# TOKYO PERFECT DRIFT

**Source:** Pinball News Website  
**Type:** article  
**Published:** 2018-12-09  
**Beat:** Pinball

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

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## Analysis

Tokyo Perfect Drift is a new single-level, four-flipper pinball game from Spanish producers Quetzal Pinball and STR Pinball, featuring a Japanese drifting car racing theme with custom electronics and RGB lighting. Designed by Antonio Ortuño in a weekend and developed rapidly under tight deadlines, the prototype was previewed at the Arcade Museum in Petrer in December with approximately 50% of rules implemented at launch. The game is priced at €4,395 (~$5,000) with manufacturing beginning in January 2019 at a rate of 2-3 units per month.

### Key Claims

- [HIGH] Tokyo Perfect Drift was designed in a single weekend at the start of August 2018 — _Direct quote from Antonio Ortuño: 'Although he usually takes some time to create his playfields, Antonio created the Tokyo Perfect Drift design in a weekend at the start of August.'_
- [HIGH] The prototype launched with approximately 50% of rules implemented, 30 display animations, and 2 songs — _Direct statement: 'For the launch the game had about 50% of the rules, around 30 display animations, and 2 of the songs (composed by Cristobal Ortuño, Antonio's brother).'_
- [HIGH] Antonio Ortuño gave up his job as a computer programmer three years prior to concentrate on building pinballs — _Article states: 'having given up his job as a computer programmer three years ago to concentrate on building pinballs'_
- [HIGH] Manufacturing will begin in January 2019 at a construction rate of 2-3 games per month — _Direct statement: 'Antonio says he expects manufacturing to begin in January, with minimal delays building games beyond those initial six since most parts will be made locally in Spain... Construction rate will be 2-3 games built per month.'_
- [HIGH] The code was initially written in Python but was ported to Java two weeks before the launch announcement due to performance issues — _Antonio explains: 'At the beginning of November I started programming... finally I chose Python. But as he added more and more graphics we saw that we needed a full PC. So, two weeks before the announcement, we decided to change the system and port the code to Java'_

### Notable Quotes

> "I was clear that it would be a four-flipper pinball, with a Japanese theme and electronic music."
> — **Antonio Ortuño (Quetzal Pinball)**, Design philosophy section
> _Articulates the core design requirements that shaped the game's direction_

> "This playfield is very special because the day I picked up it, my grandfather passed away. It's a sad memory, but at the same time it's a nice memory, because when I think of this pinball I always remember my grandfather."
> — **Antonio Ortuño**, Development history section
> _Personal significance of the first playfield arrival; reveals emotional dimension of the design process_

> "The two weeks before the announcement were crazy! Gustavo had to finish the cabinet and the translite, Orlando and Cristina were wiring the prototype and applying cabinet decals, and I had to program the rules – all the rules!"
> — **Antonio Ortuño**, Software development section
> _Describes the intense final crunch period before launch; illustrates time pressure and collaborative effort_

> "The wiring was ready the week of the announcement, and during the testing of the switches and RGB LEDs we found that the switches were not working as expected. I 'lost' a day finding the problem and fixing it, but it was already Wednesday so I decided to cut corners and disabled the ball save and the multiball."
> — **Antonio Ortuño**, Software development section
> _Reveals technical debugging challenges and pragmatic trade-offs made before public launch_

> "I tried several programming languages and frameworks, and finally I chose Python. But as I added more and more graphics we saw that we needed a full PC. So, two weeks before the announcement, we decided to change the system and port the code to Java"
> — **Antonio Ortuño**, Software development section
> _Documents technical decision-making under deadline pressure and performance constraints_

