was created on 12 April 1999, matching the release date. Aside from content restrictions, the build was functionally similar to the original 22 March demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO_CENSORED.EXE Kingpin.info – Censored Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 26 – Ryan Feltrin Interview Published ===&lt;br /&gt;
On 26 April 1999, 10 Questions With SamHell published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin, focusing on his programming work at Xatrix for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Feltrin discussed his contributions to the game’s AI systems, weapon behavior, and technical implementation, as well as his earlier work on the &#039;&#039;Eraser&#039;&#039; bot for &#039;&#039;Quake II&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on broader development topics and community issues of the time. &#039;&#039;Blue’s News&#039;&#039; reported the release, helping to bring wider attention to the piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1716/ridah-interview Blue’s News – reporting on the SamHell interview (26 April 1999)]  &lt;br /&gt;
* [[Ryan Feltrin Interview#26 April 1999|Ryan Feltrin Interview – 26 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 May 28 – “On The Street” Kingpin Promo Build ===&lt;br /&gt;
On 28 May 1999, Xatrix created a special promotional build of &#039;&#039;Kingpin&#039;&#039; titled &#039;&#039;&#039;On The Street&#039;&#039;&#039;. File metadata from the surviving archive shows that the executable was compiled on this date. This version was **not** publicly distributed online; instead, it was bundled exclusively with the **Guillemot Maxi Gamer Xentor 16/32** graphics cards, which were based on NVIDIA’s **RIVA TNT2** chipset.&lt;br /&gt;
&lt;br /&gt;
The promo build functioned as a hardware‑bundle showcase, providing early gameplay content intended to demonstrate Kingpin’s visual features on TNT2‑class GPUs. Its limited distribution makes it one of the rarer pre‑release Kingpin executables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_onthestreet/ Kingpin.info – “On The Street” Promo Build Archive]  &lt;br /&gt;
* http://www.tweak3d.net/reviews/guillemot/xentor32/ – Review of the Guillemot Maxi Gamer Xentor 32  &lt;br /&gt;
* https://en.wikipedia.org/wiki/RIVA_TNT2 – RIVA TNT2 Hardware Overview&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 18 – Kingpin Goes Gold ===&lt;br /&gt;
On 18 June 1999, Xatrix announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had gone gold and was officially complete. The final executable was created on the same day, according to file metadata. In the announcement, Drew Markham noted the team’s rapid 13‑month development cycle, the extensive refinements made after the demo’s release, and the effort put into both single‑player polish and multiplayer modes such as Bagman.&lt;br /&gt;
&lt;br /&gt;
The gold master was sent to manufacturing immediately, with shipping scheduled for 28 June 1999. The game reached retail stores shortly afterward, with the official release date recorded as 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/2907/kingpin-goes-gold Blue’s News – Kingpin Goes Gold (18 June 1999)]&lt;br /&gt;
* Internal file metadata – kingpin.exe creation date (18 June 1999)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 28 – Kingpin Ships to Retail ===&lt;br /&gt;
On 28 June 1999, Interplay announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had officially shipped to retail outlets across the United States. The press release emphasized the game’s mature content, its film‑noir‑inspired presentation, and the enhanced Quake II engine technology powering its urban environments. Interplay highlighted the additional labeling and on‑screen information included to ensure consumers were aware of the game’s intended audience.&lt;br /&gt;
&lt;br /&gt;
The shipping announcement followed the gold master completion on 18 June 1999. With distribution underway, the game reached store shelves shortly afterward, aligning with the official release date of 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3159/kingpin-ships Blue’s News – Kingpin Ships (28 June 1999)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 7 – Linux Dedicated Kingpin Server Released ===&lt;br /&gt;
On 7 July 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced the availability of the first Linux dedicated server for &#039;&#039;Kingpin&#039;&#039;. The release was described as a beta build, having undergone limited testing across several servers. Two packages were provided: a full dedicated server pack containing all required maps and player models, and a smaller set of Intel386 Linux glibc 2.0.7 binaries.&lt;br /&gt;
&lt;br /&gt;
Feltrin encouraged server administrators to review the included documentation for installation details and to report any issues, noting that this was his first Linux development effort. &#039;&#039;Blue’s News&#039;&#039; highlighted the release and linked to the available downloads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3401/linux-kingpin-server Blue’s News – Linux Kingpin Server (7 July 1999)]&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990707043307 Blue’s News – Ryan Feltrin .plan update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kingpin-dedicated-glibc-i386-unknown-linux%5B1%5D.tar.gz Kingpin.info – Linux Dedicated Server Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 24 – Kingpin v1.10 Patch Released ===&lt;br /&gt;
On 24 July 1999, Xatrix released the first official patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;, updating the game to version 1.10. File metadata from the surviving archive confirms that the patch executable was created on this date. This update addressed several early post‑launch issues, including long level‑load times, multiplayer pauses, scoreboard problems with larger player counts, and various server‑side stability bugs.&lt;br /&gt;
&lt;br /&gt;
The patch introduced a new client/server package that was not backward‑compatible, requiring all players and servers to upgrade simultaneously. Linux versions of the update were planned to follow shortly after the Windows release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin_v110_patch.exe Kingpin.info – Kingpin v1.10 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 25 – Kingpin v1.20 Patch Released ===&lt;br /&gt;
On 25 August 1999, Xatrix released the v1.20 patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. File metadata from the surviving archive confirms that the patch executable was created on this date. &#039;&#039;Blue’s News&#039;&#039; reported the update after it appeared on Interplay’s servers, noting the extensive list of fixes and improvements included in the release.&lt;br /&gt;
&lt;br /&gt;
The v1.20 update introduced numerous gameplay, networking, and stability enhancements. These included improvements to map cycling, new server administration commands, expanded voting options, downloadable skins and models, chase‑cam observer mode, refinements to real‑mode scoring, fixes for several multiplayer exploits, and a range of crash and compatibility corrections across both Windows and Linux builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/5052/kingpin-1-2-patch Blue’s News – Kingpin v1.20 Patch (25 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin12.exe Kingpin.info – Kingpin v1.20 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 26 – Unofficial Linux Kingpin v1.20 Client Released ===&lt;br /&gt;
On 26 August 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin released an unofficial Linux client build of the &#039;&#039;Kingpin&#039;&#039; v1.20 update. The package, distributed through his personal testing directory, provided a full Linux client based on glibc 2.0.7. Ridah noted that this build was not considered official due to the additional work required before a full Linux client could be formally supported.&lt;br /&gt;
&lt;br /&gt;
He announced that an official server‑only Linux build would follow, as the dedicated server was in a more stable state. Ridah also highlighted that the v1.20 update included two new Bagman maps created by Dave “KungFu” Ward, addressing long‑standing community requests for additional Bagman content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990914040436 Blue’s News – Ryan Feltrin .plan update (26 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/linux/&amp;amp;file=kingpin-1.20_glibc-i386-linux2.0.tar.gz Kingpin.info – Linux v1.20 Client Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 24 – Corky Lehmkuhl Interview ===&lt;br /&gt;
On 24 September 1999, Poisonville.com published an interview with Corky Lehmkuhl, one of the texture artists at Xatrix Entertainment. The discussion covered his artistic background — including earlier penciling work for Image and Marvel Comics — as well as his approach to character skinning, the creative challenges of texture work, and advice for aspiring artists looking to enter the industry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release, helping bring wider attention to the interview within the Kingpin community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6024/kingpin-skinning-interview Blue’s News – Kingpin Skinning Interview (24 September 1999)]&lt;br /&gt;
* [[Corky Lehmkuhl Interview#24 September 1999|Corky Lehmkuhl Interview – 24 September 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 29 – Kingpin v1.21 Patch Released ===&lt;br /&gt;
On 29 September 1999, Xatrix released the v1.21 patch and accompanying SDK for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Although an official update, Ryan &amp;quot;Ridah&amp;quot; Feltrin noted that it might not appear on Interplay’s official Kingpin page due to circumstances beyond his control, and encouraged the community to help spread the word. The Linux version of the update was delayed because his development machine was temporarily unavailable.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the Windows patch executable was created earlier in the month, on 6 September 1999. The v1.21 update provided further fixes and refinements following the substantial v1.20 patch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6175/kingpin-1-21-patch-released Blue’s News – Kingpin v1.21 Patch Released (29 September 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.exe Kingpin.info – Kingpin v1.21 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 27 – Linux Kingpin v1.21 Server Update Released ===&lt;br /&gt;
On 27 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced via his .plan file that the Linux dedicated server for &#039;&#039;Kingpin&#039;&#039; had been updated to version 1.21. This release provided a patch for existing Linux v1.20 servers, bringing them in line with the Windows v1.21 update that had shipped in September 1999. The update focused on server stability and compatibility fixes, ensuring cross‑version multiplayer consistency.&lt;br /&gt;
&lt;br /&gt;
Alongside the server patch, a Linux version of the v1.21 SDK navigation library was also made available for mod developers. &#039;&#039;Blue’s News&#039;&#039; reported the release and linked to the updated files.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000327021727 Blue’s News – Ryan Feltrin .plan update (27 March 2000)]&lt;br /&gt;
* [https://www.bluesnews.com/s/11584/linux-kingpin Blue’s News – Linux Kingpin v1.21 Server Update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kpded-linux-glibc-i386-v120-to-v121-patch.zip Kingpin.info – Linux v1.20 → v1.21 Server Patch]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/sdk/&amp;amp;file=kingpinSDK-v121-navlib-linux-glibc-i386.zip Kingpin.info – Linux v1.21 SDK Navigation Library]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2004 April 15 – Kingpin Sequel Announced During Investor Call ===&lt;br /&gt;
On 15 April 2004, Interplay revealed during an investor conference call that a sequel to &#039;&#039;Kingpin: Life of Crime&#039;&#039; was being planned. The announcement described the project as targeting both PC and Xbox platforms, though no developer, production schedule, or release window was provided. By this time, Xatrix — the studio behind the original game — had dissolved and reformed as Gray Matter Studios, leaving the sequel’s development status unclear.&lt;br /&gt;
&lt;br /&gt;
The information originates from the financial webcast held on 14 April 2004, where Interplay outlined upcoming titles and investment priorities. Community‑archived audio from the call exists in two forms: an unofficial short excerpt (6:11 minutes) and a full recording (41:15 minutes). While these recordings support the claim that Kingpin 2 was mentioned, no further official documentation or follow‑up announcements were ever released, and the likelihood of the project having progressed beyond early planning appears low.&lt;br /&gt;
&lt;br /&gt;
Additional materials believed to be related to the proposed sequel — including early slides, audio, and promotional assets — were later preserved by the Kingpin community, though none confirm active development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/48336/kingpin-sequel-planned Blue’s News – Kingpin Sequel Planned (15 April 2004)]&lt;br /&gt;
* [https://web.archive.org/web/20040612075807/https://www.firstcallevents.com/service/ajwz403121699gf12.html Interplay Investor Conference Call – 14 April 2004 (archived)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kp2_slide.zip Kingpin.info – Kingpin 2 Slides Archive]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kingpin2short.ogg Kingpin.info – Unofficial Short Audio Excerpt (6:11)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/34040_35142.zip Kingpin.info – Full Unofficial Audio Recording (41:15)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2009 August 19 – Kingpin Added to Steam as Part of Interplay Classics ===&lt;br /&gt;
On 19 August 2009, Valve and Interplay announced that a selection of classic Interplay titles had been added to Steam, including &#039;&#039;Kingpin: Life of Crime&#039;&#039;. The release formed part of Interplay’s digital re‑release initiative, bringing several late‑1990s PC titles to modern distribution platforms at prices below $10. Interplay CEO Herve Caen emphasized the goal of making the company’s classic catalog widely accessible.&lt;br /&gt;
&lt;br /&gt;
The initial lineup included &#039;&#039;Fallout&#039;&#039;, &#039;&#039;Fallout 2&#039;&#039;, &#039;&#039;Fallout Tactics&#039;&#039;, &#039;&#039;Sacrifice&#039;&#039;, and &#039;&#039;Kingpin&#039;&#039;, with the Fallout titles also available as a discounted bundle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/101315/interplay-classics-on-steam Blue’s News – Interplay Classics on Steam (19 August 2009)]&lt;br /&gt;
* [https://store.steampowered.com/app/38430/Kingpin__Life_of_Crime/ Steam – Kingpin: Life of Crime Store Page]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2014 May 1 – Kingpin Released on GOG.com ===&lt;br /&gt;
In May 2014, &#039;&#039;Kingpin: Life of Crime&#039;&#039; became available on GOG.com as part of Interplay’s ongoing effort to reintroduce its late‑1990s catalog to modern digital storefronts. The GOG release provided a DRM‑free version of the game, bundled with compatibility adjustments for newer versions of Windows and the standard set of GOG extras such as artwork and documentation.&lt;br /&gt;
&lt;br /&gt;
This marked the second major digital re‑release of &#039;&#039;Kingpin&#039;&#039;, following its arrival on Steam in 2009, and helped reestablish the title’s availability after years of limited retail presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.gog.com/en/game/kingpin_life_of_crime GOG.com – Kingpin: Life of Crime Store Page]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1190</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1190"/>
		<updated>2026-01-18T02:10:17Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/kingpin/media/videos/officeel/promo/Kingpin_-_Life_of_Crime_Official_Trailer.mp4 Kingpin – Life of Crime Official Trailer]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Xatrix released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. Gangland.org hosted the video, and &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. The footage originated from an internal Xatrix test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Xatrix release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 18 – Xatrix IRC Developer Chat ===&lt;br /&gt;
On 18 March 1999, members of the Xatrix development team participated in a live IRC chat with the community. The session covered a wide range of topics, including level design, AI behavior, weapon balance, multiplayer plans, and the team’s goals for creating a more immersive and reactive urban environment in &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The chat provided one of the most open and detailed opportunities for players to ask questions directly to the developers during the game’s production, offering valuable insight into both the technical and creative direction of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[IRC chat Xatrix|Xatrix IRC Developer Chat – 18 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 22 – Kingpin Demo Released ===&lt;br /&gt;
