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	<id>https://wiki.kingpin.info/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FREDZ</id>
	<title>Kingpin Wiki - User contributions [en]</title>
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	<updated>2026-09-09T00:58:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1554</id>
		<title>Edit tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1554"/>
		<updated>2026-08-25T21:58:58Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* Graphic Editors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Editors==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! [[Surfaces]]&lt;br /&gt;
! [[MDX]]&lt;br /&gt;
! textureinfo.ini&lt;br /&gt;
! [[BSP]]&lt;br /&gt;
! Updates&lt;br /&gt;
|- &lt;br /&gt;
| KPRadiant&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://netradiant.gitlab.io/ NETRadiant]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Garux/netradiant-custom NetRadiant-custom]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/maps/map_editors/QERadiant/ QERadiant]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| Half&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://trenchbroom.github.io/ TrenchBroom] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Surfaces&#039;&#039;&#039; – Indicates whether the editor displays the names of all [[Surfaces|surface flags]] for textures.&lt;br /&gt;
* &#039;&#039;&#039;MDX&#039;&#039;&#039; – Indicates whether the editor can load [[MDX]] models. &#039;&#039;Half&#039;&#039; means the editor can load MDX models but cannot load multiple MDX models simultaneously.&lt;br /&gt;
* &#039;&#039;&#039;textureinfo.ini&#039;&#039;&#039; – Indicates whether the editor automatically loads [[Surfaces|surface flags]] from the &#039;&#039;textureinfo.ini&#039;&#039; file.&lt;br /&gt;
* &#039;&#039;&#039;BSP&#039;&#039;&#039; – Indicates whether the editor can edit [[BSP]] files. In most cases, this is limited to editing [[Entities]] rather than modifying BSP geometry.&lt;br /&gt;
&lt;br /&gt;
==PAK Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Stable&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/packscape/ PakScape]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes tested&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/pakexplorer/ PakExplorer]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qpakman/ QPakMan]&lt;br /&gt;
| Windows, Linux&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qped/ QPed]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/_code/pakextract/ Pakextract] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/misc/game_file_explorer/ Game File Explorer] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Graphic Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Wad Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/wally/ Wally]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.gimp.org/ GIMP]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Adobe_Photoshop Adobe Photoshop]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/PaintShop_Pro Corel PaintShop Pro]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/fimg/ Fimg]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://krita.org Krita]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.getpaint.net/ Paint.NET]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Freeware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.pinta-project.com/ Pinta]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Model Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! MDX/MD2 Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.blender.org/ Blender 3D] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/blender/kingpin/ Yes with Kingpin Plugin]&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.milkshape3d.com/ Milkshape 3D]&lt;br /&gt;
| Windows&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://clover.moe/mm3d/ Maverick Model 3D]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/quake2_moddeler/ Quake 2 Model Editor ]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| 3DS Max 2012&lt;br /&gt;
| Windows&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/3ds_max// Yes with Kingpin Plugin]&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.unwrap3d.com Ultimate Unwrap 3D] &lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Proprietary&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1425</id>
		<title>Edit tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1425"/>
		<updated>2026-07-23T21:27:02Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* Map Editors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Editors==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! [[Surfaces]]&lt;br /&gt;
! [[MDX]]&lt;br /&gt;
! textureinfo.ini&lt;br /&gt;
! [[BSP]]&lt;br /&gt;
! Updates&lt;br /&gt;
|- &lt;br /&gt;
| KPRadiant&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://netradiant.gitlab.io/ NETRadiant]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Garux/netradiant-custom NetRadiant-custom]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/maps/map_editors/QERadiant/ QERadiant]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| Half&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://trenchbroom.github.io/ TrenchBroom] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Surfaces&#039;&#039;&#039; – Indicates whether the editor displays the names of all [[Surfaces|surface flags]] for textures.&lt;br /&gt;
* &#039;&#039;&#039;MDX&#039;&#039;&#039; – Indicates whether the editor can load [[MDX]] models. &#039;&#039;Half&#039;&#039; means the editor can load MDX models but cannot load multiple MDX models simultaneously.&lt;br /&gt;
* &#039;&#039;&#039;textureinfo.ini&#039;&#039;&#039; – Indicates whether the editor automatically loads [[Surfaces|surface flags]] from the &#039;&#039;textureinfo.ini&#039;&#039; file.&lt;br /&gt;
* &#039;&#039;&#039;BSP&#039;&#039;&#039; – Indicates whether the editor can edit [[BSP]] files. In most cases, this is limited to editing [[Entities]] rather than modifying BSP geometry.&lt;br /&gt;
&lt;br /&gt;
==PAK Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Stable&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/packscape/ PakScape]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes tested&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/pakexplorer/ PakExplorer]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qpakman/ QPakMan]&lt;br /&gt;