### Entities

| Name | Type | Context |
|------|------|---------|
| Quetzal Pinball | company | Spanish boutique pinball manufacturer; producer of Tokyo Perfect Drift and Captain Nemo Dives Again |
| STR Pinball | company | Spanish pinball assembly and manufacturing partner; built Captain Nemo Dives Again prototype and assembled Tokyo Perfect Drift |
| Antonio Ortuño | person | Designer and founder of Quetzal Pinball; former computer programmer; designed Tokyo Perfect Drift; also did controller board work for Magic Girl |
| Orlando | person | Co-founder/owner of STR Pinball; prepared cabinet and assisted with troubleshooting and assembly of Tokyo Perfect Drift prototype |
| Cristina | person | Co-founder/owner of STR Pinball with Orlando; assisted with assembly, wiring, and troubleshooting of Tokyo Perfect Drift prototype |
| Gustavo Díaz (Lord Hiryu) | person | Graphic designer; created artwork for Captain Nemo Dives Again and Tokyo Perfect Drift; designed cabinet, translite, and playfield artwork |
| Cristobal Ortuño | person | Antonio Ortuño's brother; composer of music for Tokyo Perfect Drift (2 songs completed at launch) |
| Tokyo Perfect Drift | game | New single-level, four-flipper pinball game with Japanese drifting car racing theme; custom electronics and RGB lighting; priced at €4,395; prototype previewed December 2018 |
| Captain Nemo Dives Again | game | Previous Quetzal Pinball title; assembly by STR Pinball; experienced extended delivery delays; customers prioritized for initial Tokyo Perfect Drift orders |
| Magic Girl | game | Zidware pinball; Antonio Ortuño designed controller boardset but reports never being paid for work |
| Arcade Museum in Petrer | event | Location in Spain where Tokyo Perfect Drift prototype was previewed in December 2018 |
| Jose María Litarte | person | Representative from Arcade Vintage Association in Petrer; involved in organizing Tokyo Perfect Drift launch event |
| Juan Carlos Durans | person | Representative from Biar Pinball Association; involved in organizing Tokyo Perfect Drift launch event |

### Topics

- **Primary:** Game Design & Development Process, Custom Electronics & RGB Lighting Technology, Software Development & Programming Languages, Boutique Manufacturer Operations
- **Secondary:** Game Theme & Licensing (Japanese Drifting), Manufacturing & Supply Chain, Pricing & Market Positioning, Prototyping & Playtesting

### Sentiment

**Positive** (0.78) — Article is enthusiastic and detailed about Tokyo Perfect Drift's development. Coverage is comprehensive and celebrates the collaborative effort, innovative design choices, and technical achievements. Minor tension emerges around rushed final development timeline and incomplete feature set at launch, but framed as acceptable given constraints. Overall tone is supportive of the boutique manufacturer effort.

### Signals

- **[business_signal]** Boutique manufacturer growth path: Antonio transitioned from computer programmer employment to full-time pinball design three years prior; Tokyo Perfect Drift created as income-generating project due to delayed successor to Captain Nemo (confidence: high) — Interview section: 'having given up his job as a computer programmer three years ago... since pinball design was now his main source of income, he needed another paying project'
- **[design_philosophy]** Single-level playfield design approach emphasizing multiple shot angles without ramps; deliberate simplification from original sci-fi robot concept to Japanese drifting car racing theme (confidence: high) — Antonio's explicit statements: 'I was clear that it would be a four-flipper pinball, with a Japanese theme and electronic music' and discussion of theme simplification for clarity
- **[manufacturing_signal]** Localized Spanish manufacturing strategy: most parts manufactured locally except standard off-the-shelf components; custom metal parts sourcing reliable; inventory of parts sufficient for 6 initial units with on-demand production beyond (confidence: high) — Statement: 'The team have enough cabinets and most of the parts to manufacture six complete games... most parts will be made locally in Spain with the exception of standard off-the-shelf components which will be imported as required'
- **[market_signal]** Competitive pricing for boutique custom machine: €4,395 (~$5,000 USD) positions Tokyo Perfect Drift significantly below major manufacturer new releases; single-level design and local Spanish manufacturing reduce production costs (confidence: high) — Pricing statement: 'The initial price of Tokyo Perfect Drift is €4,395 ($5,000/£3,940) plus tax and shipping... most parts will be made locally in Spain'
- **[community_signal]** First-time rapid prototyping approach: playfield designed in single weekend, PC simulation used for acceleration, aggressive schedule management under deadline pressure (confidence: high) — Article states playfield designed in weekend; describes two-week pre-launch crunch period with critical switch and coil debugging on launch eve (Friday 2:05pm first successful run)
- **[personnel_signal]** Collaborative network of Spanish boutique pinball builders: Orlando and Cristina from STR Pinball partnership with Antonio Ortuño (Quetzal); Gustavo Díaz (Lord Hiryu) as recurring graphic designer; Cristobal Ortuño as composer (confidence: high) — Multiple sections detail collaborative credits and working relationships across three entities (Quetzal, STR, individual contractors)
- **[announcement]** Official announcement of Tokyo Perfect Drift pinball game with detailed development history, pricing (€4,395), and manufacturing timeline (January 2019 start, 2-3 units/month) (confidence: high) — Full article details prototype preview at Arcade Museum in Petrer, Spain in December 2018; pricing and manufacturing schedule explicitly stated
- **[product_concern]** Rushed launch timeline resulted in incomplete feature set: only ~50% of rules, 2 of intended songs, and disabled ball save/multiball features at December preview due to late-stage switch debugging issues (confidence: high) — Quote: 'I 'lost' a day finding the problem and fixing it, but it was already Wednesday so I decided to cut corners and disabled the ball save and the multiball... finally ran the program in the prototype for first time on Friday at 2:05pm' and 'For the launch the game had about 50% of the rules'
- **[technology_signal]** Programming language pivot from Python to Java two weeks before launch due to graphics performance requirements; use of PC-based controller system rather than traditional pinball electronics (confidence: high) — Direct quote: 'two weeks before the announcement, we decided to change the system and port the code to Java (Python is nice for scripts, but I didn't fall in love with it)'