On 22 March 1999, Xatrix released the playable demo of &#039;&#039;Kingpin&#039;&#039;. The demo was distributed both online and on cover CDs for magazines such as &#039;&#039;PC Gamer&#039;&#039;, &#039;&#039;PC Accelerator&#039;&#039;, and &#039;&#039;Maximum PC&#039;&#039;, making it widely accessible to players. File metadata from the surviving archive shows that the executable was created on 21 March 1999, one day before the public release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the launch and provided multiple mirrors to help manage download traffic. The demo’s accompanying readme and developer comments were shared through Gangland.org, where Drew Markham described the final testing sessions and the team’s excitement at reaching this milestone after a year of development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/866/kingpin-demo-released Blue’s News – Kingpin Demo Released (22 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE Kingpin.info – Kingpin Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 7 – Ryan Feltrin Interview ===&lt;br /&gt;
On 7 April 1999, 3D Spotlight published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin of Xatrix Entertainment. Feltrin discussed his technical and design contributions to &#039;&#039;Kingpin&#039;&#039;, including AI behavior, weapon systems, and the team’s goals for creating a more grounded and atmospheric experience within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on the game’s underworld setting and the studio’s approach to delivering a more reactive and immersive environment. &#039;&#039;Blue’s News&#039;&#039; reported the release and highlighted the accompanying screenshots featured in the original article.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1265/kingpin-interview Blue’s News – reporting on the 3D Spotlight interview (7 April 1999)]&lt;br /&gt;
* [[Ryan Feltrin Interview#7 April 1999|Ryan Feltrin Interview – 7 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 12 – Censored Kingpin Demo Released ===&lt;br /&gt;
On 12 April 1999, Xatrix released a censored version of the &#039;&#039;Kingpin&#039;&#039; playable demo. This build removed or altered certain violent and mature elements to meet distribution requirements for print magazine cover discs. The censored demo was later included on the &#039;&#039;PC Zone&#039;&#039; Issue #77 cover CD (June 1999), making it widely available to readers across Europe.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the executable was created on 12 April 1999, matching the release date. Aside from content restrictions, the build was functionally similar to the original 22 March demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO_CENSORED.EXE Kingpin.info – Censored Demo Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 April 26 – Ryan Feltrin Interview Published ===&lt;br /&gt;
On 26 April 1999, 10 Questions With SamHell published an interview with Ryan &amp;quot;Ridah&amp;quot; Feltrin, focusing on his programming work at Xatrix for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Feltrin discussed his contributions to the game’s AI systems, weapon behavior, and technical implementation, as well as his earlier work on the &#039;&#039;Eraser&#039;&#039; bot for &#039;&#039;Quake II&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The interview also touched on broader development topics and community issues of the time. &#039;&#039;Blue’s News&#039;&#039; reported the release, helping to bring wider attention to the piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/1716/ridah-interview Blue’s News – reporting on the SamHell interview (26 April 1999)]  &lt;br /&gt;
* [[Ryan Feltrin Interview#26 April 1999|Ryan Feltrin Interview – 26 April 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 May 28 – “On The Street” Kingpin Promo Build ===&lt;br /&gt;
On 28 May 1999, Xatrix created a special promotional build of &#039;&#039;Kingpin&#039;&#039; titled &#039;&#039;&#039;On The Street&#039;&#039;&#039;. File metadata from the surviving archive shows that the executable was compiled on this date. This version was **not** publicly distributed online; instead, it was bundled exclusively with the **Guillemot Maxi Gamer Xentor 16/32** graphics cards, which were based on NVIDIA’s **RIVA TNT2** chipset.&lt;br /&gt;
&lt;br /&gt;
The promo build functioned as a hardware‑bundle showcase, providing early gameplay content intended to demonstrate Kingpin’s visual features on TNT2‑class GPUs. Its limited distribution makes it one of the rarer pre‑release Kingpin executables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin_onthestreet/ Kingpin.info – “On The Street” Promo Build Archive]  &lt;br /&gt;
* http://www.tweak3d.net/reviews/guillemot/xentor32/ – Review of the Guillemot Maxi Gamer Xentor 32  &lt;br /&gt;
* https://en.wikipedia.org/wiki/RIVA_TNT2 – RIVA TNT2 Hardware Overview&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 18 – Kingpin Goes Gold ===&lt;br /&gt;
On 18 June 1999, Xatrix announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had gone gold and was officially complete. The final executable was created on the same day, according to file metadata. In the announcement, Drew Markham noted the team’s rapid 13‑month development cycle, the extensive refinements made after the demo’s release, and the effort put into both single‑player polish and multiplayer modes such as Bagman.&lt;br /&gt;
&lt;br /&gt;
The gold master was sent to manufacturing immediately, with shipping scheduled for 28 June 1999. The game reached retail stores shortly afterward, with the official release date recorded as 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/2907/kingpin-goes-gold Blue’s News – Kingpin Goes Gold (18 June 1999)]&lt;br /&gt;
* Internal file metadata – kingpin.exe creation date (18 June 1999)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 June 28 – Kingpin Ships to Retail ===&lt;br /&gt;
On 28 June 1999, Interplay announced that &#039;&#039;Kingpin: Life of Crime&#039;&#039; had officially shipped to retail outlets across the United States. The press release emphasized the game’s mature content, its film‑noir‑inspired presentation, and the enhanced Quake II engine technology powering its urban environments. Interplay highlighted the additional labeling and on‑screen information included to ensure consumers were aware of the game’s intended audience.&lt;br /&gt;
&lt;br /&gt;
The shipping announcement followed the gold master completion on 18 June 1999. With distribution underway, the game reached store shelves shortly afterward, aligning with the official release date of 30 June 1999.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3159/kingpin-ships Blue’s News – Kingpin Ships (28 June 1999)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 7 – Linux Dedicated Kingpin Server Released ===&lt;br /&gt;
On 7 July 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced the availability of the first Linux dedicated server for &#039;&#039;Kingpin&#039;&#039;. The release was described as a beta build, having undergone limited testing across several servers. Two packages were provided: a full dedicated server pack containing all required maps and player models, and a smaller set of Intel386 Linux glibc 2.0.7 binaries.&lt;br /&gt;
&lt;br /&gt;
Feltrin encouraged server administrators to review the included documentation for installation details and to report any issues, noting that this was his first Linux development effort. &#039;&#039;Blue’s News&#039;&#039; highlighted the release and linked to the available downloads.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/3401/linux-kingpin-server Blue’s News – Linux Kingpin Server (7 July 1999)]&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990707043307 Blue’s News – Ryan Feltrin .plan update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kingpin-dedicated-glibc-i386-unknown-linux%5B1%5D.tar.gz Kingpin.info – Linux Dedicated Server Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 July 24 – Kingpin v1.10 Patch Released ===&lt;br /&gt;
On 24 July 1999, Xatrix released the first official patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;, updating the game to version 1.10. File metadata from the surviving archive confirms that the patch executable was created on this date. This update addressed several early post‑launch issues, including long level‑load times, multiplayer pauses, scoreboard problems with larger player counts, and various server‑side stability bugs.&lt;br /&gt;
&lt;br /&gt;
The patch introduced a new client/server package that was not backward‑compatible, requiring all players and servers to upgrade simultaneously. Linux versions of the update were planned to follow shortly after the Windows release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin_v110_patch.exe Kingpin.info – Kingpin v1.10 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 25 – Kingpin v1.20 Patch Released ===&lt;br /&gt;
On 25 August 1999, Xatrix released the v1.20 patch for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. File metadata from the surviving archive confirms that the patch executable was created on this date. &#039;&#039;Blue’s News&#039;&#039; reported the update after it appeared on Interplay’s servers, noting the extensive list of fixes and improvements included in the release.&lt;br /&gt;
&lt;br /&gt;
The v1.20 update introduced numerous gameplay, networking, and stability enhancements. These included improvements to map cycling, new server administration commands, expanded voting options, downloadable skins and models, chase‑cam observer mode, refinements to real‑mode scoring, fixes for several multiplayer exploits, and a range of crash and compatibility corrections across both Windows and Linux builds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/5052/kingpin-1-2-patch Blue’s News – Kingpin v1.20 Patch (25 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/old/&amp;amp;file=kingpin12.exe Kingpin.info – Kingpin v1.20 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 August 26 – Unofficial Linux Kingpin v1.20 Client Released ===&lt;br /&gt;
On 26 August 1999, Ryan &amp;quot;Ridah&amp;quot; Feltrin released an unofficial Linux client build of the &#039;&#039;Kingpin&#039;&#039; v1.20 update. The package, distributed through his personal testing directory, provided a full Linux client based on glibc 2.0.7. Ridah noted that this build was not considered official due to the additional work required before a full Linux client could be formally supported.&lt;br /&gt;
&lt;br /&gt;
He announced that an official server‑only Linux build would follow, as the dedicated server was in a more stable state. Ridah also highlighted that the v1.20 update included two new Bagman maps created by Dave “KungFu” Ward, addressing long‑standing community requests for additional Bagman content.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=19990914040436 Blue’s News – Ryan Feltrin .plan update (26 August 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/linux/&amp;amp;file=kingpin-1.20_glibc-i386-linux2.0.tar.gz Kingpin.info – Linux v1.20 Client Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 24 – Corky Lehmkuhl Interview ===&lt;br /&gt;
On 24 September 1999, Poisonville.com published an interview with Corky Lehmkuhl, one of the texture artists at Xatrix Entertainment. The discussion covered his artistic background — including earlier penciling work for Image and Marvel Comics — as well as his approach to character skinning, the creative challenges of texture work, and advice for aspiring artists looking to enter the industry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release, helping bring wider attention to the interview within the Kingpin community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6024/kingpin-skinning-interview Blue’s News – Kingpin Skinning Interview (24 September 1999)]&lt;br /&gt;
* [[Corky Lehmkuhl Interview#24 September 1999|Corky Lehmkuhl Interview – 24 September 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 September 29 – Kingpin v1.21 Patch Released ===&lt;br /&gt;
On 29 September 1999, Xatrix released the v1.21 patch and accompanying SDK for &#039;&#039;Kingpin: Life of Crime&#039;&#039;. Although an official update, Ryan &amp;quot;Ridah&amp;quot; Feltrin noted that it might not appear on Interplay’s official Kingpin page due to circumstances beyond his control, and encouraged the community to help spread the word. The Linux version of the update was delayed because his development machine was temporarily unavailable.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive shows that the Windows patch executable was created earlier in the month, on 6 September 1999. The v1.21 update provided further fixes and refinements following the substantial v1.20 patch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/6175/kingpin-1-21-patch-released Blue’s News – Kingpin v1.21 Patch Released (29 September 1999)]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/patches/official/windows/&amp;amp;file=kingpin_v121_patch.exe Kingpin.info – Kingpin v1.21 Patch Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2000 March 27 – Linux Kingpin v1.21 Server Update Released ===&lt;br /&gt;
On 27 March 2000, Ryan &amp;quot;Ridah&amp;quot; Feltrin announced via his .plan file that the Linux dedicated server for &#039;&#039;Kingpin&#039;&#039; had been updated to version 1.21. This release provided a patch for existing Linux v1.20 servers, bringing them in line with the Windows v1.21 update that had shipped in September 1999. The update focused on server stability and compatibility fixes, ensuring cross‑version multiplayer consistency.&lt;br /&gt;
&lt;br /&gt;
Alongside the server patch, a Linux version of the v1.21 SDK navigation library was also made available for mod developers. &#039;&#039;Blue’s News&#039;&#039; reported the release and linked to the updated files.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/cgi-bin/finger.pl?id=254&amp;amp;time=20000327021727 Blue’s News – Ryan Feltrin .plan update (27 March 2000)]&lt;br /&gt;
* [https://www.bluesnews.com/s/11584/linux-kingpin Blue’s News – Linux Kingpin v1.21 Server Update]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/linux/&amp;amp;file=kpded-linux-glibc-i386-v120-to-v121-patch.zip Kingpin.info – Linux v1.20 → v1.21 Server Patch]&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/server/official/sdk/&amp;amp;file=kingpinSDK-v121-navlib-linux-glibc-i386.zip Kingpin.info – Linux v1.21 SDK Navigation Library]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 2004 April 15 – Kingpin Sequel Announced During Investor Call ===&lt;br /&gt;
On 15 April 2004, Interplay revealed during an investor conference call that a sequel to &#039;&#039;Kingpin: Life of Crime&#039;&#039; was being planned. The announcement described the project as targeting both PC and Xbox platforms, though no developer, production schedule, or release window was provided. By this time, Xatrix — the studio behind the original game — had dissolved and reformed as Gray Matter Studios, leaving the sequel’s development status unclear.&lt;br /&gt;
&lt;br /&gt;
The information originates from the financial webcast held on 14 April 2004, where Interplay outlined upcoming titles and investment priorities. Community‑archived audio from the call exists in two forms: an unofficial short excerpt (6:11 minutes) and a full recording (41:15 minutes). While these recordings support the claim that Kingpin 2 was mentioned, no further official documentation or follow‑up announcements were ever released, and the likelihood of the project having progressed beyond early planning appears low.&lt;br /&gt;
&lt;br /&gt;
Additional materials believed to be related to the proposed sequel — including early slides, audio, and promotional assets — were later preserved by the Kingpin community, though none confirm active development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/48336/kingpin-sequel-planned Blue’s News – Kingpin Sequel Planned (15 April 2004)]&lt;br /&gt;
* [https://web.archive.org/web/20040612075807/https://www.firstcallevents.com/service/ajwz403121699gf12.html Interplay Investor Conference Call – 14 April 2004 (archived)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kp2_slide.zip Kingpin.info – Kingpin 2 Slides Archive]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/kingpin2short.ogg Kingpin.info – Unofficial Short Audio Excerpt (6:11)]&lt;br /&gt;