| Windows, Linux&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qped/ QPed]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/_code/pakextract/ Pakextract] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/misc/game_file_explorer/ Game File Explorer] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Graphic Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Wad Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/wally/ Wally]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.gimp.org/ GIMP]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Adobe_Photoshop Adobe Photoshop]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/PaintShop_Pro Corel PaintShop Pro]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/fimg/ Fimg]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://krita.org Krita]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.getpaint.net/ Paint.NET]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Freeware&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Model Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! MDX/MD2 Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.blender.org/ Blender 3D] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/blender/kingpin/ Yes with Kingpin Plugin]&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.milkshape3d.com/ Milkshape 3D]&lt;br /&gt;
| Windows&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://clover.moe/mm3d/ Maverick Model 3D]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/quake2_moddeler/ Quake 2 Model Editor ]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| 3DS Max 2012&lt;br /&gt;
| Windows&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/3ds_max// Yes with Kingpin Plugin]&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.unwrap3d.com Ultimate Unwrap 3D] &lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Proprietary&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1420</id>
		<title>Edit tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1420"/>
		<updated>2026-07-20T17:21:15Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: /* Map Editors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Editors==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! [[Surfaces]]&lt;br /&gt;
! [[MDX]]&lt;br /&gt;
! textureinfo.ini&lt;br /&gt;
! [[BSP]]&lt;br /&gt;
! Updates&lt;br /&gt;
|- &lt;br /&gt;
| KPRadiant&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://netradiant.gitlab.io/ NETRadiant]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Garux/netradiant-custom NetRadiant-custom]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/maps/map_editors/QERadiant/ QERadiant]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| Half&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://trenchbroom.github.io/ TrenchBroom] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Surfaces&#039;&#039;&#039; – Indicates whether the editor displays the names of all [[Surfaces|surface flags]] for textures.&lt;br /&gt;
* &#039;&#039;&#039;MDX&#039;&#039;&#039; – Indicates whether the editor can load [[MDX]] models. &#039;&#039;Half&#039;&#039; means the editor can load MDX models but cannot load multiple MDX models simultaneously.&lt;br /&gt;
* &#039;&#039;&#039;textureinfo.ini&#039;&#039;&#039; – Indicates whether the editor automatically loads [[Surfaces|surface flags]] from the &#039;&#039;textureinfo.ini&#039;&#039; file.&lt;br /&gt;
* &#039;&#039;&#039;BSP&#039;&#039;&#039; – Indicates whether the editor can edit [[BSP]] files. In most cases, this is limited to editing [[Entities]] rather than modifying BSP geometry.&lt;br /&gt;
&lt;br /&gt;
==PAK Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Stable&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/packscape/ PakScape]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes tested&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/pakexplorer/ PakExplorer]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qpakman/ QPakMan]&lt;br /&gt;
| Windows, Linux&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qped/ QPed]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/_code/pakextract/ Pakextract] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/misc/game_file_explorer/ Game File Explorer] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Graphic Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Wad Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/wally/ Wally]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.gimp.org/ GIMP]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Adobe_Photoshop Adobe Photoshop]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/PaintShop_Pro Corel PaintShop Pro]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/fimg/ Fimg]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://krita.org Krita]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.getpaint.net/ Paint.NET]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Freeware&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Model Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! MDX/MD2 Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.blender.org/ Blender 3D] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/blender/kingpin/ Yes with Kingpin Plugin]&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.milkshape3d.com/ Milkshape 3D]&lt;br /&gt;
| Windows&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://clover.moe/mm3d/ Maverick Model 3D]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/quake2_moddeler/ Quake 2 Model Editor ]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| 3DS Max 2012&lt;br /&gt;
| Windows&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/3ds_max// Yes with Kingpin Plugin]&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.unwrap3d.com Ultimate Unwrap 3D] &lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Proprietary&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1419</id>
		<title>Edit tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1419"/>
		<updated>2026-07-20T17:17:40Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Editors==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! [[Surfaces]]&lt;br /&gt;