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## Transcript

A new pinball from Spanish producers [Quetzal Pinball](http://quetzalpinball.com/) and [STR Pinball](http://www.strpinball.com/) has been previewed at the Arcade Museum in Petrer in Spain.  It is a single-level, four-flipper game, with five balls and a fast and furious style of gameplay, a custom electronics boardset and full RGB lighting.

[![The right-side view of Tokyo Perfect Drift](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/021-tokyo-perfect-drift-676x1024.jpg)](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/021-tokyo-perfect-drift.jpg)

The right-side view of Tokyo Perfect Drift

[![The left side of the game](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/020-tokyo-perfect-drift-1024x684.jpg)](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/020-tokyo-perfect-drift.jpg)

The left side of the game

[![The top view of TPD](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/009-tokyo-perfect-drift-731x1024.jpg)](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/009-tokyo-perfect-drift.jpg)

The top view of TPD

*Tokyo Perfect Drift* is a collaboration between Antonio Antonio Ortuño from Quetzal Pinball and Orlando and Cristina from STR Pinball who built several of Quetzal Pinball’s previous title, *Captain Nemo Dives Again*, and who assembled the prototype of this new game along with providing much of the troubleshooting.

Antonio spoke to Pinball News about his new title and how it was developed.

He told us how, having given up his job as a computer programmer three years ago to concentrate on building pinballs, he was working on developing his follow-up to *Captain Nemo*.  However, earlier this year he realised the game wouldn’t be ready before the end of 2018 and how, since pinball design was now his main source of income, he needed another paying project.  So, at the end of July he spoke to Orlando and Cristina from STR Pinball about developing a simpler, single-level pinball game which they would assemble.  He also got the graphic designer from *Captain Nemo*, Gustavo Díaz a.k.a. Lord Hiryu, on board to create the artwork, despite his love of games with ramps.

Antonio told us, “*I was clear that it would be a four-flipper pinball, with a Japanese theme and electronic music. Our first choice was a sci-fi story with robots and Japanese theme, but after talking with Gustavo I realized that a theme that complex wouldn’t work because we had to explain too many things and we needed a simpler theme. Finally, we choose the drifting car races that are huge in Japan and meet my requirements of a Japanese theme with electronic music.*”

Although he usually takes some time to create his playfields, Antonio created the *Tokyo Perfect Drift* design in a weekend at the start of August.  He chose this time because many manufacturing companies are closed during August for their summer holidays, meaning he would be able to start ordering parts soon after they returned to work.