* [https://kingpin.info/hosted/fredz/newkingpin/kingpin2/34040_35142.zip Kingpin.info – Full Unofficial Audio Recording (41:15)]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Corky_Lehmkuhl_Interview&amp;diff=1189</id>
		<title>Corky Lehmkuhl Interview</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Corky_Lehmkuhl_Interview&amp;diff=1189"/>
		<updated>2026-01-18T01:54:17Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===24 September 1999=== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Corky&amp;amp;nbsp;= [[Corky Lehmkuhl]] (Character Art and Design)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: For the readers, who are you and what do you do?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: I design, model and texture characters for video games.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: Anything you want to get off your chest before we get down to it?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: The Los Angeles kings better be good this Season.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: How did you get into the business?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: Before video games, I was a penciler for Marvel and Image comics. After a couple years in comics I wanted a change. I really wanted to get into video games and learn about computers. I heard about a computer game company that was looking for artists: Xatrix entertainment. I had an interview and two weeks later I began working as a conceptual artist.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: Do you enjoy it?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: Every moment. It &#039;s the coolest job I have ever had.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: Who elses&#039; work, in the industry, do you admire?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: I really dig Kenneth Scott&#039;s work over at Id. I recently had a chance to go to id and see some of the up coming Quake3 characters and man they&#039;re very, very cool. Steed and Scott are a great team. I also like the teamfortress 2 characters. I don&#039;t know who is modeling and skinning them, but the detail is really nice.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: What tips would you give to someone who wanted to get in the industry and do what you do?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: Love video games. Get some instruction on figure drawing. Fill hundreds of sketchbooks. Learn Photoshop and 3dsmax. Love video games. Love comic books. Be prepared to work 75 hours a week for four months out of the year. Learn to take criticism. Make contacts. Send portfolios to headhunters and producers.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: Do you play games in your spare time, if so what kinda stuff do you enjoy?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: I used to play a lot more games before I started making them. I mostly play console stuff now: NHL 99, Driver, Legend of Zelda, Mario 64 (anything by Shigeru Miyomoto). When I play on the computer I usually play just first person shooters: Quake3, half-life. I am trying to stay away from Everquest, that game is really tweaking people.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: Is there a Kingpin 2 in the works?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: No, not yet.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: Any plans for a &amp;quot;mission pack&amp;quot; for Kingpin?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: We&#039;re not planning on doing one and I haven&#039;t heard anything official about someone else doing one.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: What was the atmosphere like during the early days of making Kingpin?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: Sunny and bright.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: And towards the end, when it was almost done?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: Some scattered showers.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: You want to let us all in on Xatrix&#039;s next project?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: Nope.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: What do you reckon of the fan sites?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: I am really impressed with the passion and dedication everyone puts into the sites. They show there are a lot of talented people out there and they provide a grass roots backbone for a product.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: Are you aware of some of the mods in production, like Bodybag&#039;s &amp;quot;Hoodlums&amp;quot; mod? What do you reckon?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: Yea, I have only seen some screenshots of the weapon models and they look awesome.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: How do you start out when you&#039;re starting a skin.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: After making the model, I do a rough layout of the skin, positioning the pieces for optimum texture space. I then use 3dsmax to apply the texture coordinates and the layout texture. For kingpin, since we were going with more skins than models, it was important to make a model that would allow for a variety of skins. To do this, on the layout texture, I dropped a grid to make sure I could cut the skin in as many places as possible. As for actually painting the skin, it really came down to just coming up with characters that I really wanted to see come at me in the game and that reflect their placement in the environment&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: What did you use as a base for the Kingpin skins?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: I started with doing a flesh skin for each character and then just giving each one a T-shirt, pants, jacket, etc. and progressing from there.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: How important was the Diesel license to the Kingpin skins?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: Not important at all. We had some kind of deal with them where they would display the game in their stores in England so we had to put their logos on some of the characters.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: Which gives more to the &amp;quot;look&amp;quot; of a game? Texture art or skin art?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: Skins, of course! Naw, I really think it&#039;s a symbiotic relationship, they both need to function together to suck the player in visually.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: What do you reckon of the 3rd party skins on Westside?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: Damn good stuff. I really enjoy seeing the variety of skins and the mileage people are getting out of the models.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: Who&#039;s your fave 3rd party skinner from what you&#039;ve seen?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: Everyone.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Here&#039;s some questions from others&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;verbatim : bodybag entertainment&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Verbatim: How long did those skins for Kingpin take you? Cause they&#039;re damned good.&amp;lt;br /&amp;gt;Corky: Well it took the full year to generate the skins. A lot were thrown out.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Verbatim: Do you listen to music whilst skinning? If so what?&amp;lt;br /&amp;gt;Corky: Oh, yea, lots of muzac and coffee. I like a wide variety of stuff. Right now I&#039;m into Bonga. If you like African revolutionary singers I suggest you pick up Angola &#039;72 and &#039;74.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Verbatim: Where did you get your inspiration for the skins from?&amp;lt;br /&amp;gt;Corky: Comics, movies, Illustrators.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;D3ADP00L : third party skinner&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;D3ADP00L: How did you do the faces for Kingpin?&amp;lt;br /&amp;gt;Corky: I started out with about ten faces and just tweaked them-changing expressions, scars, zits, etc.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;D3ADP00L: What program do you favour for skinning?&amp;lt;br /&amp;gt;Corky: For creating the texture coordinates I use 3dsmax and for the actual painting I use Photoshop and Painter3d&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;D3ADP00L: Do you use a mouse or tablet?&amp;lt;br /&amp;gt;Corky: Tablet.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;And here&#039;s a couple of fun questions, just because...&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: reflmap.tga looks like a fish-eyed picture of a bar, where&#039;s the bar and do Xatrix drink there?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: I have no idea where that bar is.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: Lara Croft, what&#039;s up with that?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: Yea, what&#039;s up with her?&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: Spaceships or Dinosaurs - which is cooler?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: Dinosaurs flying spaceships&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: Why don&#039;t we have side-scrollers any more?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: Long live Blackthorne.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: What&#039;s your favourite cheese?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: Sharon stone&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;LadyPain: If you could change one thing about yourself, what would it be?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;Corky: Get rid of my god damn nose hairs.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Ryan_Feltrin_Interview&amp;diff=1188</id>
		<title>Ryan Feltrin Interview</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Ryan_Feltrin_Interview&amp;diff=1188"/>
		<updated>2026-01-18T01:19:42Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* 7 April 1999 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Demo Release===&lt;br /&gt;
&amp;lt;p&amp;gt;A: [[Ryan Feltrin]] (A.I. and effects programming)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Kunfu&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: When and how did you get hooked up with Xatrix? I&#039;m guessing it was through your Eraser bot work.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: I started working for Xatrix towards the end of their work on the mission pack. My first task was to R&amp;amp;amp;D new Kingpin tech, and produce a navigational system for general use.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;My Eraser work was obviously a big factor. Although having built up a track record of sticking with projects through to the end was probably a big factor.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q:&amp;amp;nbsp;Hows does your Eraser AI differ from Kingpins AI? Does Kingpin use the way point method? I mean do they have completely seperate ways of doing things?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: The Eraser is in essence a totally different product, from both a gameplay and a technical standpoint. &#039;Bot&#039; type AI and single-player character AI have totally different implementations, right from design through to the end behaviour.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Kingpin uses a hybrid of a node/waypoint and an area description method. In a similar way to that which Quake2 uses [[BSP]] as it&#039;s basis for rendering, but uses Portals to enhance that system, I adopted a similar approach to navigation. Navigational data is still collected from within the game, but it samples the environment as well as monitoring movements. So when an AI character wants to go somewhere, they can either look around to them to see how they should go about it, or if the information for that area is available in the navigational structures, it&#039;ll use that to do things much faster. It does the job, keeps dev time down, and game speed up.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Kingpin&#039;s AI is very interactive, and I&#039;ve tried to make it as realistic as possible, whilst keeping it fun. The most obvious area of interactivity is the talking system. You basically have positive and negative talk keys, which will effect the way the character&#039;s relate to you. If you start talking trash from the start, then it&#039;s going to be tough from then on to re-gain that character&#039;s respect, and therefore getting information from them, or getting them to help you knock someone off will be tough (ie. it might cost you more).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;In terms of the tactical AI, this is still evolving, but once again it is extremely different to the &amp;quot;run to closest weapon, kill or collect anything you can&amp;quot; type Bot AI. Most characters in Kingpin are just standing around talking, guarding a position or something before you get to them. So it&#039;s like you walk into this world where you are just another character roaming the streets. You could just join the others and spend your time chatting if you&#039;d like. You might make some great friends, but obviously that&#039;s not what you&#039;ll have paid to see or do.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;To get the ball rolling, you start with a lead pipe, and by walking around and collecting bits of information from the various characters, you&#039;ll find that there are ways of building up your arsenal, which gives you a much higher chance of getting out of the hell-hole that is Skidrow.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;That just gives you an idea of the sorts of work we&#039;ve put into creating a highly interactive AI sub-system. Ontop of that lies an intricate network of tactical routines, which allow AI characters to hide/retreat, find better positions to attack from, ducking and popping out from behind corners, running off to get backup, etc.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q:&amp;amp;nbsp;Can you tells us about the &#039;moral&#039; rating the characters have? How does this work?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: The moral levels determine how each character reacts in these hide/retreat, get backup, etc scenarios. A character with a higher moral (shall we say, psychotic) is less likely to get scared at the first sound of gunfire and run away. That&#039;s not to say he&#039;ll just stand there and let you pump him full of lead, but if you see him flee, he&#039;s most likely found a better way of wiping you out.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q:&amp;amp;nbsp;How do the characters interact with the player? Is it limited like Half-life?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: Well, it&#039;s definately not unlimited, but the interactivety is definately at such a level that it&#039;s a big part of the game. You can start a fight just by saying the wrong thing about a certain bad-asses mother. In some cases just getting in someone&#039;s face for too long is enough to start hostilities.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q:&amp;amp;nbsp;Is there any possabilty of seeing DM bots straight outta the box? If not, what about later in a patch?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: This is something we&#039;ll have to look at down the line. It is such a huge task, that it would need to be really justified in order to spend several months developing them. As has been mentioned several times before, single player games these days require a huge amount of effort in order to be competitive, so maintaining a high level of single player and multiplayer gaming requires large teams and a fat budget. Right now we&#039;re doing the best we can to make the single player experience as good as it can be, without totally ignoring the multiplayer aspect. Bots is something that we&#039;d look at adding once the multiplayer (human vs human) side of things was done and looking as cool as we&#039;re expecting it to be.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q:&amp;amp;nbsp;How complete is the AI be in the demo? Has it been cut down in anyway?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: The AI in the demo will be fundamentally complete for the content at that time. There may still be more scripted events and tweaks to various aspects as a result of user feedback, and more time to playtest the game, but I think you&#039;ll find it does the job, and gives you an indication of things to expect.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q:&amp;amp;nbsp;Your also doing the effects programming too. What cool effects wizardry have you got up your sleeve?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: Probably the best effects so far would be the Flamethrower and the Rocket/Grenade Explosions &amp;amp;amp; Fireworks. Setting people onfire is a very rewarding experience also.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Some of the things I&#039;ve added so-far include:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Marking/Charring of BSP surfaces. So when a rocket explodes in a corner, all surfaces around the impact point have a charred look. Note that this doesn&#039;t use any sprites, or decals, so the speed loss is nil.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Guarad Shading of characters. We&#039;ve all seen this in the shots.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;New model format, so that characters are split into many parts, for more accurate hit-detection and pain skins. Also allows us to turn on/off individual parts of a model.&amp;lt;br /&amp;gt;This was developed in conjunction with Rafael Paiz (Lead Programmer) and Barry Dempsey (3D Art Direction/Supervisor).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Specular Highlights on BSP surfaces. A subtle effect, but looks great in real-time. Note that this most likely will not be functional until after the demo release.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Real-time (dynamic) sound reverb.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Vehicles. Currently only the motorcycle and jetpack are being used. In terms of the motorcycle, think of MotoRacer with weapons.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q:&amp;amp;nbsp;Can you explain what &#039;Procedural smoke and fire effects&#039; are?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: This is just the way of describing an effect created by generating a smoke or fire animation in real-time. The end result is you cut-down the texture memory used, and reduce the repititous look of animated textures.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q:. Is there anything else you&#039;d like to add?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: I hope you enjoy the demo, as much as we enjoyed making it.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr style=&amp;quot;height: 2px; border-width: 0; background-color: #e7c258;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kingpin Release===&lt;br /&gt;