! [[MDX]]&lt;br /&gt;
! textureinfo.ini&lt;br /&gt;
! [[BSP]]&lt;br /&gt;
! Updates&lt;br /&gt;
|- &lt;br /&gt;
| KPRadiant&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://netradiant.gitlab.io/ NETRadiant]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Garux/netradiant-custom NetRadiant-custom]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/maps/map_editors/QERadiant/ QERadiant]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| Half&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://trenchbroom.github.io/ TrenchBroom] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Surfaces&#039;&#039;&#039; – Indicates whether the editor displays the names of all [[Surfaces|surface flags]] for textures.&lt;br /&gt;
* &#039;&#039;&#039;MDX&#039;&#039;&#039; – Indicates whether the editor can load [[MDX]] models. &#039;&#039;Half&#039;&#039; means the editor can load MDX models but cannot load multiple MDX models simultaneously.&lt;br /&gt;
* &#039;&#039;&#039;textureinfo.ini&#039;&#039;&#039; – Indicates whether the editor automatically loads [[Surfaces|surface flags]] from the &#039;&#039;textureinfo.ini&#039;&#039; file.&lt;br /&gt;
* &#039;&#039;&#039;BSP&#039;&#039;&#039; – Indicates whether the editor can edit [[BSP]] files.&lt;br /&gt;
&lt;br /&gt;
==PAK Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Stable&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/packscape/ PakScape]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes tested&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/pakexplorer/ PakExplorer]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qpakman/ QPakMan]&lt;br /&gt;
| Windows, Linux&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qped/ QPed]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/_code/pakextract/ Pakextract] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/misc/game_file_explorer/ Game File Explorer] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Graphic Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Wad Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/wally/ Wally]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.gimp.org/ GIMP]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Adobe_Photoshop Adobe Photoshop]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/PaintShop_Pro Corel PaintShop Pro]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/fimg/ Fimg]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://krita.org Krita]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.getpaint.net/ Paint.NET]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Freeware&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Model Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! MDX/MD2 Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.blender.org/ Blender 3D] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/blender/kingpin/ Yes with Kingpin Plugin]&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.milkshape3d.com/ Milkshape 3D]&lt;br /&gt;
| Windows&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://clover.moe/mm3d/ Maverick Model 3D]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/quake2_moddeler/ Quake 2 Model Editor ]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| 3DS Max 2012&lt;br /&gt;
| Windows&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/3ds_max// Yes with Kingpin Plugin]&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.unwrap3d.com Ultimate Unwrap 3D] &lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Proprietary&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1418</id>
		<title>Edit tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1418"/>
		<updated>2026-07-20T17:12:56Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Editors==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! [[Surfaces]]&lt;br /&gt;
! [[MDX]]&lt;br /&gt;
! textureinfo.ini&lt;br /&gt;
! Updates&lt;br /&gt;
|- &lt;br /&gt;
| KPRadiant&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://netradiant.gitlab.io/ NETRadiant]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Garux/netradiant-custom NetRadiant-custom]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/maps/map_editors/QERadiant/ QERadiant]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| Half&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://trenchbroom.github.io/ TrenchBroom] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Surfaces&#039;&#039;&#039; – Indicates whether the editor displays the names of all [[Surfaces|surface flags]] for textures.&lt;br /&gt;
* &#039;&#039;&#039;MDX&#039;&#039;&#039; – Indicates whether the editor can load [[MDX]] models. &#039;&#039;Half&#039;&#039; means the editor can load MDX models but cannot load multiple MDX models simultaneously.&lt;br /&gt;
* &#039;&#039;&#039;textureinfo.ini&#039;&#039;&#039; – Indicates whether the editor automatically loads [[Surfaces|surface flags]] from the &#039;&#039;textureinfo.ini&#039;&#039; file.&lt;br /&gt;
&lt;br /&gt;
==PAK Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Stable&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/packscape/ PakScape]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes tested&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/pakexplorer/ PakExplorer]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qpakman/ QPakMan]&lt;br /&gt;
| Windows, Linux&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qped/ QPed]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/_code/pakextract/ Pakextract] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/misc/game_file_explorer/ Game File Explorer] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Graphic Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Wad Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/wally/ Wally]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.gimp.org/ GIMP]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Adobe_Photoshop Adobe Photoshop]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/PaintShop_Pro Corel PaintShop Pro]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/fimg/ Fimg]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://krita.org Krita]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.getpaint.net/ Paint.NET]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Freeware&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Model Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! MDX/MD2 Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.blender.org/ Blender 3D] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/blender/kingpin/ Yes with Kingpin Plugin]&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.milkshape3d.com/ Milkshape 3D]&lt;br /&gt;
