claude-haiku-4-5-20251001 · $0.035
Triple Drain at Stern HQ: Keith Elwin discusses King Kong design, mechs, shots, and rules philosophy.
King Kong units are rolling down the production line and should start shipping Monday
high confidence · Keith Elwin stated they were on the production line and Monday shipments expected
The upper right flipper U-turn shot was the hardest shot on the entire playfield to dial in
high confidence · Keith directly stated this was the hardest shot, required lowering the side ramp to solve it
King Kong's center post was always planned and George Gomez initially opposed it
high confidence · Keith stated it was always a plan, George opposed it initially, Jack Danger added to X-Men which validated the design
The gong mech uses a coil that pre-winds a spring, then disengages to fire the ball back
high confidence · Keith explained the mechanical design of the gong in detail
Pro version removes the gong mech and requires hitting a sequence of shots instead to light island modes
high confidence · Keith confirmed Pro has no gong, requires arrangement of shots to light modes
The island modes are complete; additional New York modes and wizard mode still in development
high confidence · Keith stated island modes are done with wizard mode for island, additional New York modes forthcoming
Original Kong design featured climbing Empire State Building that was scrapped due to scale issues
high confidence · Keith explained the original concept and why it was abandoned for current train car design
Upper flipper exit uses a cliff strand ramp at an angle with rubber to bounce ball cleanly to flipper
high confidence · Keith described the mechanical solution that replaced the previous keyhole drop design
Joshua Henderson is on the software team alongside Rick Nagel
high confidence · Keith identified Joshua Henderson as world-class player on software team
“There's a coil that engages that pre-winds a spring. Okay. And so when you hit the gong, it just puts all the energy in the spring and then fires back at you.”
Keith Elwin @ ~10:00 — Explains the mechanical design philosophy of the gong mech that creates the 'gong screw' hazard
“The hardest shot to get dialed in on this entire playfield was that upper shot from the upper right flipper. It's like a little U-turn. And it was so clunky, so clunky.”
Keith Elwin @ ~14:30 — Reveals the most challenging design element required lowering the side ramp for magic solution
“the whole playfield is designed around the right orbit, not an orbit, whatever it is. It's the punchback back to the upper right flipper.”
Keith Elwin @ ~20:00 — Core design philosophy: playfield architecture centers on one key shot mechanic
“I think it's going to become industry standard at this point. Like, just that return, the way it feeds the flipper and just makes it so much easier.”
Triple Drain Host @ ~35:00 — Industry impact prediction: the cliff strand flipper exit solution may influence future designs
“George is a big fan of the three-ball dump on Godzilla. So he's like, you know, give me something where all the balls just come flying at you.”
Keith Elwin @ ~28:00 — Reveals George Gomez's design preferences influenced Kong's multiball design
“Well, since he hates the gong, that's actually the most viable mode is save and, which we probably need to score balance for the pro.”
Keith Elwin @ ~44:00 — Indicates potential rule rebalancing needed on Pro tier due to playtesting feedback
“It feels good, but it does not feel like anything else out there. It's unique. It's very unique.”
Keith Elwin @ ~32:00 — Designer confidence in Kong's distinctive playfield design vs. modern conventions
“I worked on Mortal Combat for 17 years. Blood and guts and stuff like was my specialty. Physics for intestines flying out of people.”
community_signal: Triple Drain's on-site recording at Stern headquarters represents strong manufacturer-media relationship and access to designers
high · Hosts recorded episode at Stern conference table with direct access to Keith Elwin and Chuck Ertz
competitive_signal: Save and mode identified as most viable scoring exploit on Pro tier Kong due to gong removal; potential rebalancing needed
medium · Keith stated 'since he hates the gong, that's actually the most viable mode is save and, which we probably need to score balance for the pro'
design_philosophy: Gong mech on Premium/LE creates significant hazard ('gong screw') that caused playtest feedback concerns about risky shot placement despite landing importance for island modes
high · Hosts joked about being 'gong screwed' and expressed concern about shot safety despite mechanical elegance
design_philosophy: Kong's upper flipper exit underwent significant redesign from keyhole drop to cliff strand ramp solution based on lesson learned from Avengers inconsistency
high · Keith explained previous keyhole design problems from Avengers and iterative solution process
design_philosophy: George Gomez's three-ball dump multiball preference from Godzilla directly influenced Kong's train car ball dump design
high · Keith stated 'George is a big fan of the three-ball dump on Godzilla...why don't we load up a train car with balls'
groq_whisper · $0.544
The punchback/kickback shot to upper right flipper was a first-try success with no tweaking needed
high confidence · Keith stated 'No. No, first try. First try.'
Chuck Ertz @ ~65:00 — Background on Stern's CG art director's prior video game experience influences pinball design
“You have to see a full gameplay. You have to play it yourself, and it really, really shows it off.”
Triple Drain Host @ ~31:00 — Observation that Kong's layout is difficult to convey in trailer format, requires play experience
“George is against it, and I say, well, I need it for the center ramp. And then Jack's like, dude, if you're putting a center post, I'm putting a center post on X-Men.”
Keith Elwin @ ~51:00 — Reveals designer decision-making process with CCO and cross-project design influence
design_philosophy: Keith Elwin centers Kong's playfield architecture around single key mechanic (punchback to upper right flipper) rather than multiple orbits, representing distinctive design approach
high · Keith emphasized 'the whole playfield is designed around the right orbit...the punchback back to the upper right flipper'
industry_signal: Triple Drain hosts predict Kong's upper flipper exit cliff strand design may become industry standard due to effectiveness
medium · Hosts stated 'I think it's going to become industry standard at this point...Why do anything other than that now?'
personnel_signal: Joshua Henderson confirmed as member of King Kong software team; previously unknown team composition detail revealed
high · Keith identified Joshua Henderson and Rick Nagel as software team members
announcement: King Kong confirmed shipping; units rolling down production line starting Monday
high · Keith stated 'I think Monday they should start going out' regarding production line units
product_strategy: King Kong Pro tier removes gong mech entirely and substitutes shot sequence requirement, representing strategic tier differentiation beyond cosmetics
high · Keith stated Pro has no gong and requires 'an arrangement of shots' to light modes instead
product_strategy: Post-release code updates for Jaws still in progress; potential additional wizard mode and icons being developed
high · Keith stated 'we're still chipping away at it probably' for Jaws and 'it's not a minor update'
technology_signal: Stern's 3D CG/digital sculpting department expanded with ex-video game developers, bridging video game design practices into pinball production
high · Chuck Ertz discussed department composition: 'a lot of us came from video games and digital sculpting' and 'a lot of ex-video game guys that got sick of the grind'