&amp;lt;p&amp;gt;A: [[Ryan Feltrin]] (A.I. and effects programming)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Kunfu&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Kingpin is out, are you happy with the way it turn out? And the communities reaction to it?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: I&#039;m happy with most of the comments I&#039;ve heard. Obviously it&#039;s not the sort of game to appeal to everyone, but I think it hit a spot that needed to be hit.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Also we never really pushed it as a multiplayer game, and the &amp;quot;on-line&amp;quot; community is largely dominated by people that only or mostly play multiplayer games. Since it&#039;s hard to actually gauge the response of the single player market, all we can do is wait for sales figures to come in.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: on the note of &amp;quot;its not the sort of game to appeal to everyone&amp;quot; do you think the violence and bad language was over done, maybe even putting people off from buying it?? how about the media reaction too, do you think they went alittle &#039;over board&#039; on the violence thang?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: I don&#039;t think the violence was overdone at all, but it all depends on which context you are looking at it from. You could look at it from the point of view of the language, and say that it&#039;s the most profound game ever made. You could also look at it from the perspective of it being another form of entertainment, and say it&#039;s not very profound at all, in respect to what else is out there.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;The general theme is where I think Kingpin targets a certain audience. It&#039;s not a generic hero saving the world type game. In fact you could argue that the player takes the role of a bad guy, but that&#039;s not set in stone. It&#039;s up to the player to decide whether they want to be a good or bad guy.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: There was alot of cool shit that got dropped from kp like the vehicles (in which you coded the psyhics for too), and most notably the weapons. Do you wish they vehicles could have stayed?? and what about dropping all the sci-fi weapons? I personally wanted to see the different weapon ammo but it looks like Drew was listening to the communities voice on that one and went for balanced real weps instead.&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: I would have liked to see the vehicles make it in, unfortunately we didn&#039;t have the time or resources to get them in a state we felt compfortable releasing them in. There is a lot more than just code required to make vehicles work, there is also a lot of tweaking involved to get the gameplay right, which isn&#039;t easy in an FPS engine. The weapons were modified after we got a lot of feedback from the demo, that suggested people wanted more realistic weapons. This was also a matter of the game evolving through development, and it becoming apparent that futuristic weapons just wouldn&#039;t fit the theme.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Is there anything you would like to have in Kingpin, just something you yourself would have liked to have seen, gameplay or techwise. I remember an old .plan where you mentioned thanks to a couple of guys at ATI and nVidia and that kp would have some special features for their cards? What was this feature and was it ever included? I&#039;m guessing it was stencil buffering right?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: I was working a bit on dynamic specular lighting on BSP surfaces. It was a very hard effect to get everyone to agree on, since it varied so greatly with different surfaces. I&#039;d see it on one surface, like ceramic walls, and think it was cool, others would only like it on metal floors, for instance. It was one of those things that needed everyone to devote some time to it in order to get it in, but unfortunately we just never found the time to do so.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Even though that particular effect didn&#039;t make it in, I was able to use the information to make the environment mapping look somewhat clearer on those cards.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;I was using the stencil buffering to play around with volumetric shadows, but I found the trade-offs too high to warrant spending the time finishing the technology off.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Whats your thoughts on the current crop of upcoming fps games being multiplayer based? Do you think Q3, Unreal Torunament, and Team Fortress 2 are the right way fps games should go? Or do you just think of it as a genre within a genre?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: I think there is a market for multiplayer-focused FPS games. I for one am looking forward to playing each of those games, they all have some parts of their feature set that stand out above the rest. Quake3 obviously uses the Quake brand name and is made by id, therefore it will kick ass. Unreal Tournament sounds like it will have a nice range of game types, which should make it fun, and I know Steve Polge is just busting to show his AI talents haven&#039;t rubbed off over the years. Then somewhat in a class of it&#039;s own you have Team Fortress 2, which despite having an Aussie influence, I&#039;m sure will still be very cool ::grins::. Valve are doing great things for the FPS genre at the moment, and I doubt they&#039;re going to stop anytime soon.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: What about the Voodoo4 and GeForce256, do you think 3dfx have eventually got their act together and made a card that looks good as well as moves like the wind, or do you think the GeForce will steal its glory?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: I haven&#039;t seen or heard enough about either of those cards to draw any type of conclusions at this stage. From what I&#039;ve seen, it looks like each of those cards have a largely different feature set, which probably means they&#039;ll have pros and cons against each other. Only time will tell which will survive the battle for the consumer dollar.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: In yout time away from coding, what other games have you digged recently and have played alot of? Any that your really looking forward too?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: Unfortunately I haven&#039;t had the time to play much lately. I did buy Driver for PSX a few weeks ago, which is very cool, although I haven&#039;t had a chance to play it since the day I picked it up. We got up to a stage that was really difficult, and unfortunately it&#039;s one of those games that makes you replay a large section if you get killed. I hope to finish it off eventually.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: With the SDK coming out soon (or probably out by the time i post this) what are some of the mods you&#039;d like to see for Kingpin?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: I wouldn&#039;t mind seeing someone make use of the motorcycle code I put in. The tracks are a pain to make, but we will be including an example map which may help guide the design process a bit.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Anything else you wanna add?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: I was going to use a stupid gag involving a calculator, but that just wouldn&#039;t be cool.&amp;lt;/p&amp;gt;&lt;br /&gt;
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===7 April 1999===&lt;br /&gt;
on [https://web.archive.org/web/20000817072000/http://www.3dspotlight.com/interviews/kingpin/index.shtml www.3dspotlight.net]&lt;br /&gt;
&amp;lt;p&amp;gt;A: [[Ryan Feltrin]] (A.I. and effects programming)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q = [https://www.techspot.com/community/members/julio-franco.1/ &amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Julio Franco]&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;I had the opportunity to ask [https://www.imdb.com/name/nm2014233/ Ryan &amp;quot;Ridah&amp;quot; Feltrin] from Xatrix Entertainment a couple of questions about the upcoming Quake 2 engine based FPS, Kingpin: Life of Crime, here&#039;s what he could tell me about the game:&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Tell us about yourself&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: Name: Ryan Feltrin, Age: 23, Music: R&amp;amp;amp;B/HipHop, Movies: Sandler, Leslie Nelson, Chris Tucker, Car: S/charged VT, currently undergoing surgery after shredding another S/charge belt. *sigh*.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Could you tell us about the Kingpin concept for the people that is still in the dark ? (which is pretty improbable after the popular demo release)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: A game of violence &amp;amp;amp; profanity, filled with thugs, punks, runts and bitches. Not a game for the weak of stomach.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: How do you expect the Kingpin concept will make a difference in gameplay, I mean what does Kingpin have that other FPS don&#039;t?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: I think after playing Kingpin, those that dig the &amp;quot;theme&amp;quot; will come to expect a certain level of interactiveness and individuality with other characters. I also think we&#039;re pushing the extremes of model detail and quality, and the environments will show a wide range of settings, from the grimmy back-alley&#039;s of Skidrow (which you see in the demo), to the lavish mansions of the current &amp;quot;Kingpin&amp;quot;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: What are the biggest changes you&#039;ve done to the Quake 2 engine?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: Several additions come to mind here. The new sprite system, 32bit source art of course, entirely new AI system, guorad shaded models, localized damage zones and skins. We&#039;ve more than doubled the original code that makes up the Quake2 engine.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: I know FPS aren&#039;t just about graphics enhancements but... How do you think Kingpin graphics will do against other FPS based on more advanced engines such as Q3A, Duke Nukem Forever and Unreal Tournament? According to the screenshots and the demo its going to do, very well, but there still are some features missing like curved surfaces, what&#039;s your opinion...?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: I have a favourite saying that applies to many things in life: &amp;quot;It&#039;s not the abilities you have, it&#039;s how you use them&amp;quot;. While we may not have the ability to do all the things some of those other engines can, but we have made good use of the technology we have expanded upon, and our design/art teams have done a very good job in bringing out the best of our engine. There is a definate advantage in spending more time tweaking and working on gameplay, than enhancing an engine beyond the competition.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Will there be a lot of difference if we run Kingpin at 16 or 32bit color?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: Depends on the card. Most cards have very good quality 16bit performance, like the TNT, Rage128, G200, etc. So you&#039;ll only notice the different by walking real close to smoke and fire effects. For 3dfx-based cards, you&#039;ll notice a huge difference when switching to one of these other cards.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: How do you think Kingpin will do against other &amp;quot;deathmatch only&amp;quot; games like Quake3 and Unreal Tournament in the multiplayer part of the game?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: I think that many people will get into Kingpin multiplayer simply because it&#039;s a different, more realistic atmosphere. Hopefully we&#039;ll be able to support some team games to spice things up a bit.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Unreal experience was cool the first 3-4 levels but then all scripted sequences were gone and we went back to the classic, a bit boring FPS, but Half Life changed that, do you think, Kingpin will have as many scripted sequencies as Half-Life? Should we expect that kind of interactivety?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: The thing with Kingpin, is the only &amp;quot;scripted&amp;quot; sequences are the cut-scenes. These don&#039;t take much at all to do. The most work goes into creating the personality of each character, recording the voices, keying in the responses to that characters, and how they interact with the player/other characters. There is no doubt areas of the game will &amp;quot;feel&amp;quot; like the classic shooter, but that will be because you&#039;re deep in enemy territory. These situations will be few and far between.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Will vehicles be present in Kingpin? If yes, how much would them affect gameplay?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: At this stage we&#039;re not sure. We&#039;re focusing on touching up the other aspects of the game right now. Once that&#039;s done, I&#039;ll jump back onto the vehicles and see if we can get them in the position where they live up to the quality of the rest of the game.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Do you think the recently released Kingpin demo captured most of Kingpin gameplay experience?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: It gave a glimpse. We got a lot of feedback from the demo, and we&#039;re making a lot of changes. It was a good thing to release a demo at that point, now we have a clear focus of what the gaming public wants to see.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Now... on the 3D APIs thing, should we expect just OpenGL support as in Quake or have you also planned adding Direct 3D support? I can&#039;t ignore 3D Audio, will Kingpin support EAX and/or A3D 2?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: At this stage nothing is planned. Time permitting, I&#039;d like to add support for every API out there, but obviously that&#039;s isn&#039;t being very realistic. First and formost our objective is to polish the gameplay.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: What about KNI and 3DNow! optimizations? Should we expect them out of the box or maybe in a later patch?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: I can&#039;t really comment on this, since I haven&#039;t had much time to look into the work required to do this. There is no doubt that the biggest performance boost will come from using optimized drivers.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: What are the basic machine specs to run Kingpin at a decent frame-rate?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: Whatever runs the demo at a reasonable speed, will obviously run the final game nicely. We have a lot of optimizations left, the biggest of that being the memory requirements.&amp;lt;br /&amp;gt;Since different 3d cards/CPU speeds &amp;amp;amp; brands/memory mix to produce large variations in performance, it&#039;s difficult to give a flat miminum spec at this point.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: What is your favourite weapon in Kingpin?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: In Single Player, the Shotgun owns. In multi, I like the Tommy Gun, or the Flamethrower.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: Anything you would like to add about Kingpin?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: Just that it&#039;s been a pleasure to work on.&amp;lt;/p&amp;gt;&lt;br /&gt;