His intention was to design a single-level playfield which wouldn’t need any ramps since it would have a multitude of shots on the main level.  He wanted the feel of an upper playfield area, but for it to be on the same level as the rest of the game and open enough to be able to be shot in several ways.

[![Antonio's playfield design with Gustavo's artwork ideas](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/001-tokyo-perfect-drift-451x1024.jpg)](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/001-tokyo-perfect-drift.jpg)

Antonio’s playfield design with Gustavo’s artwork ideas

Although he doesn’t usually work this way, Antonio simulated the game on a PC to help speed-up development.

[![The PC simulation of TPD](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/002-tokyo-perfect-drift-558x1024.jpg)](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/002-tokyo-perfect-drift.jpg)

The PC simulation of TPD

Once the playfield design was produced and the simulation complete, the project was put on hold until September when the summer holidays were over and manufacturing work could commence.

In the first week of September, Antonio gave the go-ahead for the first playfield and upper polycarbonate plastics to be cut.  This marked a very personal moment for Antonio as he explains.  “*This playfield is very special because the day I picked up it, my grandfather passed away. It’s a sad memory, but at the same time it’s a nice memory, because when I think of this pinball I always remember my grandfather.*”

His next step was to design the custom metal parts and build the printed circuit boards to control and drive the game.  Antonio said this stage was easy for him given his previous design and manufacturing experience with the whole of *Captain Nemo*, the controller boardset for Zidware’s *Magic Girl* (for which he said he was never paid), and his on-hold other Quetzal title, while the company he uses to manufacture the metal parts is, he said, very good and always delivers the parts on time.

[![The Tokyo Perfect Drift whitewood](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/003-tokyo-perfect-drift-768x1024.jpg)](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/003-tokyo-perfect-drift.jpg)

The Tokyo Perfect Drift whitewood

[![Blank printed circuit boards](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/005-tokyo-perfect-drift-1024x576.jpg)](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/005-tokyo-perfect-drift.jpg)

Blank printed circuit boards

[![Testing a populated LED board](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/007-tokyo-perfect-drift-576x1024.jpg)](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/007-tokyo-perfect-drift.jpg)

Testing the RGB LED board with a playfield lamp board

[![Populating the underside of the playfield](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/008-tokyo-perfect-drift-576x1024.jpg)](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/008-tokyo-perfect-drift.jpg)

Populating the underside of the playfield

In the meantime, Orlando from STR Pinball prepared the cabinet and Gustavo began the playfield artwork design.

[![The prototype in the cabinet](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/004-tokyo-perfect-drift-768x1024.jpg)](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/004-tokyo-perfect-drift.jpg)

The prototype in the cabinet

Once they had a flip-able game, they discovered how the upper left flipper shot was not as smooth as intended, but with the help of Orlando and Cristina they refined it to make it flow smoothly.  The initial design had changed very little, with just a few small adjustments and some changes Gustavo made to several inserts to make the playfield more aesthetic.

[![The prototype playfield with the artwork](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/006-tokyo-perfect-drift-768x1024.jpg)](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/006-tokyo-perfect-drift.jpg)

The prototype playfield with the artwork

With the game progressing well, the team talked to Jose María Litarte from the Arcade Vintage Association in Petrer and Juan Carlos Durans from Biar Pinball Association about organising a launch in early December.

The hardware was coming together but the game needs lots of software too.  Antonio explained the process for developing the code for *Tokyo Perfect Drift*.  He told us, “*At the beginning of November I started programming.  I tried several programming languages and frameworks, and finally I chose Python.  But as I added more and more graphics we saw that we needed a full PC.  So, two weeks before the announcement, we decided to change the system and port the code to Java (Python is nice for scripts, but I didn’t fall in love with it, and I realized that despite all the Java verbosity I programmed faster in Java, and I had no time to lose).*”

