I was wondering what you guys think about the hurdles on the software side for John.
Lyman and Keith have been doing rules for decades. Ben did one game, but Ben did the boards and all the overhead system code too - and Ben's dots, audio/video controls, and rules turned out pretty good IMO. Plus Heck did the boardset, and all that goes with them: OS and I/O and power control.
KEF (+ later on Ted Estes) and it took 3 years+ of ground-up on WoZ OS, video control and rules. Stern has just released a new operating system platform - which takes years to create and test.
Here's the thing -- Zidware/ Jpop needs everything - op system, I/O, rules, sol drivers board control logic, switch matrix logic, everything... any prototyping on mechs or code left with Ben, right?
Lets say Jpop finds (and can afford) a KEF or a LFS for the rules ... He still needs an operating systems guy to code for the boardset - Does Jpop even have a board set or prototype boards? - plus if you had all the above, the todo list still has storyboard and dots and rules. Design and story, requires close collaboration with the game designer and software (see Ritchie/Lyman for ACDC and Spiderman for example, or Borg & crew on TWD or Iron Man or Tron).
Code is a key critical-path "thing" to get a game done .... I don't think JPop is even at week 1 of a 3 year time horizon for just the code alone.
Spooky, JJP and Stern have proven they can. Dutch Pinball proved to me they can do it, based on the Bride 2.0 (its amazing work all around). Heighway's game looks and plays well - and Andrew will do fine on the "making" part. Common to all the above success projects - a great team, not one or two guys, but usually at least 5 or 10 or dozens.
I'd like to hear discussion about the platform/coding issue facing Zidware, opinions on the feasibility, has anyone seen any dots, code, boards or operating system. And does JPop have anyone left on his team?