| Windows&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://clover.moe/mm3d/ Maverick Model 3D]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/quake2_moddeler/ Quake 2 Model Editor ]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| 3DS Max 2012&lt;br /&gt;
| Windows&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/3ds_max// Yes with Kingpin Plugin]&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.unwrap3d.com Ultimate Unwrap 3D] &lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Proprietary&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1417</id>
		<title>Edit tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1417"/>
		<updated>2026-07-20T17:11:07Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Editors==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! [[Surfaces]]&lt;br /&gt;
! [[MDX]]&lt;br /&gt;
! textureinfo.ini&lt;br /&gt;
! Updates&lt;br /&gt;
|- &lt;br /&gt;
| KPRadiant&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://netradiant.gitlab.io/ NETRadiant]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Garux/netradiant-custom NetRadiant-custom]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/maps/map_editors/QERadiant/ QERadiant]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| Half&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://trenchbroom.github.io/ TrenchBroom] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Surfaces&#039;&#039;&#039; – Indicates whether the editor displays all surface flags names for textures.&lt;br /&gt;
* &#039;&#039;&#039;MDX&#039;&#039;&#039; – Indicates whether the editor can load MDX models. &#039;&#039;Half&#039;&#039; means the editor can load MDX models but cannot load multiple MDX models simultaneously.&lt;br /&gt;
* &#039;&#039;&#039;textureinfo.ini&#039;&#039;&#039; – Indicates whether the editor automatically loads [[Surfaces|surface flags]] from the &#039;&#039;textureinfo.ini&#039;&#039; file.&lt;br /&gt;
&lt;br /&gt;
==PAK Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Stable&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/packscape/ PakScape]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes tested&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/pakexplorer/ PakExplorer]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qpakman/ QPakMan]&lt;br /&gt;
| Windows, Linux&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qped/ QPed]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/_code/pakextract/ Pakextract] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/misc/game_file_explorer/ Game File Explorer] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Graphic Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Wad Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/wally/ Wally]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.gimp.org/ GIMP]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Adobe_Photoshop Adobe Photoshop]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/PaintShop_Pro Corel PaintShop Pro]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/fimg/ Fimg]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://krita.org Krita]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.getpaint.net/ Paint.NET]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Freeware&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Model Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! MDX/MD2 Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.blender.org/ Blender 3D] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/blender/kingpin/ Yes with Kingpin Plugin]&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.milkshape3d.com/ Milkshape 3D]&lt;br /&gt;
| Windows&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://clover.moe/mm3d/ Maverick Model 3D]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/quake2_moddeler/ Quake 2 Model Editor ]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| 3DS Max 2012&lt;br /&gt;
| Windows&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/3ds_max// Yes with Kingpin Plugin]&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.unwrap3d.com Ultimate Unwrap 3D] &lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Proprietary&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1416</id>
		<title>Edit tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1416"/>
		<updated>2026-07-20T17:06:49Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Editors==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! [[Surfaces]]&lt;br /&gt;
! [[MDX]]&lt;br /&gt;
! textureinfo.ini&lt;br /&gt;
! Updates&lt;br /&gt;
|- &lt;br /&gt;
| KPRadiant&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://netradiant.gitlab.io/ NETRadiant]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Garux/netradiant-custom NetRadiant-custom]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/maps/map_editors/QERadiant/ QERadiant]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| Half&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://trenchbroom.github.io/ TrenchBroom] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
- Surfaces does it show all flags from textures.&lt;br /&gt;
- MDX can it load mdx models, half means it can not load multiple mdx models.&lt;br /&gt;
- textureinfo.ini does it load automaticly load [[Surface]] flags from textureinfo.ini&lt;br /&gt;
&lt;br /&gt;
==PAK Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Stable&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/packscape/ PakScape]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes tested&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/pakexplorer/ PakExplorer]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qpakman/ QPakMan]&lt;br /&gt;
