[HN Gopher] Dual Coincidence is likely the most complex electrom...
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       Dual Coincidence is likely the most complex electromechanical game
        
       Author : jdlshore
       Score  : 107 points
       Date   : 2023-02-10 10:40 UTC (12 hours ago)
        
 (HTM) web link (newatlas.com)
 (TXT) w3m dump (newatlas.com)
        
       | joering2 wrote:
       | Very awesome. But I am still waiting for someone to design video
       | game machine like the one from James's Bond Never Say Never
       | Again, where failure to protect your land from cruise missiles
       | cost you electric shock to your hands!
       | 
       | Call me odd, but I think such game would be tremendously
       | popular!! Obviously before you play you will have to sign waiver
       | but hey I guess YOLO!
        
         | BlueTemplar wrote:
         | It's on its 2.5th version already, check out links elsewhere in
         | this thread ! ;)
        
       | adamrezich wrote:
       | there is still ample unexplored design space in the realm of
       | pinball.
        
       | doctorhandshake wrote:
       | I love the edge-lit acrylic score display. The depth effect when
       | it's changing is really special, and I say this as someone who
       | really doesn't care for acrylic.
        
       | syntheweave wrote:
       | I remember seeing the /r/pinball threads on this, replete with
       | pin fans complaining about how simple the playfield was. Nice to
       | see it reaching completion.
        
       | Animats wrote:
       | Probably not the most complex. Look at some Japanese arcade games
       | with jackpots.[1]
       | 
       | [1] https://www.youtube.com/watch?v=i0OnmhhFk9g
        
         | rtkwe wrote:
         | Most of that will just be microcontroller driven instead of
         | being electromechanical though.
        
       | ArtWomb wrote:
       | Pinball Machines are Art. This reminds me of '/////////fur////
       | art entertainment interfaces' Painstation, which was loosely
       | based on the scene in Never Say Never Again, in which James Bond
       | has to defeat Max Largo in Domination, the world's most deadly
       | video game ;)
       | 
       | https://en.wikipedia.org/wiki/PainStation
        
         | rspoerri wrote:
         | Students of our Game Design Bachelor were playing until they
         | got bloody hands. Woman really do have a higher pain
         | threshold...
        
           | scns wrote:
           | Which they need to give birth.
        
         | uejfiweun wrote:
         | I've played this at the museum in Berlin. Very fun game. And it
         | really does hurt, I remember my buddy's wrist was practically
         | raw from getting slapped by the thing so many times.
        
         | Traubenfuchs wrote:
         | https://en.wikipedia.org/wiki/PainStation
         | 
         | I am upset that this excites me.
        
       | yunusabd wrote:
       | With a claim like that in the title, I would at least expect a
       | comparison to other electromechanical games and a discussion on
       | why this would be the most complex one.
        
         | andy_cavatorta wrote:
         | The individual playfields aren't very complicated compared to
         | typical pinball. But all of the elements together makes for a
         | lot of logic, channels, and code.
        
         | ohwaitnvm wrote:
         | It actually doesn't seem to qualify as an electromechanical
         | pinball machine at all. Given the 17 computers in control and
         | modern playfield mechanisms and sensors, it is almost certainly
         | considered a solid state pinball machine.
         | 
         | EM machines use much older tech - look at Gottlieb machines
         | from the 40s-70s. Even they switched to SS by the end of the
         | 70s
        
           | andy_cavatorta wrote:
           | Electromechanical as opposed to video, not meaning 'no
           | computers'.
        
           | syntheweave wrote:
           | That's a pinball-specific nomenclature. From the outside, all
           | the games are "EM": the primary nouns and verbs of gameplay
           | occur relative to those mechanisms. The distinctions of "SS"
           | and "DMD" exist mostly to describe the shifts in rulesets,
           | servicability and audiovisual feedback.
        
       | cbm-vic-20 wrote:
       | This seems cool, but the article and the artists' web site don't
       | show the game actually being played, only short snippets that
       | don't provide much context.
        
         | ajsnigrutin wrote:
         | Yep, and on those snippets it looks like a bland pinball with
         | "something" in the middle of those pinball tables.
        
           | diydsp wrote:
           | That "something" also got kind of underdeveloped in the
           | article. It's a crazy system for moving balls aka resources
           | from any machine into any machine. If you look closely at it,
           | there's a lot going on :) Each one is made from a bunch of
           | layers of acrylic with channels for the zillions of lights
           | inside, and the solenoids to push out trapped balls, and also
           | inductive sensors to detect if a ball is in there. It would
           | be neat to see this type of exchanger incorporated into other
           | pinball games! Although, given pinball designers' sometimes
           | overly serious nature, it might not happen any time soon...
        
           | andy_cavatorta wrote:
           | To be fair, the playfields are pretty simple. But it's also
           | my very first game. And it's nuts. I feel pretty happy about
           | how it's worked out.
        
         | TrainedMonkey wrote:
         | > Dual Coincidence is capable of being played in this manner,
         | although because of setbacks such as Covid-19, a global
         | microchip shortage and a major earthquake in Mexico, it's still
         | awaiting its full set of features - those may be in place
         | within the year.
         | 
         | This is likely key reason for no gameplay footage.
        
