I love how the early games get shit on. Yep, they have issues.
Wrong drop target opto board.
Needs updated alien head and boards.
Needs the tower leds changed out.
Updated computer is debatable. I am told the original computer could have run the game. Note, it is a different computer than ft which is an entirely different architecture and could never run alien.
Power supply was woefully inadequate throughout production.
USB cables were bad throughout the run.
I have been told the transformer for the 70v blows a fuse, mine never has. I also do not suffer from the flippers lacking power.
My gripes with the game's reliability at this point have to do with io boards, led design, and the induction switches. The induction switches themselves are dead nuts reliable. Their detection range requires them to be up next to the playfield, but their socket design does not keep them there. Full throttle suffers from this as well. A 3d printed spacer is on my list of things to try and should fix this on both games.
Thing is, after doing the work I'd put mine up against a later run. I'd expect they would both have the same issues. We still have plenty of chat in the alien thread about dealing with heat, making the usb as reliable as possible. These games are by no means as reliable as an AP, JJP, Spooky, or Stern. I doubt they ever will be.
Let's say PB are not full of it.
Ditch USB.
Upgrade the power suppply for 5v/12v.
Add capacitors for 70v or go back to a transformer.
Do not serialize the leds.
Do not use induction switches.
Break up the overly large pcb boards. FT uses much smaller boards which are much much easier to deal with. Maintance on alien vs ft is night and day.
PETG plastics.
Active cooling in the cabinet.
The beacons should be belt driven not gear driven. The beacons are obnoxiously loud.
Less fragile face huggers.
More reliably scoop. Balls hang up on both the early and later versions which has prompted a few different fixes.
As for removing the playfield lcd. I am against. It is one of the things that makes alien unique. The game ties into the playfield. If I was going to ditch a screen it would be the airlock. It is mostly worthless and under utilized. It could be made to be more useful, but you could just as easily ditch it for a couple indicator leds.
The additional magnet doesn't do much for me. The cabinet change is an improvement. I like the uniqueness of Heighway cabs, but they are heavy. They have very little artwork. I dislike removing the head for transport.
As for the mentions of sharing a codebase using optionals, doable, but a headache. Testing release candidates requires doing so on two different machines. It ads a load of work that nets the company nothing since they wont sell the original design.
Still waiting on a real whitewood, or a plan, or really any proof.