As some have noticed the layout is, in some ways, similar to Firepower. It is a tried and true layout that is much loved. There are quite a few differences though. We have included two sets of drop targets. Yes, I am aware these were 'supposed' to be included in the original Firepower but were left out due cost constraints - fact is they were NOT included in Firepower so that makes this game better to play IMO.
Homepin concentrates on making improvements NOT in making blockbuster titled machines that are churned out. We are simply not geared up for huge production runs, even less so since we moved to Taiwan. Our factory here is much smaller and we are still training staff up and finding local suppliers. It is our intention to farm out much of the donkey work that we did in house before such as cabinet building.
For those not up with the politics of the region, Chinese nationals are not permitted to travel to Taiwan, especially for work. We would have loved to bring a few key staff with us but Pooh Bear simply won't allow Chinese to travel to Taiwan. Their loss not Taiwan's.
Our new spinner assembly works using a hall effect sensor, IE magnetism. This allows the spinner to spin a lot more than it would if there was a microswitch that mechanically slows every revolution. It also doesn't require any adjustment so more reliability. The Porsche machines (PT) only have one spinner, our interface board allows for two, but as the pic shows, it is only populated for one in this instance. The output of this interface board connects directly to the row and column of the switch matrix meaning our spinner could be easily and directly installed in any pinball machine that uses a switch matrix. We may look to having these (and some other stuff) available for home builders in the future. We have built them (brackets and PCBs) in both left and right versions.
The infra-red lane switch optos have been in development for a very long time. Actually it was the upright ball balance game, Ride The Wave, that brought this development forward. We designed circuitry that has a similarity to the
24" opto circuit in
BSD with a few tweaks of our own. It is almost impervious to ambient light - you can wave a very bright torch right on top of a sensor assembly and 99% of the time it will be ignored. With the machine in full daylight there is no difference between our sensors and microswitches.
So why haven't they been used before? Very easy to answer, COST! These cost a LOT more to make than conventional switches. All sensor boards run back to a main processing board that (again) is connected to the standard switch matrix using opto isolators. There is a small microcontroller on this board that contains some 'tricks' of our own design. There are a lot more tricks getting this system to work correctly that took us a lot of development time to get just right. There is also a LED for each sensor channel on the main interface board to easily check operation of each sensor. I expect we will use these for all games in the future, certainly that is the current intention.
I can't share any more pics of the PT at this point.
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