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===26 April 1999===&lt;br /&gt;
on http://www.shugashack.com/samhell/previous/ridah.htm&lt;br /&gt;
&amp;lt;p&amp;gt;A = [[Ryan Feltrin]] (A.I. and effects programming)&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Well, he&#039;s back!&amp;amp;nbsp; That&#039;s right friends and neighbors, Toolshack returns this Wednesday with his weekly column, ToolShack&#039;s Shameless Plug of the Week!&amp;amp;nbsp; You can look forward to Tool&#039;s own brand of wit and wisdom.&amp;amp;nbsp; Actually, he was quite fit to be tied Sunday, with the whole Q3releaseforthemacandnotthepcs&amp;amp;trade; thing that happened.&amp;amp;nbsp; He came about that close to spending his strip poker winnings on a mac, then decided front row tickets to see Barbara Streisand would be money better spent. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;This week, 10 Questions has a chat with Xatrix&#039;s own [[Ryan Feltrin]]. Ryan has contributed countless hours to the gaming community with his project we all know and love, the Eraser Bot.&amp;amp;nbsp; After setting the bot aside, he wound up working for Xatrix on this little number called Kingpin (word on the street is that they are going to advertise this game on the Teletubbies show and the 700 Club...but I can&#039;t seem to confirm these rumors).&amp;amp;nbsp; Want to discuss something about Kingpin?&amp;amp;nbsp;&amp;amp;nbsp; Be sure to check out the Shack&#039;s Kingpin Messageboard! Anyway, enough of me, let&#039;s check out Ridah! &amp;amp;nbsp;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: What kind of ideas and feedback did you get from working on the Eraser bot that you added into the Kingpin AI?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: Not very much really. I guess I took (from Eraser) a clearer understanding of the different hurdles I would have to overcome. The actual decision making is entirely different, the part of Eraser that actually influenced Kingpin AI is the navigation, and even that is totally revamped.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q:&amp;amp;nbsp;What was your motivation behind making the Eraser Bot?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: A desire to get into the gaming industry. There is no doubt that making a good bot gets you recognition from within the FPS industry.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q:&amp;amp;nbsp;How will the AI in Kingpin differ from other types of AI, such as what we saw in Half-Life?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: First, the Kingpin AI is very different to that of Half Life (which I admire in a big way). We have several additions to the decision layers, for instance the weapon holstering, and how it effects the way characters respond to you. So each character has a special &amp;quot;relationship&amp;quot; with all other characters in the game, and that relationship is globally binding. If you leave one level, move onto various other levels, then come back, the characters (still alive) in the initial level still have this memory of you, and will remember how you treated them if you should meet them again.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;I have also done a lot of work on the hide/retreat type combat AI, and also characters with weapons have a much more advanced combat layer. They&#039;ll hide behind corners, duck out, take a few shots, then duck back. If they get hurt a little, they&#039;ll try and find some backup, or get the f*** outta dodge. This is all influenced by a unique &amp;quot;moral&amp;quot; value given to each character, so a higher moral will be less likely to run and hide.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q:&amp;amp;nbsp;When you began programming for Xatrix, were you forced to drop any projects you had been working on? Anything out there you may still pick back up at a later date?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: I was in the process of finishing off the Eraser, and still continued working on it in a sub-conscious state in order to achieve my goal of not dropping it if something else came up. That resulted in getting out a final version 1 done, but I still am not happy with how it ended. I might go back and finish that at some point.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q:&amp;amp;nbsp;In your opinion, what is one feature that will make Kingpin stand out from other FPS?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: It&#039;s probably evident from the demo, but I think the willingness to be true to the &amp;quot;gangsta style&amp;quot; and not have the content influenced by what gamers are used to seeing, and tolerating in an FPS. One of the complaints from the demo was the language, and well, to me it doesn&#039;t seems a double standard, that blowing a character&#039;s head off is acceptable (and quite cool) yet a certain 4 letter word is obscene.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Anyway, that aside, we&#039;ve obviously pushed the current hardware to the upper realms of what it can take, and at the same time not lost the focus of what makes a game fun to play. Although we&#039;ve only had a year to cram the current content in there, I think given more time to fine tune it and develop the story a little more so that it&#039;s more obvious to the player what it is&amp;lt;br /&amp;gt;they&#039;re trying to achieve, I think it&#039;ll be pretty obvious to the player that this isn&#039;t your average Quake2 engine liscense.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q:&amp;amp;nbsp;What is your favorite gangster movie and why?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: Mobsters. I like the idea of starting out with nothing, and building yourself into something. If that means cussing a few people and killing the odd thug, then that&#039;s the way it is. &amp;amp;lt;g&amp;amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q:&amp;amp;nbsp;When you have had time lately, what game have you been playing the most?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: Oh man, the last 2 months have been so hectic I really haven&#039;t played anything, other than a few games of NBA 99 with some friends. That game truly rocks the big one, if only it had LAN play.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q:&amp;amp;nbsp;Ok, 3 part question.&amp;amp;nbsp; What are your thoughts about Kingpin being banned in Germany?&amp;amp;nbsp; Do you foresee American politicians getting into the act?&amp;amp;nbsp; And to follow-up, What are your thoughts on politicians using the game industry as a reason for them to discuss family values and censorship?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: It&#039;s impossible to say what will happen after the release of Kingpin. Someone once said, however, any publicity is good publicity. Although that has NEVER been an objective of ours. You simply can&#039;t build the atmosphere of a dark and dirty crime world, without the odd profanity. We actually started out trying to avoid them where possible, with the result that the game just felt &amp;quot;weak&amp;quot;. We want something explosive, something that makes the player feel they&#039;re involved in a setting that is on the &amp;quot;edge&amp;quot;, where they really have to watch what they do, and who they do it to.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Politicians are always looking for someone to point the finger at. The fact is, you can&#039;t tell someone what they should and shouldn&#039;t enjoy doing. As far as I&#039;m concerned, as long as you don&#039;t hurt someone in the process, you should be allowed to do whatever you want for entertainment. What the politicians (and others with the same stance) need to realize, is the biggest influence on a young mind, are those around them. That includes parents, grand-parents, role models, etc. If a child is taught from a young age that killing animals is good, that will certainly have a big influence on the rest of their life. More so than playing a game, whether it be cops and robbers with plastic guns or a video game such as Quake, Half-Life, or of course, Kingpin&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;This question was asked of Ryan prior to the horrible incident at Columbine High&amp;amp;nbsp;&amp;amp;nbsp; -Sam&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q:&amp;amp;nbsp;What are the specs on your home computer?&amp;amp;nbsp; What will be the next upgrade you get?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: My main system is a P2-350, 256mb RAM, 18gig HD, TNT, that sort of stuff. My next upgrade will be when I get time to go to the hardware store and find something worth buying. I also have several items on their way which will help adding support for them into Kingpin.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;I should note that I have several other systems which I use for compatibility/performance testing&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q: If you had to recommend only 1 book to people, which one would it be? Why?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;A: Where&#039;s Wally. I dislike reading books with a passion, the only books I read are vehicle physics and 3d math type stuff. Not something I go around recommending &amp;amp;lt;g&amp;amp;gt;.&amp;lt;br /&amp;gt;I also have a large collection of Wheels and SLAM mags. Cars and hoops are my other passions in life.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr style=&amp;quot;height: 2px; border-width: 0; background-color: #e7c258;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===9 August 1999===&lt;br /&gt;
&lt;br /&gt;
on http://powergamerz.com/pc/interviews/ridah.htm&lt;br /&gt;
&amp;lt;p&amp;gt;A = [[Ryan Feltrin]] (A.I. and effects programming)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q = Power Gamerz&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: As a programmer im sure you are always trying to think up new ideas to keep the gamer interested. Have you ever thought about persistent online worlds such as a living Kingpin world, which is only filled with other players? Add some RPG elements and it could make for some interesting play. What do you think?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: I was just thinking about this a few days ago, actually. I think if executed correctly, it could be very cool. The problem with the &amp;quot;persistent online worlds&amp;quot; is they require a large amount of development resources, and therefore a big budget, in order to make it successful. I think we will see a big expansion of this type of game in the near future.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: Is there any substance to the rumor that Xatrix&#039;s next project may be a sequel to a certain game done by id Software, which was created sometime before Doom and after Commander Keen?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: I don&#039;t comment on rumors, whether they are true or false. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: Keeping in mind the recent technology advancements such as curved surfaces, what do you think will be the next significant breakthrough to create more realistic visuals?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: We are currently limited in the number of polygons we can display at once. I think the curved surfaces is a good step in the transition from large textured polygons, to large numbers of small polygons. We are probably 2 or 3 generations of 3d hardware away from being able to throw such large amounts of polygons at a scene, that it will be difficult to tell in-game graphics to pre-rendered cut-scenes. Hardware transform and lighting is a good step in that direction, the ability to store static geometry in onboard/onchip memory will be the next &amp;quot;big&amp;quot; step. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: It seems today that most game companies put 90% of their resources into the visual aspect of games, and not enough toward artificial intelligence. Why do you think this is? Could it be that programmers today just dont have the resources and time to create detailed AI?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: A lot of this has to do with publisher confidence. If you can show your publisher a good-looking game, they are more likely to push your game harder in it&#039;s marketting campaign, give you more time to work on the game, etc. These days, you really need a programmer solely devoted to the artificial intelligence. Also another large factor in the performance of the AI, is to have all the levels completed well before the ship-date. That way you can spend the time making sure the environments within the game don&#039;t pose any problems to the existing AI routines.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: Do you have any idea whether Kingpin will be released for any home consoles such as Sega&#039;s Dreamcast (considering its immediate online capability)?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: I have no idea. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: Finally, what do you think the future of engines and rendering may hold: BSP, Portal, NURBS, other&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: I think we&#039;ll continue to see engines that use a mixture of approaches, until the 3D hardware is able to take this task away from the software. Then we&#039;ll probably see Portals taking over, or perhaps another hybrid approach. This brings us back to the idea of storing static geometry on-board. If you are able to store the entire world on the 3d hardware, then there is no need to sort the polygons in software, if the hardware is advanced enough to take on this task itself. We may see a transition phase however, where some early cards with this technology will require the software to tell it which geometry to draw, but eventually we&#039;ll be able to leave this to the hardware. Having said this, it&#039;s easy to forget how far we&#039;ve come in the last 4-5 years. To try to imagine where we&#039;ll be in the next 5 years, with the current level of competition in the 3d hardware and gaming industry, is a very difficult task indeed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr style=&amp;quot;height: 2px; border-width: 0; background-color: #e7c258;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===11 August 1999===&lt;br /&gt;
on voodooextreme.com/reverend/Articles/ridah_frames.html&lt;br /&gt;
&amp;lt;p&amp;gt;A =[[Ryan Feltrin]] (A.I. and effects programming)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q = Anthony&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: What do you think of the AMD K7?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: I think it sounds good, from what I&#039;ve heard in the media.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: You said that you think the K7 sounds good...you do not have one to test with?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: No. Should be getting one soon.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: How has the gaming community responded to Kingpin? Why?&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
A: I&#039;m not sure I&#039;m the right person to ask that question, simply because I don&#039;t really interact with the community that much.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
