As far as this EOS/flipper conversation. As you know Houdini did not have EOS and nor did TNA. Part of this was that neither Scott nor I had any issues with knockdowns on our custom games. One of the big differences is that those games ran on 70V where commercial games now run on 48V. At 48V the hold is not quite as strong as it is at 70V and depending on your style of play, knockdowns can occur.
When the issue first popped up TNA add a 'hold boost', which basically using the main power as a secondary support for Hold. While I added that to Houdini, I was not a fan of that approach as it can cause flippers to heat up faster, as well as a buzzing sound, so I also added support for EOS switches to re-fire coils on knockdowns, and the EOS kits became available in the store. BTW, my Houdini does not have EOS nor does it have any of the power supply improvements.
As most of you know, EOS is standard on Oktoberfest and Hot Wheels
I've talked with Eric a few times about the issues R&M was having with knockdowns, the solution I used on Houdini would not work for R&M since after TNA, spooky moved to using single wound coils (not sure about ACNC). Single wound coils make this quite a bit more complicated, as you need to both re-fire the flipper and re-establish the hold, where on a dual wound coil on a knockdown we only need to re-fire the main power, as the hold is still active. The two step approach needed with single wound makes this a bit more complicated as there is a possibility of race conditions resulting from rapid flipper action, that can result in an odd flipper issues. It sounds like Eric and Gerry have now found an approach to handle this effectively. It is unlikely that any of the code work they have done would have any benefit to Houdini, but we will certainly evaluate that at the appropriate time.