The PLC HMI arcade cabinet started as a hobby build and ended up being genuine plant equipment on the inside. It began by moving the crank of the Playdate game Root Bear onto a potentiometer lever, and it now holds four games across seven posts.

The structure from part one was simple: the Senbrix PLC owns flow rate, scoring, and the leaderboard, and the 800×480 touch panel only draws. After that the hardware kept choosing the games. Four physical buttons brought blackjack, an analog joystick brought a vertical scrolling shooter, and the beer lever, picked up again, brought fishing.
The first game and the lever
The bones of the cabinet, in two parts. It started by turning the original’s crank into a lever you pull with your hand.
- Building a PLC HMI Arcade Cabinet - Playdate’s Root Bear With a Real Lever The PLC holds flow rate, scoring, and the leaderboard while the touch panel only draws - and the first game ran by the end of one day.
- PLC HMI Arcade Cabinet Lever - 3D Printing and a Failed Haptics Transplant, Part 2 A ball lever and its potentiometer pillar modeled parametrically in Blender and printed, plus a Pro Controller haptics transplant that failed.
Becoming a real cabinet
Several games in one machine, all the way down to your fingertips. The moment the title screen became a game select menu, the cabinet turned into a platform.
- Blackjack on the PLC HMI Arcade Cabinet - When a Machine Becomes a Platform Four physical buttons wired to the IO expansion board added game two, and all 52 cards are drawn in code rather than as images.
- PLC HMI Arcade Cabinet Screen Animation - One AI Outsourced the Art to Another Five animations and a pub background drawn entirely in code. After four failed bears built from shapes, the AI building the screen commissioned the bartender from another AI.
- ERM Haptics on a PLC HMI Arcade Cabinet - Two Wrong Theories, One Measurement Pulling the lever further changed nothing. Only after logging the actual values did the output window turn out to be the problem.
The input picks the game
Two parts where the hardware came first and the game followed it. Each new input device was one new game.
- Joystick Shooter on the PLC HMI Arcade Cabinet - Game Three, Vertical Scrolling The joystick existed before the game did. Cramped comms addresses forced a remap of both working games.
- Fishing Game on the PLC HMI Arcade Cabinet - Translating “Not Fun” Into Numbers No new parts, just the beer lever again. The real work was turning four vague impressions into four exact numbers.
What the arcade cabinet series comes down to
The reason games kept fitting onto one machine was the structure set in part one. Logic and state live in the PLC; the touch panel only draws. From game two onward the leaderboard and the comms layer were inherited as-is, and the build time halved.
- Pick the input device first and the game will follow
- Choose parts the board can actually drive, not the ones you like
- One logged value beats two plausible theories
- “Not fun” is only fixable once it is translated into a number you can change
The cabinet kept growing not because the ideas were good, but because the first build put the logic in the PLC and left the screen with nothing but the show.
Contact
- Email: [email protected]
- Instagram: https://www.instagram.com/going.sen/
- Website: https://intosen.com/kr/consult/
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