         | elsewhen wrote:
         | here is a video of the game in action:
         | 
         | https://vimeo.com/784903495/2bcad6725d?embedded=true&source=...
        
           | junon wrote:
           | ... Which still doesn't really show any gameplay at all.
        
         | andy_cavatorta wrote:
         | The game works fine, actually. It's getting played every day. I
         | just spent so long getting it working that I never got good
         | documentation. I have, like, a thousand photos of solder
         | joints, pinout labels, the moment when _the_ _problem_ happens,
         | etc. I recently stitched together some of the phone videos I
         | took in the middle of the night while I was there and working
         | on it. There will be good documentation at some point. But not
         | yet.
        
           | lisper wrote:
           | Hey, Andy, welcome to HN! DC looks pretty awesome.
        
         | michaelteter wrote:
         | The article says that the full gameplay is not possible yet
         | because of shortages of chips that were intended to be used in
         | the construction. So it is a work in progress, apparently.
         | 
         | That is most likely why there's not a good gameplay video.
        
           | Aardwolf wrote:
           | Chips doesn't sound like electromechanical to me?
           | 
           | If something with chips counts as electromechanical, then
           | e.g. a flight simulator or racing game with force feedback
           | joystick and seat is a way more complex electromechanical
           | game
        
             | michaelteter wrote:
             | The parent post complained about the limited video of
             | gameplay. And my response was about that video.
             | 
             | I said nothing about whether the game was or was not truly
             | "electro-mechanical".
             | 
             | That said, I do think it's unfortunate that HN discussions
             | tend so often to focus on these sorts of disagreements
             | rather than focusing on the achievement or creations being
             | shown. This is not a court room, where exacting definitions
             | and adherence to them is so important.
        
               | nuclearnice1 wrote:
               | > I said nothing about whether the game was or was not
               | truly "electro-mechanical".
               | 
               | Indeed you did not.
               | 
               | Likewise no one "accused" you of that grievous
               | transgression.
               | 
               | As a this is not a courtroom, perhaps it was more an
               | observation than a charge to be defended.
               | 
               |  _Chips you say?_ Reminds me, chips aren't technically
               | electromechanical are they? No no friend, they are not!
               | In fact, it contains 17 computers . 17 computers, but
               | only 12k lines of source? Yes feels low,...
               | 
               | And so on, like a conversation? Where the contradictions
               | are not accusation but invitation.
        
             | mrWiz wrote:
             | ICs can absolutely be used in electromechanical systems.
             | Controlling motors, fans, or solenoids are a few examples.
             | 
             | Force feedback in a joystick doesn't strike me as
             | "mechanical" enough to count as "electromechanical" though.
        
             | rtkwe wrote:
             | Depends on what the chips are. There are chips that are
             | just a number of logic circuits duplicated in a single DIP
             | package for convenience. I'd still class things like that
             | as electromechanical since it's all still deeply hardware
             | based.
        
             | thedaly wrote:
             | > In any case, it's still an incredibly complex setup.
             | According to Cavatorta, Dual Coincidence incorporates 17
             | computers (running about 12,000 lines of code), six servo
             | motors, 10 optical sensors, 12 rotary encoders, 35
             | inductive sensors, 75 switches, 115 solenoid actuators and
             | 704 channels of lighting.
        
             | ElfinTrousers wrote:
             | I'd say the difference is, in that flight simulator you
             | could take away the electromechanical elements and still
             | have a fully playable and enjoyable game. Having the
             | electromechanical elements enhances the experience, but
             | isn't necessary. Pinball, though, electrically controlled
             | machinery is an inherent part of the game.
        
       | pbj1968 wrote:
       | Misuse of the term "electromechanical" in this context and
       | honestly rather simplistic pinball playfields.
        
       | cwilkes wrote:
       | > "I'm growing corn, and at some point I'm going to need new
       | shoes," explains Cavatorta. "And now I have to trade some of my
       | corn - which is represented as pinballs - with the person who
       | makes shoes.
       | 
       | Pinball mixed with Agricola sounds like a niche product, so
       | something I would expect from the MIT Media Lab.
        
       | amelius wrote:
       | Imagine an online version of this game ...
        
       | waltbosz wrote:
       | My cousin used to collect and restoring old electromechanical
       | pinballs. They're actually pretty neat to look inside up close.
       | 
       | If anyone is interested, I searched up this video that explains
       | the insides of an electromechanical pinball machine.
       | https://www.youtube.com/watch?v=YBI1taVj3tI
        
