Quoted from RobT:Interesting info (even if of little actual value ). Where did you get these numbers from?
I don't think that everyone automatically adopts your interpretation of "stripped down" to equate to the BOM.
I create it myself, either from owning the game, or from reading manuals and schematics and studying photos. I've posted detailed breakdowns of how I calculate this in the past, and can re-post a few if you like.
It goes without saying that there are other components in a game's overall bill of materials, but I've found active items to be like a quantifiable "canary in the coalmine" as to how expensive or feature-loaded a Stern game will otherwise be (of course, how much a game costs to build or how many moving parts there are does NOT necessarily equate with how "good" or "fun" it will be, and that's not what I'm trying to say here).
Prior to the new investors, Stern always had around 19-21 active items in their games. Why? Primarily because that was close to the hardware limit - the Whitestar and SAM systems really couldn't handle any more. But when the new investors came in and stripped-down games like NBA, Iron Man and Avatar came out, literally overnight the number of active items was reduced by ~25% or more (without an equal reduction in price), and this reduction continues even today with Pro series games (like PinballWizard79 said on the previous page).
When Stern first introduced the "feature enhanced" LE model concept, unsurprisingly the number of "active" items returned right back to the 19-21 range, again because that was the hardware limit. But guess what: the price went up by an equal percentage over the stripped "Pro" models. Then they introduced the Aux board, and now the most expensive LE models have boosted the item count into the 24-26 item range... and again the price went up by an amount equal to the boost in items.
See for yourself:
Iron Man: 15 items, $4200 street
Avatar LE: 19 items (27% increase), $5200 street (24% increase)
AC/DC LE: 25 items (32% increase), $6900 street (33% increase)
As mentioned earlier, more than mere active items is involved in a game's overall bill of materials - such as ramps, wireforms, decorative toys, lighting and so forth - but I've found an uncanny connection between the raw number of active items and how much money Stern is willing to spend on other aspects of the game (so, it's not like the games with fewer items have that extra money spent elsewhere on custom toy molds or fancy embellishments).
Now, ever since AC/DC LE's success, Stern's gone a bit starry-eyed and has figured out they can increase prices without significantly increasing their cost on a game... but that's not my fault.
FYI, Star Trek LE is currently working out to 24 active items, however I need to know a lot more about the game's features and mechanical engineering and expect that number to change.