The deadline for the launch was looming and time was running out.  “*The two weeks before the announcement were crazy!  Gustavo had to finish the cabinet and the translite, Orlando and Cristina were wiring the prototype and applying cabinet decals, and I had to program the rules – all the rules!  The wiring was ready the week of the announcement, and during the testing of the switches and RGB LEDs we found that the switches were not working as expected.  I ‘lost’ a day finding the problem and fixing it, but it was already Wednesday so I decided to cut corners and disabled the ball save and the multiball.  After a problem with the coils, we finally ran the program in the prototype for first time on Friday at 2:05pm. I went back home to continue programming until midnight, while Orlando and Cristina tested the pinball until past 10pm.*”

[![The completed prototype playfield](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/010-tokyo-perfect-drift-766x1024.jpg)](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/010-tokyo-perfect-drift.jpg)

The completed prototype playfield

For the launch the game had about 50% of the rules, around 30 display animations, and 2 of the songs (composed by Cristobal Antonio Ortuño, Antonio’s brother).  Antonio says he will spend the next 3-4 weeks to complete the rules and effects.

[![The D-R-I-F-T and Brake targets](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/023-tokyo-perfect-drift-1024x684.jpg)](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/023-tokyo-perfect-drift.jpg)

The D-R-I-F-T and Brake targets

The rules are:

**Complete 8 races in the neighbourhoods of Tokyo:**
– Hit green target (in the middle of the playfield) to start the race
– Complete the word D – R – I – F – T
– Win the race by shooting the flashing big triangles

**Secondary goal is complete 8 different drifts:**
1 – Complete F – U – E – L
2 – Complete B – U – R – N & OUT
3 – Complete T – I – R – E – S
4 – Direct shot to ‘Out’ target without activating the bumpers
5 – Loop Master – Do 5 upper loops
6 – Secret Garage – Shoot behind upper-left flipper
7 – Spin Master – 30 spins of the spinner
8 – Pedal Master – 3 small white targets (brake – gas – clutch)

**Multiball:**
– Lite lock with the 2 targets in the middle left of the playfield
– Lock 3 balls to start multiball

**Extra Ball:**
– Complete F – U – E – L in order
– Direct shot to ‘out’ target
– Secret Garage – The shot behind upper left flipper

**Skill Shot:**
– Lit letter of B – U – R – N (the game chooses one random letter and it doesn’t move)

[![The Tokyo Perfect Drift playfield](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/022-tokyo-perfect-drift-1024x684.jpg)](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/022-tokyo-perfect-drift.jpg)

The Tokyo Perfect Drift playfield

The team have enough cabinets and most of the parts to manufacture six complete games.  Beyond that, parts will be ordered and games assembled according to demand with no limit on the number of games produced.  Antonio says he expects manufacturing to begin in January, with minimal delays building games beyond those initial six since most parts will be made locally in Spain with the exception of standard off-the-shelf components which will be imported as required.  Construction rate will be 2-3 games built per month.

The initial price of *Tokyo Perfect Drift* is €4,395 ($5,000/£3,940) plus tax and shipping.  These initial orders will be restricted to US customers of *Captain Nemo* games, since they had an extended wait for their games to be delivered.  After that, general orders will be accepted at a similar but as-yet undetermined price.

There are two translite designs and customers can choose which of the two they would like in their game.

[![The first 'solid glossy' translite design](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/012-tokyo-perfect-drift-1024x1024.jpg)](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/012-tokyo-perfect-drift.jpg)

The first ‘solid glossy’ translite design

[![The second 'glowing outlines' design](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/013-tokyo-perfect-drift-1024x1024.jpg)](https://www.pinballnews.com/site/wp-content/uploads/games/tokyo-perfect-drift/013-tokyo-perfect-drift.jpg)

The second ‘glowing outlines’ design

You can watch some of the *TPD* gameplay from the launch in these three YouTube videos.

VIDEO

VIDEO

VIDEO

We’ll bring you more news about *Tokyo Perfect Drift* and how you can order one right here at Pinball News.

_(Acquisition: raw_text, Enrichment: v1)_

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*Exported from Journalist Tool on 2026-04-13 | Item ID: 874117cc-ef4b-4347-b7a0-907836b3bf25*