I read maybe 2 or 3 web pages a day, the rest is spent programming and reading email. The email I have got has been very positive, so going by that I&#039;d say it&#039;s doing ok.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: What do you think of some countries (eg Singapore) banning Kingpin?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: I think it&#039;s their right to do what they like, there is nothing we can do about that. That doesn&#039;t mean I don&#039;t care, since obviously it means less people will enjoy it.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: What are Xatrix&#039;s project after Kingpin? What is it about and how is the development going? What is the projected time frame for release?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: It&#039;s not my place to comment on un-announced projects. I wish I could, but that&#039;s not the case unfortunately.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: What are your opinions on the competition between nVidia and 3dfx?&lt;br /&gt;
What, personally, is your favourite gaming card?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: I think it&#039;s a very healthy thing for the community as a whole. I personally have at least one of all cards these companies have released. I have enjoyed them all at some stage in the passed, and continue to do so. They are great companies that are doing great things for both gamers and developers alike.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: Still on 3D cards/chipsets, what features would you like to see implemented/excite you?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: I&#039;m waiting for the next &amp;quot;big&amp;quot; step as everyone else is. We are closely approaching this with the introduction of hardware transform/lighting, and new approaches to rendering such as 3dfx&#039;s T-Buffering technology.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: A bit more on 3D chipsets and features....would you agree that larger texture sizes is more important than 32-bit rendering output? Why?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: Depends on what sort of trade-off you&#039;re talking about. Most textures are stored as 16bit no matter what the depth of the buffer, so unless you&#039;re eating into texture memory, this shouldn&#039;t be much of a concern. Also as hardware advances and we&#039;re able to push more polygons, the need to store ultra-high resolution textures will decrease slightly.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: Whose voices were used for Kingpin&#039;s in-game speeches? Did they enjoy the, er, &amp;quot;foul&amp;quot; languages?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: Most of them were recorded by Drew Markham, who also led the design and concept for Kingpin. They came very natural to him.. some may call it foul, we call it humour.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: Do you sleep at all? :-)&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: Sleep?&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: Kingpin uses the Quake2-engine albeit highly tweaked by your team.&lt;br /&gt;
(a) Why choose this particular engine?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: Because it&#039;s very solid and we were all used to its inner-workings from previous projects.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: (b) Was the Unreal-engine ever a consideration? If not, why?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: No, at the time we made the decision to go with Quake2, the Unreal engine was a bit behind in some departments.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: (c) And what are your opinions of the Unreal-engine?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: I think it sounds like Tim Sweeney and his troops have big things coming to them in the future. They obviously have the ability to duke it out with the best.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr style=&amp;quot;height: 2px; border-width: 0; background-color: #e7c258;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===9 November 1999===&lt;br /&gt;
on kingpin.iplaygames.com&lt;br /&gt;
&amp;lt;p&amp;gt;A = [[Ryan Feltrin]] (A.I. and effects programming)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q = Tanx&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: What is your feeling on the the way the mod scene is taking off?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: The &amp;quot;mod scene&amp;quot; has always been a good entry point for wanna-be game developers, and is a relatively easy way for one to put their name on a game that may or may not become famous. For that reason there will always be a steady supply of mods within the community, as long as there are games that support such a concept.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
It may not be as exciting as the &amp;quot;old days&amp;quot; when everything was new, but it&#039;s still cool to watch others take their shot at fame.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: Now that Kingpin has been out for a fair while, in your opinion has the game been as successful as you would have hoped?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: That&#039;s tough to answer, since Kingpin isn&#039;t really targetted at the on-line community, you can&#039;t use that audience to gauge it&#039;s success. I think we knew from the start that some people would be turned off by the adult content, and that didn&#039;t really bother us. So we weren&#039;t looking at a genre smashing game anyway. I think we did our part though, in spicing things up a bit, in a genre where it once thought impossible to base a game on realistic earth settings.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
The very concept that you are not a soldier or out to save humanity, I think put Kingpin in a class of it&#039;s own. So it was always going to be an uphill battle, whether it proved successful or not.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: You&#039;ve probably been asked this a lot, but what do you think are the chances of their being an official/officially endorsed mission pack?&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: I really wouldn&#039;t know, I&#039;m not involved with that side of things.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;&lt;br /&gt;
Q: What are the chances of Kingpin 2? Sorry I had to ask :-)&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
A: Ditto.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr style=&amp;quot;height: 2px; border-width: 0; background-color: #e7c258;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===9 March 2000===&lt;br /&gt;
on [https://web.archive.org/web/20000831012834/http://hypothermia.gamershardware.com/interview_Ridah.htm hypothermia.gamershardware.com]&lt;br /&gt;
[[File:Ryan Kingpin.jpg|center]]&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
A = [[Ryan Feltrin]] (A.I. and effects programming)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q = Steve&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #E7C258;&amp;quot;&amp;gt;&lt;br /&gt;
Ryan is another one of the AMAZING individuals I have had the fortune of interviewing. I could go on and on about the Quake 2 Misson Pack: The Reckoning work he&#039;s done or carry on about KingPin all day, but what people want is to know more about the guy who&#039;s going to do the next installment of the Wolfenstein 3D series on the Quake 3 Arena engine. This is NOT your regular interview either, after Ryan spills his guts here, you&#039;ll learn how to win an &amp;quot;Authentic KingPin Cigar&amp;quot; as well as a Voodoo3-2000 from Ryan himself. Read on. . . . .&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Steve: How&#039;d you get started in the Games game and/or who was your inspiration?&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Ryan Feltrin: I got started on the constructive side of gaming back in the Doom days. My first mod was for Doom2, called &amp;quot;Flame Warfare&amp;quot;. Although it was largely a mix of various other mods, along with my own bits and pieces, including lots of DeHacked modifications. This was in the prehistoric times of mod making, before the jaw-dropping classic Quake came out and took my heart away, quite literally. I was happily dating a nice girl I met at college at the time, but soon found myself wanting to spend my time playing with QuakeC rather than doing the dinner and movie thing.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
At the time, I didn’t really have much of an external inspiration, it all came from within. I just really enjoyed making stuff that you could see in the game. As time went on, however, and I got more involved with the online community, I started drawing more inspiration from people like John Carmack, who just amazes me with his class and dedication, through thick and thin.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Steve: What&#039;s the most memorable thing to happen to you in recent history ( opposed to ancient history)?&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Ryan Feltrin: Shipping my first real commercial product. The circumstances meant it wasn’t the &amp;quot;best&amp;quot; thing to happen to me in recent history, but it was very memorable.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Steve: People you admire in the industry.  please limit your answer to 2 people and EXCLUDE me, thats a given. . )&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Ryan Feltrin: People I admire… well John Carmack is a given. I can think of many others I’d like to put here, so it’s a real injustice to only be able to mention one other. I respect and admire many of my work collegues, as well as many other people that do lots of important things in the industry that aren’t necessarily in the public eye. So I’m going to be a pain and avoid naming a second.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Steve: What&#039;s the most annoying thing to deal with as a Programmer?&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Ryan Feltrin: That annoying thing called &amp;quot;real life&amp;quot; which prevents me from spending more time doing the things I think of when ever I’m tending to it.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Steve: Does your WIFE still nag you to &amp;quot;Get off that damn computer before I break it&amp;quot; now that your a famous Game DOOD?&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Ryan Feltrin: Any future wife will need to be aware of my famous game dood status, and therefore will need to be considerate of my severe lack of ability to understand what it means to be a husband. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Steve: Tips you can give young-programmer-jedi in training?&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Ryan Feltrin: If you can feel a force, it usually means a bathroom break is imminent. Resistance is futile. &amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Steve: Drink of Choice?&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Ryan Feltrin: I’m going to be incredbly boring, and admit to a healthy addiction to juice. Every now and then I’ll go crazy and sample a nice port, or I might take it a step beyond insanity and have a beer if it gets hot enough, and there are is a big enough army forcing it down my throat (like a few mates).&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Steve: Favorite Times?&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Ryan Feltrin: Since I’m in the spirit of being incredbily boring, I’ll have to say coming up with a new algorithm or neat effect which only takes a few minutes to write and works like a charm. I can think of a few I’d put in this category from just the last few months.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
For something more tangible, I’d have to say the recent new year’s eve was up there. It was nice being reminded of some things that I’ve let slip by over the last few years.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Steve: Babe of Choice?&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Ryan Feltrin: Alicia Silverstone would have to be the best complete package I can think of. I didn’t see Excess Baggage (it feels more like a bad dream than reality), so I’ll give her the benefit of the doubt. I really feel for Adam Sandler for having to go through a break up with her, it must have been devastating. The closest I’ve seen him look like a real person was when responding to a question regarding just that. Perhaps it was the lack of a response that said the most. Anyway, she rules.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Steve: Tunes of Choice?&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Ryan Feltrin: I&#039;m a big R&amp;amp;B fan.. R-Kelly, Sisqo, D&#039;Angelo and Krayzie Bone are high on the rotation right now. One of the problems associated with being a games developer, is there is never enough new music to fill the working day. For that reason, I&#039;m willing to listen to almost any form of music, except country. What the hell is the deal with&lt;br /&gt;
that?&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Steve: The real answer to no. #9 for the married guys who had to say their wives.&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Ryan Feltrin: Oh you got me there. Ok I’ll say… ;-)&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Steve: Your working on a new project. . . . . HOW MUCH ASS IS IT GOING TO KICK!?!?!&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Ryan Feltrin: I am very happy with the progress of our current project. I’d hate to sound like I’m slipping into some generic PR mode, but it’s about the most honest I can be without sounding pompous. It’s hard work, so you have to be confident in order to stay commited to such long hours, but I think the circumstances are right.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Steve: Since we are old friends, and hang out together all the time, share a little something with us that many people might be suprised to know about you.&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Ryan Feltrin: Ok, I’m going to get into trouble for this, but what the heck.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
You remember the original Crocodile Dundee movie? Well I’m not sure if you’re aware of this, but I’m an Aussie. And at the time they were filming, I was on a vacation up in the area they were filming. Anyway, there is a scene in the movie in which Mick (Dundee of course) wrestles with a croc and puts it to sleep. You remember that scene right? Very important, since it sets up his character, and hence, the whole movie.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
So anyway, we were in the area, so we stopped by the set to check it out, and were quickly asked to vacate the area immediately. So we started walking back to the car, when we heard some lady screaming and girgling and all, which was pretty hard to ignore. To we ran down to get a look at what the fuss was, only to find a lady in the water being chased by a 20 foota (technical term for a bigg-ass croc). I looked across and saw some guy in a black cowboy hat running into a car to hide. I thought to myself, &amp;quot;this isn’t good, that sheila over there’s gonna get her ti.. ti.. ti..&amp;quot; (I had a stuttering problem at the time), so before I could finish thinking about what I was thinking, I dived over the cliff, fell down about 15 meters or so into the creek, thinking I’d save the sheila from the clutches of death, and be a real hero.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
Two days later I woke up in hospital, with a big bandage around my head. It was then I was told that it was a rubber croc, and that I’d cost the movie blokes a few thousand bucks, and that the guy in the black hat was pissed off because he had to get his make-up re-done after the heat made it run while they waited for the flying doctors. They say he was running to his car to get his knife, but I still think he’s a wuss for needing anything other than a thumb.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
On closing, I’d just like to to say, if you ever see an aussie give you the thumbs up, he’s not only saying &amp;quot;cool mate&amp;quot;, he’s also reminding you of what to do in case of a croc attack.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color: #E7C258;&amp;quot;&amp;gt;Win an authentic KingPin Cigar owned by Ryan &amp;quot;Ridah&amp;quot; Feltrin&amp;lt;/span&amp;gt;====&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #E7C258;&amp;quot;&amp;gt;&lt;br /&gt;
O.K. freaks, this is the deal. Ryan Feltrin is ponying up an authentic KingPin cigar and a Voodoo3-2000 for our cool little KingPin contest. What the hell is an &amp;quot;Authentic KingPin Cigar&amp;quot; you ask?? I happen to have one of these bad boys sitting right here, take a peek:&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
[[File:Kpcigar.jpg|thumb|center]]&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #E7C258;&amp;quot;&amp;gt;&lt;br /&gt;