       | diydsp wrote:
       | Heya, I worked for Andy doing most of the electronics on this
       | project so if you have any questions about that, fire away!
       | 
       | On the art side, I can emphasize some of what was probably too
       | subtle in the article: A major part of this project was the
       | sound. Andy is after all, largely a sound artist/sculptor! Look
       | at this current piece "Whale" in the MIT Museum, his instruments,
       | etc. https://andycavatorta.com/
       | 
       | He went through a lot of thought to come up with the
       | frequencies/scale, and the playing pattern of the chimes.
       | 
       | He also went through great trouble and expense to make this
       | pinball game have _no speakers /digital sounds_. The sound all
       | comes from the clacking of the pinball relays (which yes, are
       | driven by RPi's running Mission Pinball Framework) and most
       | important, the 25 giant metal chimes in the center! One of his
       | other people in his studio did the crazy work of grinding them
       | all to just the right lengths and tuned them with a stroboscopic
       | tuner. It took days and though she wore a full freezer suit
       | (because it was February in Brooklyn and the heat was being
       | repaired in the building after the building owner _died_ and his
       | brother inherited it and had to take over), she would finish the
       | day with aluminum dust embedded in all of her clothing.
       | 
       | Also, the tangible nature of the piece was a stark reaction to
       | the other pieces in the show, and in general, his experience as
       | an installation artist in the Boston Museum of Science. Nowadays,
       | so many installations are just tablets. Or maybe a PC with a
       | mouse, etc. He wanted something more tactile than that, that
       | moves, and makes its own side.
       | 
       | Several people have commented on the acrylic displays and Andy's
       | general overengineering. Yes, his style is almost always
       | overengineered, love or it hate it, that's part of the work. He
       | likes big, heavy, arduous things. personally theorize it has
       | something to do with his gigantic muscle growth genetics, though
       | he does not work out!
       | 
       | The Acrylic displays were scaled up from some person's random
       | Arduino project.... and it turns out the upscaling was full of
       | surprises! We needed a _ton_ of extra light to make them glow.
       | There weren 't many LED strips available that were narrow enough,
       | and a bunch of them broke in transit to Mexico. This was due to
       | the sharp edges of the acrylic vibrating and sawing through them!
       | And receiving a package of replacements from DigiKey was not
       | simple. He had to do a lot of paperwork and travel for hours in
       | an Uber to get the package of replacements. Also, just keep those
       | pieces of acrylic clean, dust-free and hand-grease free was a
       | pain! Also here's another secret: Andy almost never uses CAD for
       | his projects. This was his first, or one of his first big
       | projects with CAD and he made the classic mistake of designing
       | the container for the acrylic displays with no space for
       | fasteners! Fortunately, he managed to make it work. Behind the
       | rear of those displays are dozens and dozens of mini boards with
       | FET drivers and constant current drivers... all driven from
       | cascaded shift registers!
        
       | giuliomagnifico wrote:
       | That's massive (and cyberpunk)! But the description is not clear,
       | or I don't understand, all the 5 players play together or one
       | against each other to reach the best score?
        
         | Cthulhu_ wrote:
         | I believe it's a demonstration of economics, in that... it
         | could go either way. I do want to believe it's a game where if
         | everyone works together, everyone will get a high score
         | together - demonstrating selfish vs selflessness in economics.
        
         | andy_cavatorta wrote:
         | It was hard for the journalist to summarize without getting too
         | wordy. Here's how it works.
         | 
         | The game starts and scores like normal pinball. Each playfield
         | also produces a resource [corn|carpentry|medicine|shoes|water]
         | by playing. The carousel at the head of the game represents
         | _resources_ from others as balls. You need one of each in your
         | carousel to be healthy and capable. These resources expire as
         | you play, and you cannot get a new playfield ball until you
         | replenish them by trading with other players for them. So you
         | are playing and then having to stop and negotiate with other
         | players.It 's got an unpredictable social component.
         | 
         | There is a second round in which everybody is using money and
         | the transactions happen without social complications.
         | 
         | This is mostly explained by just-in-time illuminated signage
         | inside the playfield.
         | 
         | It's fun to play. But it's missing a lot of things the pinball
         | purists care about. It's not designed to be a superior pinball
         | game. It's about getting inside of two different dynamics of
         | production and trade.
         | 
         | Also, the game is in a simplified state at the moment because I
         | ran out of time dealing with the endless challenges. But this
         | are the rules as designed.
        
         | theelous3 wrote:
         | You could read the article? Players each have a score. What
         | they do with that is up to them.
        
           | andreareina wrote:
           | > _Please don 't comment on whether someone read an article.
           | "Did you even read the article? It mentions that" can be
           | shortened to "The article mentions that"._
           | 
           | https://news.ycombinator.com/newsguidelines.html
        
       | eternityforest wrote:
       | I'd love to see a virtual simulated version on 5 standard arcade
       | cabinets, the physical aspect definitely adds something, but the
       | concept is cool enough that it would still be amazing just as a
       | LAN party type game.
        
       | michaelteter wrote:
       | It's all amazing, but that edge lit layered number display is
       | really something special!
        
       | relwin wrote:
       | Building your own pinball game is challenging! Here's a site to
       | get you started:
       | 
       | https://pinballmakers.com/wiki/index.php?title=Main_Page
        
       | sublinear wrote:
       | The complexity for its own sake reminds me of some projects I've
       | worked on before. Cool as art, but terrible engineering.
        
         | andy_cavatorta wrote:
         | It's also the heaviest pinball game in the world. -\\_(tsu)_/-
        
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