claude-haiku-4-5-20251001 · $0.032
Keith Elwin reveals King Kong design deep-dive: mechanics, iterations, and Monday production start.
King Kong production is starting Monday and rolling down the line
high confidence · Keith Elwin speaking directly about production timeline
The gong mechanic uses a coil that pre-winds a spring, firing the ball back at the player
high confidence · Keith Elwin explaining technical mechanics of Premium/LE gong
The upper right flipper return shot was achieved by angling a wire form (cliff strand) with rubber to bounce the ball up consistently
high confidence · Keith Elwin describing technical solution to flipper feed problem
The punchback/kickback return to upper flipper worked on first try
high confidence · Keith Elwin directly stating 'No. First try.'
The upper ramp (biplane ramp) originally competed with two pop bumpers for middle playfield space
high confidence · Keith Elwin explaining design alternatives that were cut
A drop target that was originally in front of the cave was removed to free up a coil for the gong mechanism
high confidence · Keith Elwin: 'We used that drive to basically move that coil to the gong mech'
The Pro version will receive score balancing updates for the Save and mode
medium confidence · Keith Elwin discussing Pro difficulty adjustments needed
Joshua Henderson (world-class player) is part of the King Kong software team
high confidence · Keith Elwin naming him as software developer
The center post on Kong was always planned and inspired George Gomez to add one to X-Men
high confidence · Keith Elwin: 'Always a plan. Yeah. George is against it... Jack's like, dude, if you're putting a center post, I'm putting a center post on X-Men.'
Jaws still has ongoing code updates and is not receiving final wizard mode completion yet
“So you want to get maximum movement without smacking into the train or the side. So it's all about dialing that in and teaching the line workers how to do that.”
Keith Elwin @ early — Explains quality control process for mechanical elements during production
“It was so clunky, so clunky. And we were like, oh, man, we have to cut this shot. Oh, wow. We gave it another try. We lowered the side ramp down a little bit, and that was the magic sauce.”
Keith Elwin @ mid — Reveals the upper flipper U-turn shot nearly didn't make it into the game
“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 @ mid — Core design philosophy of Kong's layout
“When he got to a certain point, he could divert the ball to a lock. The problem was that in order to use Empire State Building, we had to get the proper, you know, scale and everything. And that whole thing just turned into a fiasco.”
Keith Elwin @ mid — Explains why Kong climbing the Empire State was abandoned
“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 @ mid — Reveals how multiball design philosophy from Godzilla influenced Kong
“That's why 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 Pinball Podcast @ mid — Predicts the upper flipper return design will be widely copied
“Do you wish Joel that Kong had extra flipper buttons that enabled you to tap pass? Because Joel needs them. That's all tournament players need.”
Triple Drain Pinball Podcast @ late — Tournament player perspective on Kong difficulty
“I looked at the play field. I know you only look at the first six inches of the play field, but I looked at all of it.”
product_launch: King Kong production rolling starting Monday; units beginning to ship from Stern factory
high · Keith Elwin: 'I think Monday they should start going out'
design_innovation: Upper right flipper return using angled cliff strand wire form with rubber achieves consistent, clean feeds; predicted to become industry standard
high · Keith and hosts discussing the wire form solution and its consistent ball delivery
design_philosophy: Keith Elwin designed Kong around the right orbit punchback-to-upper-flipper shot; multiple playfield iterations (originally had drop target, pop bumpers) were cut to support final mechanic layout
high · Keith explaining core design philosophy and cut features
product_concern: Gong mechanic on Premium/LE is risky shot with strong kickback; causes drain risk for players expecting safe shot; Pro version being adjusted for difficulty balance
high · Discussion of gong being 'scary shot' and Pro version needing score balance for Save and mode
gameplay_signal: Kong features multiple rule layers: island modes, New York modes, shot-based modes (biplane, rapids), 2X scoring phase with random targets, multiball variations (Kong, Beast, Spider); designed for depth and replayability
high · Keith detailing mode structure and layered scoring objectives
groq_whisper · $0.544
high confidence · Keith Elwin confirming continued work: 'we're still chipping away at it probably... it's not a minor update'
Triple Drain Pinball Podcast @ late — Humorous exchange about finding hidden target (Power Up)
“So working on this, i worked on um mortal combat for 17 years blood and guts and stuff like was my specialty physics for intestines flying out of people.”
Chuck Ernst @ late — Background on CG art director's video game career
“I worked it i worked on um mortal combat for 17 years... So you were my entire childhood. Yeah, pretty much.”
Chuck Ernst @ late — Recognition of Chuck Ertz's Mortal Kombat legacy
design_innovation: Kong features center post mechanic (unusual departure from Keith's prior games); inspired Jack to add center post to X-Men; enables nudge recovery from drains and alternate ball paths
high · Keith: 'Always a plan. Yeah. 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.'
code_update: Jaws still receiving active code development; final wizard mode not yet complete; updates described as non-minor and not being rushed
high · Keith: 'we're still chipping away at it probably... it's not a minor update'
personnel_signal: King Kong software team includes Rick Nagel and Joshua Henderson (world-class player); Josh Gieski not on Kong team; other unspecified software staff
high · Keith naming software developers when asked
design_innovation: Kong multiball design influenced by George Gomez's preference for three-ball dump style from Godzilla; Kong features drop targets that sweep for combo scoring (super sweep $50M for all four)
high · Keith explaining multiball design philosophy and sweep rule mechanics
manufacturing_signal: Keith Elwin conducts on-line quality control; calibrates mechanical elements (gong, spotlights, diverters) and trains line workers on proper installation and tweaking of complex mechanics
high · Keith describing his role on production line: 'when there's a mech or a spotlight... they don't know where the spotlight goes... you want to get maximum movement without smacking'
design_philosophy: Kong balances casual (spider/beast multiballs easy to trigger) and competitive play (gong/island modes challenging); Pro version difficulty adjusted separately from Premium/LE
medium · Discussion of different difficulty levels between game tiers and targeting different player skill levels
content_signal: Triple Drain Podcast hosts planning to create King Kong gameplay content and reviews; Travis known for 'how to break the game' strategy videos
high · Hosts discussing plans to stream and create content once LE versions ship