| Windows, Linux&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qped/ QPed]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/_code/pakextract/ Pakextract] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/misc/game_file_explorer/ Game File Explorer] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Graphic Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Wad Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/wally/ Wally]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.gimp.org/ GIMP]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Adobe_Photoshop Adobe Photoshop]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/PaintShop_Pro Corel PaintShop Pro]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/fimg/ Fimg]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://krita.org Krita]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.getpaint.net/ Paint.NET]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Freeware&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Model Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! MDX/MD2 Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.blender.org/ Blender 3D] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/blender/kingpin/ Yes with Kingpin Plugin]&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.milkshape3d.com/ Milkshape 3D]&lt;br /&gt;
| Windows&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://clover.moe/mm3d/ Maverick Model 3D]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/quake2_moddeler/ Quake 2 Model Editor ]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| 3DS Max 2012&lt;br /&gt;
| Windows&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/3ds_max// Yes with Kingpin Plugin]&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.unwrap3d.com Ultimate Unwrap 3D] &lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Proprietary&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1415</id>
		<title>Edit tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1415"/>
		<updated>2026-07-20T17:02:00Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Editors==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! [[Surfaces]]&lt;br /&gt;
! [[MDX]]&lt;br /&gt;
! textureinfo.ini&lt;br /&gt;
! Updates&lt;br /&gt;
|- &lt;br /&gt;
| KPRadiant&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://netradiant.gitlab.io/ NETRadiant]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Garux/netradiant-custom NetRadiant-custom]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/maps/map_editors/QERadiant/ QERadiant]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| Half&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://trenchbroom.github.io/ TrenchBroom] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| half&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PAK Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Stable&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/packscape/ PakScape]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes tested&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/pakexplorer/ PakExplorer]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qpakman/ QPakMan]&lt;br /&gt;
| Windows, Linux&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qped/ QPed]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/_code/pakextract/ Pakextract] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/misc/game_file_explorer/ Game File Explorer] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Graphic Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Wad Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/wally/ Wally]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.gimp.org/ GIMP]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Adobe_Photoshop Adobe Photoshop]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/PaintShop_Pro Corel PaintShop Pro]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/fimg/ Fimg]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://krita.org Krita]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.getpaint.net/ Paint.NET]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Freeware&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Model Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! MDX/MD2 Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.blender.org/ Blender 3D] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/blender/kingpin/ Yes with Kingpin Plugin]&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.milkshape3d.com/ Milkshape 3D]&lt;br /&gt;
| Windows&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://clover.moe/mm3d/ Maverick Model 3D]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/quake2_moddeler/ Quake 2 Model Editor ]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| 3DS Max 2012&lt;br /&gt;
| Windows&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/3ds_max// Yes with Kingpin Plugin]&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.unwrap3d.com Ultimate Unwrap 3D] &lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Proprietary&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1414</id>
		<title>Edit tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1414"/>
		<updated>2026-07-20T17:01:12Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Editors==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! [[Surfaces]]&lt;br /&gt;
! [[MDX]]&lt;br /&gt;
! textureinfo.ini&lt;br /&gt;
! Updates&lt;br /&gt;
|- &lt;br /&gt;
| KPRadiant&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://netradiant.gitlab.io/ NETRadiant]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Garux/netradiant-custom NetRadiant-custom]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/maps/map_editors/QERadiant/ QERadiant]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Half&lt;br /&gt;
| Half&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [https://trenchbroom.github.io/ TrenchBroom] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Yes&lt;br /&gt;
| hakf&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PAK Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Stable&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/packscape/ PakScape]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes tested&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/pakexplorer/ PakExplorer]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qpakman/ QPakMan]&lt;br /&gt;
