claude-haiku-4-5-20251001 · $0.027
King Kong Pro v0.85 gameplay showcase highlighting modes, treasure hunts, and code progress.
King Kong Pro v0.85 is the current version; code is improving compared to earlier versions
high confidence · Carl directly states 'The code is definitely better on this version to me' and references it being 'only on 085 right now'
Island locks were previously in the game but have been pulled and will be returned in a future update
high confidence · Carl explicitly states: 'Island locks are also not in the game right now. They were and they got pulled. So, uh, they will be back in river.'
Red rubbers/bumpers have shipped but have not yet arrived at the venue/testing location
high confidence · Carl: 'I did not put the red rubbers in because they are not uh in yet. They have shipped. They're not here.'
Power-up mode feature is not yet complete/implemented in the game
high confidence · Carl states: 'Power up does nothing right now. It's not It's not done. It's not in the game yet.'
The game has multiple treasures to collect with varying multiplier values (up to 6x observed)
high confidence · Carl tracks multiplier progression: 'times four. If you notice at the beginning it was times three, but because I got another island treasure, it's not times four' and 'Treasure at 6x right now. It's going to be a big value.'
Keith's development team actively changes the game if exploits are found
medium confidence · Carl: 'One thing uh Keith's team has always been good at is changing the game as needed. If someone finds an exploit, stuff like that.'
There is an exploit involving stacking swamp mode with multiball that pauses the timer at 15 seconds
medium confidence · Carl: 'stacking swamp with multiball. I was able to pull out like a 300 million swamp earlier because the timer pauses at 15 seconds when you're in multiball.'
Spinner lubrication is important for game performance
medium confidence · Carl emphasizes: 'everyone should lube their spinner' and 'Everyone needs to oil their spinners. Well, that was rude.'
“The code is definitely better on this version to me.”
Carl (IE Pinball) @ ~08:20 — Direct assessment of code quality improvement in v0.85 compared to earlier builds
“Island locks are also not in the game right now. They were and they got pulled. So, uh, they will be back in river.”
Carl (IE Pinball) @ ~32:45 — Confirms feature removal and planned reinstatement in future update
“I did not put the red rubbers in because they are not uh in yet. They have shipped. They're not here.”
Carl (IE Pinball) @ ~1:22:30 — Supply chain detail indicating physical components in transit
“Power up does nothing right now. It's not It's not done. It's not in the game yet.”
Carl (IE Pinball) @ ~50:15 — Confirms incomplete feature implementation
“One thing uh Keith's team has always been good at is changing the game as needed. If someone finds an exploit, stuff like that.”
Carl (IE Pinball) @ ~08:50 — Commentary on design team's responsiveness to balancing issues
“I was able to pull out like a 300 million swamp earlier because the timer pauses at 15 seconds when you're in multiball.”
Carl (IE Pinball) @ ~19:20 — Discovery/documentation of potential exploit mechanic
“Is there super slings? I know there's a super cave target.”
Carl (IE Pinball) @ ~1:11:40 — Uncertainty about full feature completeness in current version
“So many good games this year. So many.”
Carl (IE Pinball) @ ~1:26:15 — General positive sentiment about 2025 pinball market offerings
code_update: King Kong Pro running v0.85 with reported code improvements; Carl notes better performance in this version compared to earlier builds
high · Carl states 'The code is definitely better on this version to me' and references checking future development 'to see uh how the game progresses'
product_concern: Multiple game features confirmed as incomplete: Power-up mode not yet implemented, island locks removed pending reinstatement, red bumpers in transit
high · Explicit statements: 'Power up does nothing right now. It's not done. It's not in the game yet.' 'Island locks are also not in the game right now. They were and they got pulled.' 'I did not put the red rubbers in because they are not uh in yet.'
supply_chain_signal: Red rubber bumper components have shipped but not yet received at testing location
high · Carl: 'They have shipped. They're not here.'
gameplay_signal: Identified exploit: stacking swamp mode with multiball allows timer to pause at 15 seconds, enabling 300M+ point swamp completion
medium · Carl: 'I was able to pull out like a 300 million swamp earlier because the timer pauses at 15 seconds when you're in multiball.'
design_philosophy: Development team proactively adjusts game rules to address exploits and balance issues
medium · Carl: 'One thing uh Keith's team has always been good at is changing the game as needed. If someone finds an exploit, stuff like that.'
youtube_auto_sub · $0.000
gameplay_signal: Game features extensive mode selection (Cross the Chasm, Pterodactyl, Swamp, Stegosaurus, Manhattan, T-Rex, Climb, Dead Eye, Lost Temple, etc.) with replay capability and multiple progression paths
high · Carl demonstrates 6+ distinct modes with independent mechanics, multiplier systems, and map-piece collection meta
gameplay_signal: Treasure hunt mechanic with progressive multiplier scaling (3x to 6x documented) and map-piece collection gating mechanism
high · Carl tracks multiplier: 'times four. If you notice at the beginning it was times three, but because I got another island treasure, it's not times four' and manages treasure collection carefully to avoid losing progress
operational_signal: Spinner lubrication emphasized as critical for game performance
medium · Carl repeatedly stresses: 'everyone should lube their spinner' and 'Everyone needs to oil their spinners'
product_concern: Shot indicator visibility issues during gameplay; treasure hunt arrows sometimes fail to display or appear on wrong targets
medium · Carl: 'Where's my treasure hunt era? It's going to be on one of the red shots and it's not blinking two colors... I don't see it' and 'I don't see it. Uh, no I don't.' Issues with glyph/target display clarity during active modes
gameplay_signal: Game demonstrates significant strategic depth with mode stacking, multiplier management, and treasure collection optimization
high · Carl's play requires constant decision-making: 'Do I finish the mode? Do I start multiball? Do I cash out treasure now or wait for higher multiplier?' indicating complex risk/reward systems