Next question, how the hell do I win it? ? ? Well, Ryan himself came up with a good idea that goes something like this:&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Shoot a virtual cigar from a virtual thug in Kingpin. You must not lose any health, and the victim must survive the ordeal.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&lt;br /&gt;
You must use the friendly guy outside the Pawn-O-Matic in the first level. Take a screenshot to show that he no longer has the cigar in his mouth.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #E7C258;&amp;quot;&amp;gt;&lt;br /&gt;
So if your the kinda guy that thinks he can pull this off. . . . or you&#039;ve done this zillions of times already. . . then snag a good screenshot and send it in to ME with the &amp;quot;subject being &amp;quot;KingPin Contest&amp;quot; I&#039;ll select a winner if there is multiple submissions. So crack out the KingPin. . . brush up the skills and keep one finger on the trigger and the other ready to take that screenshot.&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #E7C258;&amp;quot;&amp;gt;&lt;br /&gt;
If there happens to be no one who has gotten the screenshot without taking ANY damage, than the one who has taken the least damage will then be selected. Cool??&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #E7C258;&amp;quot;&amp;gt;&lt;br /&gt;
Need the KingPin demo. . [https://www.kingpin.info/download/index.php?dir=kingpin_demo/&amp;amp;file=KPDEMO.EXE try here.]&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr style=&amp;quot;height: 2px; border-width: 0; background-color: #e7c258;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===20 December 2005===&lt;br /&gt;
on method.gamedesign.net&lt;br /&gt;
&amp;lt;p&amp;gt;A = [[Ryan Feltrin]] (A.I. and effects programming)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Q = Yan Ostretsov aka Method&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Method: Please tell us about yourself and how you got into gaming industry?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Ryan Feltrin: Born and bred in Adelaide, Australia, I studied at Blackfriars Priory School, moving onto the University of South Australia, for a Bachelor of Information Science. Never a keen student, but always a keen gamer, I soon found myself getting poor grades, but mastering the art of gaming, and writing useless programs to feed my appetite for creation. After receiving runner-up in my final year project, I got a job working with a lecturer and began my seemingly exciting journey into the professional programming world.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;However all was not rosey, as I had once thought. Working with computers was actually quite frustrating and difficult when stressed out clients were involved, and business type ethics came into play. I soon found solice in creating my own games, and decided to give it a real shot at getting into that professionally.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;The next 3 or so years were packed with over-enthusiastic ideas, long hours locked away in a room at my parents house, madly programming away and attempting to assemble what I thought to be the ultimate games. It didn&#039;t take long for reality to kick in, and for me to realize that this thing ain&#039;t as easy as it seems from the outside, however I still enjoyed it enough to stick it out, and get each project I started, to a point where it could be released.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;These projects ranged from silly little mods for the classic CTF and the exhaustive QuakeRally mod for Quake1, through to the rather large and popular EraserBot for Quake2. These were released under the &amp;quot;Impact Development Team&amp;quot; logo, which enjoyed a rather successful stint in the old Quake community.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;During the final days of the QuakeRally project, I found myself involved in my first commercial gaming project, the X-Men: Ravages of Apocalypse add-on for Quake1. Not the most successful project I&#039;ve been involved with, however it was a valuable learning process and gave me a lot of insight into the industry and how difficult it can be for startup companies to get.. started.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Following this, I began work on the EraserBot for Quake2, and was later hired by Xatrix Entertainment to develop technologies for their upcoming game, Kingpin.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Meth: What kind of work you did for Kingpin?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Ryan: My role for Kingpin was initially just to provide navigation and AI, however it soon branched out to include most technological additions and enhancements, like multiple colored light sources on characters (very important for the look and feel), character interaction system (RPG element), persistent level data (returning to a previous level should restore the world as it was when you left), effects (like flamethrower, bullet sparks, rocket flames), locational hit detection, multiple pain skins, shootable body elements (hats, cigars) and finally, the multiplayer code (and related Linux ports) and &amp;quot;Bagman&amp;quot; game mode.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Meth: What kind of challenges you encountered while working on Kingpin?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Ryan: So many challenges, the biggest was probably the introduction of the RPG interaction, and trying to make that work in an FPS setting. It really was a huge challenge and I think it turned out quite good.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Meth: How did you come up with idea to make a Bagman mode for KP?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Ryan: This was something that still there is a lot of conjecture over, however I remain adament that it was my idea. I was always a huge CTF fan from Quake1 and even moreso Quake2. So adding a similar element to Kingpin was very important to me. However, I wanted to make sure it had that Kingpin feel, so it couldn&#039;t just be a straight copy. Since a fundamental aspect of the game was money, I figured this should be the basis of the multiplayer also. The design just flowed from there, pretty much.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Meth: What kind of things didn&amp;amp;rsquo;t make into the final version of KP?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Ryan: Hovercars. I had them in early on, but they were cut as the design evolved. Also the bikes never really made it, mostly due to the difficulty in creating tracks in the engine. If we&#039;d been using the Quake3 engine, it would have probably made it.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Meth: What&amp;amp;rsquo;s the current game you&amp;amp;rsquo;re working on?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Ryan: Just finishing up the patch for Call of Duty: United Offensive. Nothing much of note, just fixing things up, and also I&#039;m going to be releasing a new game mode for that, which should be interesting.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Meth: What kind of changes you did to CoD: UO programming wise?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Ryan: My role on CoD: UO was to add vehicles to multiplayer, and add a flamethrower. Being an expansion pack, we didn&#039;t have a whole lot of engine stuff to do, which was a bit of a bummer, but I think the vehicles turned out pretty good, so I&#039;m happy with it.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Meth: In your opinion, what&amp;amp;rsquo;re the most important skills programmers should have?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Ryan: Problem solving. That&#039;s the key attribute for a programmer in my opinion. You can know all the languages under the sun, but if you can&#039;t solve things for yourself, you probably aren&#039;t going to get far. The other important skill I believe is a desire for creation. Programming I believe is one of the most powerful tools for creation and freedom thereof in the world. To me, the though of creating something, that thousands (or millions) or people can see and use, is just astounding, and perplexing. That is what fuels me now, and it is what got me interested to start with.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Meth: Do you have any suggestions on how to get into gaming industry?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Ryan: Try and develop a single skill that not many people have, or find you&#039;re niche, which will let you create things that are of standard that will make you stand out from the crowd. Getting into the industry I think is lot like the Playstation 2 TV ad, where everyone is climbing on top of one-another, trying to get to the top. You should find the route that gives you the fastest path to the top, using you&#039;re skills and attributes. Most gaming companies tend to either stick to people with experience (already in the industry) or if they&#039;re new, then they must be damned good. So get the top as best you can.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;This is just my experience though, and it probably doesn&#039;t apply to everyone.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: #ff0000;&amp;quot;&amp;gt;Meth: Would you like to add anything else?&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Ryan: Thanks to everyone for supporting Kingpin, and lets all keep our fingers crossed for a sequel :)&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1187</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1187"/>
		<updated>2026-01-18T01:04:44Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* 1999 February 21 – Drew Markham Interview Published */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/kingpin/media/videos/officeel/promo/Kingpin_-_Life_of_Crime_Official_Trailer.mp4 Kingpin – Life of Crime Official Trailer]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Xatrix released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. Gangland.org hosted the video, and &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. The footage originated from an internal Xatrix test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Xatrix release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 18 – Xatrix IRC Developer Chat ===&lt;br /&gt;
On 18 March 1999, members of the Xatrix development team participated in a live IRC chat with the community. The session covered a wide range of topics, including level design, AI behavior, weapon balance, multiplayer plans, and the team’s goals for creating a more immersive and reactive urban environment in &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The chat provided one of the most open and detailed opportunities for players to ask questions directly to the developers during the game’s production, offering valuable insight into both the technical and creative direction of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[IRC chat Xatrix|Xatrix IRC Developer Chat – 18 March 1999]]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1186</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1186"/>
		<updated>2026-01-18T01:04:30Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* 1999 March 16 – John W. Anderson Interview Published */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/kingpin/media/videos/officeel/promo/Kingpin_-_Life_of_Crime_Official_Trailer.mp4 Kingpin – Life of Crime Official Trailer]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview Published ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Xatrix released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. Gangland.org hosted the video, and &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. The footage originated from an internal Xatrix test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Xatrix release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 18 – Xatrix IRC Developer Chat ===&lt;br /&gt;
On 18 March 1999, members of the Xatrix development team participated in a live IRC chat with the community. The session covered a wide range of topics, including level design, AI behavior, weapon balance, multiplayer plans, and the team’s goals for creating a more immersive and reactive urban environment in &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The chat provided one of the most open and detailed opportunities for players to ask questions directly to the developers during the game’s production, offering valuable insight into both the technical and creative direction of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[IRC chat Xatrix|Xatrix IRC Developer Chat – 18 March 1999]]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1185</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1185"/>
		<updated>2026-01-18T01:03:18Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/kingpin/media/videos/officeel/promo/Kingpin_-_Life_of_Crime_Official_Trailer.mp4 Kingpin – Life of Crime Official Trailer]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview Published ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Xatrix released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. Gangland.org hosted the video, and &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. The footage originated from an internal Xatrix test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Xatrix release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview Published ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 18 – Xatrix IRC Developer Chat ===&lt;br /&gt;
On 18 March 1999, members of the Xatrix development team participated in a live IRC chat with the community. The session covered a wide range of topics, including level design, AI behavior, weapon balance, multiplayer plans, and the team’s goals for creating a more immersive and reactive urban environment in &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The chat provided one of the most open and detailed opportunities for players to ask questions directly to the developers during the game’s production, offering valuable insight into both the technical and creative direction of the project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[IRC chat Xatrix|Xatrix IRC Developer Chat – 18 March 1999]]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1184</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1184"/>
		<updated>2026-01-18T00:58:43Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* 1999 March 10 – “Ganghit” Kingpin Movie Released */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/kingpin/media/videos/officeel/promo/Kingpin_-_Life_of_Crime_Official_Trailer.mp4 Kingpin – Life of Crime Official Trailer]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview Published ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Xatrix released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. Gangland.org hosted the video, and &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. The footage originated from an internal Xatrix test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Xatrix release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview Published ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1183</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1183"/>
		<updated>2026-01-18T00:56:49Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* 1999 March 10 – “Ganghit” Kingpin Movie Released */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/kingpin/media/videos/officeel/promo/Kingpin_-_Life_of_Crime_Official_Trailer.mp4 Kingpin – Life of Crime Official Trailer]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview Published ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, Gangland.org released a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and AI behavior, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban street environments. &#039;&#039;Blue’s News&#039;&#039; reported the release and provided a mirror to help ease server load.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. According to Gangland.org, the footage originated from an internal test in which multiple NPCs were placed in a street environment to observe their combat behavior, resulting in a dynamic simulation that was captured and shared as an AVI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – reporting on the Gangland.org release (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview Published ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1182</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1182"/>
		<updated>2026-01-18T00:55:32Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* 1999 February 21 – Drew Markham Interview Published */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/kingpin/media/videos/officeel/promo/Kingpin_-_Life_of_Crime_Official_Trailer.mp4 Kingpin – Life of Crime Official Trailer]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview Published ===&lt;br /&gt;