| Windows, Linux&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qped/ QPed]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/_code/pakextract/ Pakextract] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/misc/game_file_explorer/ Game File Explorer] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Graphic Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Wad Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/wally/ Wally]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.gimp.org/ GIMP]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Adobe_Photoshop Adobe Photoshop]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/PaintShop_Pro Corel PaintShop Pro]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/fimg/ Fimg]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://krita.org Krita]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.getpaint.net/ Paint.NET]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Freeware&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Model Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! MDX/MD2 Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.blender.org/ Blender 3D] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/blender/kingpin/ Yes with Kingpin Plugin]&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.milkshape3d.com/ Milkshape 3D]&lt;br /&gt;
| Windows&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://clover.moe/mm3d/ Maverick Model 3D]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/quake2_moddeler/ Quake 2 Model Editor ]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| 3DS Max 2012&lt;br /&gt;
| Windows&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/3ds_max// Yes with Kingpin Plugin]&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.unwrap3d.com Ultimate Unwrap 3D] &lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Proprietary&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FREDZ</name></author>
	</entry>
	<entry>
		<id>https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1413</id>
		<title>Edit tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Edit_tools&amp;diff=1413"/>
		<updated>2026-07-20T16:25:35Z</updated>

		<summary type="html">&lt;p&gt;FREDZ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Map Editors==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! MDX Support&lt;br /&gt;
! Latest release&lt;br /&gt;
|- &lt;br /&gt;
| KPRadiant&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| 1997&lt;br /&gt;
|-&lt;br /&gt;
| [https://netradiant.gitlab.io/ NETRadiant]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| No&lt;br /&gt;
| 2024&lt;br /&gt;
|-&lt;br /&gt;
| [https://github.com/Garux/netradiant-custom NetRadiant-custom]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| No&lt;br /&gt;
| 2024&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/maps/map_editors/QERadiant/ QERadiant]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| 1997&lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| Half&lt;br /&gt;
| 2021&lt;br /&gt;
|-&lt;br /&gt;
| [https://trenchbroom.github.io/ TrenchBroom] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Half&lt;br /&gt;
| 2024&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PAK Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Stable&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/packscape/ PakScape]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes tested&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/pakexplorer/ PakExplorer]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [https://quark.sourceforge.io/ QuArK]&lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qpakman/ QPakMan]&lt;br /&gt;
| Windows, Linux&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/qped/ QPed]&lt;br /&gt;
| Windows&lt;br /&gt;
| No tested&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/pak/_code/pakextract/ Pakextract] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/misc/game_file_explorer/ Game File Explorer] &lt;br /&gt;
| Windows&lt;br /&gt;
| ?&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Graphic Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! Wad Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/wally/ Wally]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.gimp.org/ GIMP]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/Adobe_Photoshop Adobe Photoshop]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://en.wikipedia.org/wiki/PaintShop_Pro Corel PaintShop Pro]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/textures/wal/fimg/ Fimg]&lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [https://krita.org Krita]&lt;br /&gt;
| Windows, Linux, Mac OSX &lt;br /&gt;
| No&lt;br /&gt;
| Open Source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.getpaint.net/ Paint.NET]&lt;br /&gt;
| Windows&lt;br /&gt;
| No&lt;br /&gt;
| Freeware&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Model Editors==&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Supported OS&lt;br /&gt;
! MDX/MD2 Support&lt;br /&gt;
! Licences&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.blender.org/ Blender 3D] &lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/blender/kingpin/ Yes with Kingpin Plugin]&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [http://www.milkshape3d.com/ Milkshape 3D]&lt;br /&gt;
| Windows&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Shareware&lt;br /&gt;
|-&lt;br /&gt;
| [https://clover.moe/mm3d/ Maverick Model 3D]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/quake2_moddeler/ Quake 2 Model Editor ]&lt;br /&gt;
| Windows, Linux, Mac OSX&lt;br /&gt;
| Only MD2&lt;br /&gt;
| Open source&lt;br /&gt;
|-&lt;br /&gt;
| 3DS Max 2012&lt;br /&gt;
| Windows&lt;br /&gt;
| [https://www.kingpin.info/download/index.php?dir=kingpin/editing/modelling/3ds_max// Yes with Kingpin Plugin]&lt;br /&gt;
| Proprietary&lt;br /&gt;
|-&lt;br /&gt;
| [https://www.unwrap3d.com Ultimate Unwrap 3D] &lt;br /&gt;
| Windows&lt;br /&gt;
| Yes&lt;br /&gt;
| Proprietary&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=1228</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.kingpin.info/index.php?title=Timeline&amp;diff=1228"/>
		<updated>2026-03-28T13:03:19Z</updated>

		<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>
</feed>