When we started designing the P3, we made the conscious choice to design a complete machine that made sense to us. We rethought everything. If we're doing something the same way as other machines, it's because it makes sense to us. If the only reason to do something a particular way is because "that's how other machines do it" and/or "people are used to it being that way", then that's not good enough for us. I've always understood that some people wouldn't like all of our choices, and I'm ok with that, but everything we've done has had a ton of thought, discussion, and a logical conclusion behind it. Some of those choices won't change as we move forward, others might. Things and circumstances change over time.
Controlling lower and upper flippers with one button has never made sense to me. It still doesn't. Taking your primary means of control (lower flippers via buttons) and adding more actions to the same buttons is a bad design and results in bad gameplay. There's a reason video game controllers and any number of consumer devices have multiple buttons... because it makes sense to separate functionality, and it's not hard for most people to develop the dexterity to use them effectively over time. Most other machines chose not to add another button and instead added a switch stack for upper flippers. The staged switch events is good because it separates the inrush current needs of multiple coils. It's bad because it adds an independent function to an already used button, and it also does it in a way that introduces the very counterintuitive concept of upper flipper staging. But, most people are now used to that; so it's the standard, and that's fine. Lots of people ask for it, and the reason is almost always "all other machines do it this other way, and that's what my friends and I are used to."
I made one big mistake. I listened to some very vocal people who were complaining about the lack of single-button control of multiple flippers and gave the green light to implement the single-button option. It was a haphazard decision and the wrong one. We designed the P3 to separate the main flipper control from other functions (heck, we even put lane change on a separate button for all games that aren't explicitly using the secondary buttons for something else... and even for many that are), and adding the single button option has some caveats (basically all of the reasons we think they should be separate). We're likely to fix that mistake in future releases. Some are fighting pretty hard to sway us to keep the option, and most of those same people are also complaining about the caveats that come with single button use. That leads us to the following...
Adding staged flipper switches to the P3 is not an engineering challenge. The implication that we couldn't figure it out is interesting. It's not that hard. I think somebody posted a few weeks back how they did it. It can be done in many other ways too (slightly wider button boxes, lower profile switches, spring steel actuators and PCBs in the button box, etc). We (Multimorphic) aren't doing that because it doesn't make sense to us; it's a worse playing experience, and it's a terrible choice for wear on otherwise seldomly used devices. However, the button boxes are easily swappable, so you're not stuck with our decision if you want to enjoy all of the features of the P3 that other machines don't have without giving up one feature that others do have.
I'm sure this stance will be spun by some as evidence we ignore recommendations by current and potential future customers, despite us implementing hundreds of recommendations for undeniable improvements over the years. That's how it goes on the internet and people with agendas, and I accept it.
The good news for those of you who require flipper control to be exactly like other machines is that we have many 2-flipper games, including Final Resistance, and we'll have many more in the future. The P3 is a multi-game system with lots of games and lots of features. I'll never understand why some take a hard stance on the P3 when there's one feature or game they don't like. There's so much more to the system that they can enjoy, and there's a growing library of games that more and more people are enjoying.
- Gerry
https://www.multimorphic.com