On 21 February 1999, Gangland.org published an interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it. This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – reporting on the Gangland.org interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, &#039;&#039;Blue’s News&#039;&#039; reported the release of a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and cinematic elements, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban environments.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. This makes &#039;&#039;Ganghit&#039;&#039; one of the earliest confirmed pre‑release gameplay videos distributed for &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – Kingpin Movie (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview Published ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1181</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1181"/>
		<updated>2026-01-18T00:54:48Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* 1999 February 15 – Dan Koppel Interview Published */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/kingpin/media/videos/officeel/promo/Kingpin_-_Life_of_Crime_Official_Trailer.mp4 Kingpin – Life of Crime Official Trailer]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview Published ===&lt;br /&gt;
On 21 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – Kingpin Interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, &#039;&#039;Blue’s News&#039;&#039; reported the release of a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and cinematic elements, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban environments.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. This makes &#039;&#039;Ganghit&#039;&#039; one of the earliest confirmed pre‑release gameplay videos distributed for &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – Kingpin Movie (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview Published ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1180</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1180"/>
		<updated>2026-01-18T00:54:29Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* 1999 February 15 – Dan Koppel Interview Published */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/kingpin/media/videos/officeel/promo/Kingpin_-_Life_of_Crime_Official_Trailer.mp4 Kingpin – Life of Crime Official Trailer]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview Published ===&lt;br /&gt;
On 15 February 1999, Rust published a short interview with Dan Koppel, one of the key programmers and technical coordinators on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including enhancements to the Quake II engine, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
He also touched on editing tools and level‑creation workflows, noting that Xatrix planned to ship &#039;&#039;Kingpin&#039;&#039; with its level editor. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – reporting on the Rust interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview Published ===&lt;br /&gt;
On 21 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – Kingpin Interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, &#039;&#039;Blue’s News&#039;&#039; reported the release of a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and cinematic elements, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban environments.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. This makes &#039;&#039;Ganghit&#039;&#039; one of the earliest confirmed pre‑release gameplay videos distributed for &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – Kingpin Movie (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview Published ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1179</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1179"/>
		<updated>2026-01-18T00:53:48Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* 1999 February 4 – Second Drew Markham Interview Published */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1998 May 13 – Kingpin Announced ===&lt;br /&gt;
On May 13, 1998, &#039;&#039;Kingpin: Life of Crime&#039;&#039; was officially announced as Xatrix Entertainment’s next first-person shooter, developed using an enhanced version of the Quake II engine. The announcement came shortly before E3 1998, where the game was scheduled for its first public showing.&lt;br /&gt;
&lt;br /&gt;
Interplay confirmed it would publish the title, highlighting Xatrix’s shift toward a darker, crime‑themed setting. Early details emphasized:&lt;br /&gt;
* A gritty, urban world inspired by noir and gangster fiction&lt;br /&gt;
* Puzzle‑solving and clue‑gathering elements&lt;br /&gt;
* Planned vehicle segments (including a gyrocopter)&lt;br /&gt;
* A projected Q1 1999 release window&lt;br /&gt;
&lt;br /&gt;
Blue’s News reported that the project was the game designer Ridah had been hinting at in his .plan updates. His notes described:&lt;br /&gt;
* A setting influenced by 1930s gangster films&lt;br /&gt;
* A focus on AI and gameplay systems&lt;br /&gt;
* Research into vehicle physics for new engine features&lt;br /&gt;
* The working title &#039;&#039;Kingpin&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19991010032546/http://www.next-generation.com/jsmid/news/3019.html Next Generation (archived)]  &lt;br /&gt;
* [https://www.bluesnews.com/s/232138/kingpin-xatrix_s-quake-ii-engine-game Blue’s News]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 August 25 – Xatrix Welcomes John “Dr Sleep” Anderson ===&lt;br /&gt;
On 25 August 1998, Xatrix Entertainment announced that John “Dr Sleep” Anderson had joined the studio after leaving Ion Storm. Anderson, known for his level design work on &#039;&#039;Doom&#039;&#039;, &#039;&#039;Heretic&#039;&#039;, and &#039;&#039;Hexen&#039;&#039;, was brought onto the &#039;&#039;Kingpin&#039;&#039; development team to strengthen the project’s level design and overall creative direction.&lt;br /&gt;
&lt;br /&gt;
Xatrix stated that Anderson’s experience would significantly enhance the already established team working on &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://web.archive.org/web/19990508065749/http://www.xatrix.com/news.html Xatrix Entertainment – News (archived, 25 August 1998)]&lt;br /&gt;
* [[John W Anderson Interview#26 August 1998|John W. Anderson Interview – 26 August 1998]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 May 28–30 – Possible First Trailer Shown at E3 ===&lt;br /&gt;
&#039;&#039;Kingpin&#039;&#039; was announced shortly before E3 1998 with confirmation that the game would be presented at the show. A promotional trailer survives today, but no contemporary documentation confirms whether this specific video was the one shown during the event.&lt;br /&gt;
&lt;br /&gt;
Given the timing of the announcement, the presence of Xatrix and Interplay at E3, and later previews referencing early footage seen “earlier that year,” it is considered likely that an early version of the trailer or similar gameplay reel was shown during E3 1998.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surviving promotional video&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/kingpin/media/videos/officeel/promo/Kingpin_-_Life_of_Crime_Official_Trailer.mp4 Kingpin – Life of Crime Official Trailer]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* No hard evidence confirms this exact trailer was used at E3.&lt;br /&gt;
* It may represent the same or similar footage shown at the event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [[Timeline#1998_May_13|1998 May 13 Announcement]]&lt;br /&gt;
* E3 1998 dates: 28–30 May 1998&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 September 6–9 – First Screenshots Shown at ECTS 1998 ===&lt;br /&gt;
The earliest confirmed &#039;&#039;Kingpin&#039;&#039; screenshots appeared during the European Computer Trade Show (ECTS) 1998, held from 6–9 September in London. Interplay presented an early build of the game at the event, and several gaming outlets published screenshots taken from the show floor or from press materials distributed during ECTS.&lt;br /&gt;
&lt;br /&gt;
These images represent the first publicly available look at &#039;&#039;Kingpin&#039;&#039;, showcasing early versions of the game&#039;s urban environments, character models, and lighting. The screenshots published by &#039;&#039;Blue’s News&#039;&#039; and GameSpot UK’s ECTS coverage match the material shown at the event, making ECTS 1998 the most likely source of the first public screenshots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/234881/kingpin-screenshots Blue’s News – Kingpin Screenshots]  &lt;br /&gt;
* [https://web.archive.org/web/19981202174846/http://www.gamespot.co.uk/news/specials/ects_98/previews/5.html GameSpot UK – ECTS 98 Preview (archived)]  &lt;br /&gt;
* [https://web.archive.org/web/19990129034354/http://www.gamespot.co.uk/news/specials/ects_98/pix/interplay/kingpin/136.html GameSpot UK – ECTS 98 Screenshot Gallery (archived)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1998 October – First Magazine Coverage ===&lt;br /&gt;
October 1998 marks the earliest known appearance of &#039;&#039;Kingpin&#039;&#039; in print magazines. Two publications featured preview coverage of the game, providing the first substantial mainstream exposure outside of trade‑show reporting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PC Accelerator&#039;&#039; (USA) included an early preview highlighting the game’s gritty tone, urban environments, and Xatrix’s use of the Quake II engine. Around the same time, the French magazine &#039;&#039;Joystick&#039;&#039; (Issue 097) also ran a feature on &#039;&#039;Kingpin&#039;&#039;, presenting similar early impressions and screenshots from the in‑development build.&lt;br /&gt;
&lt;br /&gt;
These October 1998 previews represent the first confirmed magazine coverage of &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=PC_Accelerator_%28USA%29_1998-10.pdf PC Accelerator (USA), October 1998]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/magazine/&amp;amp;file=Joystick_Issue_097%28French%29_1998-10.pdf Joystick Issue 097 (France), October 1998]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview ===&lt;br /&gt;
On 4 February 1999, Next‑Generation Online published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 4 – Second Drew Markham Interview Published ===&lt;br /&gt;
On 4 February 1999, Stomped published a follow‑up interview with Drew Markham, offering additional insight into the ongoing development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s progress since the previous month’s interview, including refinements to the game’s AI, world design, and narrative direction.&lt;br /&gt;
&lt;br /&gt;
He also elaborated on the studio’s goals for creating a more immersive and reactive urban environment, as well as the challenges of balancing realism with fast‑paced shooter gameplay. &#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to bring wider attention to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238370/kingpin-interview Blue’s News – reporting on the Stomped interview (4 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#4 Februari 1999|Drew Markham Interview – 4 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 11 – Drew Markham Interview Published ===&lt;br /&gt;
On 11 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, offering further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed ongoing refinements to the game’s world design, AI behavior, and narrative tone, as well as the team’s goals for creating a more grounded and atmospheric shooter.&lt;br /&gt;
&lt;br /&gt;
This interview continued the steady flow of pre‑release information released throughout early 1999, giving players a clearer picture of Xatrix’s design direction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/238528/kingpin-interview Blue’s News – Kingpin Interview (11 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#11 Februari 1999|Drew Markham Interview – 11 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 15 – Dan Koppel Interview Published ===&lt;br /&gt;
On 15 February 1999, &#039;&#039;Blue’s News&#039;&#039; published an interview with Dan Koppel, one of the key programmers on &#039;&#039;Kingpin&#039;&#039;. Koppel discussed the technical side of the project, including engine enhancements built on top of Quake II, improvements to lighting and rendering, and the challenges of implementing the game’s interactive NPC systems.&lt;br /&gt;
&lt;br /&gt;
The interview provided a valuable look at the engineering work behind &#039;&#039;Kingpin&#039;&#039; and complemented the design‑focused interviews released earlier in the year.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/63/kingpin-interview Blue’s News – Kingpin Interview (15 February 1999)]  &lt;br /&gt;
* [[Dan Koppel Interview#15 February 1999|Dan Koppel Interview – 15 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 16 – Interplay Press Kit Art Created ===&lt;br /&gt;
On 16 February 1999, Interplay produced a set of official press‑kit art assets for &#039;&#039;Kingpin&#039;&#039;. These files, preserved in the Interplay Product Presentation archive, include early promotional renders, character artwork, and logo materials intended for use by magazines and distributors.&lt;br /&gt;
&lt;br /&gt;
The file creation timestamps confirm this as the earliest known date for finalized promotional art distributed outside Xatrix. These assets were later mirrored on various fan sites and remain one of the few surviving pieces of pre‑release marketing material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://archive.org/details/InterplayProductPresentationV199.7z Interplay Product Presentation V1 1999 (archived)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/art/officeel/press-kit/ Kingpin.info – Official Press Kit Art]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 February 21 – Drew Markham Interview Published ===&lt;br /&gt;
On 21 February 1999, &#039;&#039;Blue’s News&#039;&#039; published another interview with Drew Markham, providing further insight into the development of &#039;&#039;Kingpin&#039;&#039;. Markham discussed the team’s continued progress on world‑building, AI behavior, and the game’s mature thematic direction. He also commented on the challenges of refining the game’s atmosphere and interactive NPC systems as the project moved deeper into production.&lt;br /&gt;
&lt;br /&gt;
This interview added to the steady stream of early‑1999 developer commentary, offering one of the clearest looks at Xatrix’s evolving design goals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/195/kingpin-interview Blue’s News – Kingpin Interview (21 February 1999)]  &lt;br /&gt;
* [[Drew Markham Interview#21 Februari 1999|Drew Markham Interview – 21 February 1999]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 10 – “Ganghit” Kingpin Movie Released ===&lt;br /&gt;
On 10 March 1999, &#039;&#039;Blue’s News&#039;&#039; reported the release of a new &#039;&#039;Kingpin&#039;&#039; promotional video titled &#039;&#039;&#039;Ganghit&#039;&#039;&#039;. The clip showcased early gameplay and cinematic elements, offering one of the first substantial looks at the game’s violent tone, character interactions, and urban environments.&lt;br /&gt;
&lt;br /&gt;
File metadata from the surviving archive indicates that the video itself was created on 9 March 1999, one day before its public release. This makes &#039;&#039;Ganghit&#039;&#039; one of the earliest confirmed pre‑release gameplay videos distributed for &#039;&#039;Kingpin&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/616/kingpin-movie Blue’s News – Kingpin Movie (10 March 1999)]  &lt;br /&gt;
* [https://www.kingpin.info/download/index.php?dir=kingpin/media/videos/officeel/&amp;amp;file=kp_ganghit.zip Kingpin.info – Ganghit Video Archive]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== 1999 March 16 – John W. Anderson Interview Published ===&lt;br /&gt;
On 16 March 1999, PlanetKingpin published a new interview with John W. “Dr Sleep” Anderson, focusing on his level design work and his experience at Xatrix after leaving Ion Storm. Anderson discussed his creative approach, the atmosphere within the studio, and the challenges of building dense urban environments within the Quake II engine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue’s News&#039;&#039; reported the release of the interview, helping to circulate it more widely, but the original publication was hosted by PlanetKingpin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources&#039;&#039;&#039;&lt;br /&gt;
* [https://www.bluesnews.com/s/718/kingpin-interviews Blue’s News – Kingpin Interviews]  &lt;br /&gt;
* [[John W Anderson Interview#16 March 1999|John W. Anderson Interview – 16 March 1999]]&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
</feed>