Quoted from rai:
could we get some time table? I mean if say the production will start in 30 to 90 days and how long will it take to reach 100 or 200 games into production?
This post deserved its own reply, so here goes. By the end of this post, it should be fairly obvious to see why it is so difficult to nail down a solid release date, and why the date I've given is a little further out than the arithmetic would imply.
The development cycle is virtually complete, save for testing and minute observation, which is fantastic because without any further hiccups on certain part designs, that makes the remaining times much more predictable. Just to over-state, whenever something doesn't work or doesn't fit exactly right or needs to be redesigned for whatever reason, that adds at least 3~4 weeks of dev-time for the new designs to come back to us in a physical form. That's not aggregate, so having 2 parts or 200 parts that need to be redesigned would still take 3~4 weeks. That was fine when I was having 10~15 parts tweaked at a time, but now we're down to only TWO that we can't be 100% sure of at this point (due to low amounts of testing, but so far, so good). Now it seems like everything hangs in the balance of these two parts, which cost literally thousands to prototype and still have that 3~4 week overhead. That being said, we've brought in some pretty talented veterans to make sure those waits and costs won't happen again.
All of the contractors we have lined up have given production schedule estimates ranging between 6 and 12 weeks from the time we order parts to when we receive them, save for cabinets and toys (cabinets take almost as long as the rest of the game to assemble, and the toys are essentially ready when we are). So that's anywhere from a month and a half to three solid months just for all of the parts to arrive.
Once all the parts are in, we start assembling. Personally, I can ALMOST do two playfields a day, at my last checked speed (yes, we keep track of stuff like that), and after doing a bunch of them over time, two a day might not be a pace to be measured against, but it's certainly a possibility. We have a handful of very skilled builders, so it should only be a few weeks before we have our whole shop doing 20~25 machines per week without any trouble, making it another 10~12 weeks for production time. Once we get to the point of actual game production, there shouldn't be a significant time difference between machine #25 and machine #250 to go out the door. I don't think anyone will be looking at 2015 at all. With our release date set in April, and our build schedule continuing at a good pace, the entire build process should be well over with by October.
Rai, you always seem to ask the big questions, so I hope this is a complete enough answer for you I also hope this will help the rest of you insiders understand the scheduling a little better.