There's a lot of angry people in Eric's update thread that I haven't caught up on yet, so I'll post a positive update here for those still interested in JJPOTC. I talked to Eric at the MGC show on Saturday and asked a few questions, so this info is as of then. Some of this may have been mentioned in some of the videos - I didn't watch all of those yet.
When I asked about production timing Eric told me that he will be going to NJ to help out with the production line changeover in May, hopefully shipping near the beginning of June. That is what he told me a few weeks ago too, so the estimated timing is still on track since then.
He told me the code would be version 1.0 at minimum (previously mentioned above). All of the modes and game progression will be there, all of the different character advantages will be complete. There would still be some enhancements to light shows, sounds, back box screen graphics/animations, etc that would follow. [I'm guessing it would be similar to where DI is now - just needs some animations, code tweaking, and adjustments here and there.]
Earlier in this thread there was some concern over the ball dropping down that far from the ship upper playfield. Eric said that thick Mylar would be in the drop zone on the playfield surface. There is a ledge under there on the right side where the ball starts to travel through the outer loop arc. The plastic piece on top of that ledge currently will be changed over to metal with a sticker on it.
I asked about the progressions of firing at the other ship on the playfield. There is a weighted value associated with it that is like a basketball 3 point shot. If you shoot into the ship to sink it, it is worth 3 units and multiball starts immediately. If you hit the side of the ship, it's worth 1 unit. After you get the first multiball, the next required units to start that multiball increases. Each time you achieve the ship multiball, the required units keep increasing and get harder to achieve.
I asked if the rocking ship ever changes rocking speeds. In production it will, currently in the prototypes it does not. Some modes will increase the rocking speed and make it even more challenging. The roll angle will increase and decrease with different modes or qualifiers also. The ship itself will have an adjustable linkage for the average tilt/roll angle in case there are variances in parts or builds so you can adjust it to your preference and dial it in. [or make it harder for those that think it is too easy - my input there]
For what it's worth to the angry people, Eric said that he is more disappointed than anyone about the discs. Like what he said in the video, he wanted to make sure that people would not get a pinball machine that had a part that had issues that would need to be replaced.
Anyway ... just some info for those interested.
Quoted from pinballinreno:
Will this be before or after the Hobbit code enhancements that were promised?
A few weeks ago Ted said he was working on the next TH update. My personal unsubstantiated guess would be the update would be in June or maybe July while the JJPOTC starts up production - just a guess. Back then, Ted said the coders were waiting on some animations for DI. So who knows ... maybe the next DI update will be coming too.
My personal take on the discs is that I will wait and see how the production pins play. It would be cool if once they were spinning, an image would appear from the spinning motion. Anyway ... JJP did a great job on the pin ... bummer about the triple spinning discs. I liked those. The trunk at MGC was partially open and the physical ball lock was working just fine the 10+ times that I played it. A non issue for me - that was fine. As a matter of fact, I could see how many balls were locked in case I lost track. I'm not one of those angry people. Disappointed about the multiple discs, but not a show stopper yet. I hope JJP reduces the price to make it an easier decision at this point. Just my opinion.