claude-haiku-4-5-20251001 · $0.037
Keith Elwin reveals King Kong design philosophy, mechanics, and unlicensed creative freedom on release day.
King Kong is unlicensed, based on the original book rather than movie versions, allowing creative freedom without third-party approval
high confidence · Keith explains licensing approach: 'As long as we kind of stuck to the book and the characters, we didn't have to deal with anyone' and must follow guidelines of public domain book property to avoid infringement issues.
Greg Ferris was recruited for one final project before retirement as part of 'Rodeo' project codename
high confidence · Keith: 'I was really trying to get Greg Ferris to do this project. I knew he was retiring soon... He's like, Nah, nah, I'm good. And then, like two months after he retired, Sebastian, our then art director, reached out to him.'
Kong's mouth was originally intended to move to eat the ball on playfield but was cut due to coil drive constraints
high confidence · Keith: 'I really originally wanted Kong's mouth to move... if we have that, we have to pull out something that's cool... Kong does eat the ball, just not on the playfield.'
A drop target in front of the cave was removed during development because it would 'catch air and jump over the flipper'
high confidence · Keith: 'There was a drop target in front of the cave on the white early whitewoods. But actually, I deem that to be too annoying because it'd catch air and jump over the flipper.'
George Gomez pushed for the helix spiral design on Godzilla's ramp despite budget concerns, saying Keith 'can't do Avengers and do a boring ramp game'
high confidence · Keith: 'I was petrified of how over Godzilla was over budget. But George is like, No, you gotta, you can't do Avengers and do a boring ramp game like this.'
Banana flippers were included in the Pro version as a mod option, previously used only once in AC/DC tournament
high confidence · Keith: 'I've had these banana flippers for decades... put them once, put them in AC/DC as a mini tournament at my house. Everyone's like, Oh my God, this is so hard.'
Kong features a figure-eight combo shot pattern between upper two flippers using the Cliff's Ramp and diverter mechanics
“It was like, yeah, for the hell of it, I'm just going to put banana flippers in the Pro. And everyone went crazy.”
Keith Elwin @ early — Explains the decision to include banana flippers as a novelty modifier that changes game difficulty and ball trajectory dramatically.
“No, you gotta, you can't do Avengers and do a boring ramp game like this.”
George Gomez (quoted by Keith) @ mid — Shows Gomez's push for ambitious design features on Godzilla despite budget constraints, establishing design philosophy across Elwin's games.
“I really had to follow kind of a straight line of the story, but we can embellish it in our own ways.”
Keith Elwin @ mid — Clarifies the constraints of using public domain source material while maintaining creative freedom from licensed IP approval processes.
“You can do more with them... wire forms are just clean and neat... you can kind of see through them a little bit better than the plastic as well.”
Keith Elwin @ mid — Explains design philosophy preferring wire forms over plastic ramps for visibility, flexibility, and aesthetic quality.
“This flows extremely well, I'll say... this game, it's really fast.”
Keith Elwin @ late — Addresses playfield flow design despite multiple stopping mechanisms (scoops, locks, buckets), contrasting with perception of stop-and-go gameplay.
“We didn't want to spend a bunch of money because we weren't sure that mech was even going to work, much less survive.”
Keith Elwin @ mid — References the Jaws shark-eating-ball mech prototype that was eventually cut, revealing iterative design and budget management.
“If you just look at a picture of this game, you're not gonna have any idea where any of the shots go because it's really hard to figure it out.”
Keith Elwin @ late — Acknowledges complexity of shot routing with multiple wire forms and diverters, creating learning curve for players.
event_signal: Keith Elwin mentions planned streaming session to reveal additional playfield mechanics and behaviors not fully discussed in podcast
medium · Keith: 'You guys will see tomorrow. We're gonna stream' in response to questions about river lane mechanics and ball routing.
design_philosophy: Drop target in front of cave removed during whitewood testing phase because ball trajectory issue made feature 'too annoying' for playability
high · Keith: 'There was a drop target in front of the cave on the white early whitewoods. But actually, I deem that to be too annoying because it'd catch air and jump over the flipper.'
design_philosophy: Keith Elwin demonstrates consistent design approach across monster games: prioritizing wire form visibility/flexibility, maintaining playfield flow despite mechanical complexity, and preferring creative ramp pathways over plastic obstruction
high · Multiple references to wire form design benefits, S-curve slowing mechanics, helix spirals, and comparison across Godzilla, Avengers, Jaws, and Kong.
market_signal: King Kong positioned as companion piece to Godzilla, completing 'King of Monsters' collection; both games released within similar timeframe establishing monster-themed design direction for Stern
medium · Josh: 'Having King Kong and Godzilla, because anybody who has Godzilla is going to want the complete package' and referenced Kong positioning next to Godzilla physically.
licensing_signal: Stern's strategic use of public domain source material (original King Kong book) to avoid licensed IP approval processes while maintaining narrative constraints to prevent infringement on derivative works
groq_whisper · $0.175
high confidence · Keith explains: 'you can actually keep comboing those two shots, kind of like a figure eight. If you shoot the Cliff's Ramp and then there's a shot above the biplane ramp that'll feed right back into the diverter.'
The game features unlocked/locked states for the gong with two coils that latch a spring, allowing different behaviors
high confidence · Keith: 'There's two coils on the gong. When the gong is locked, you hit the gong, it fires the ball back at you... Those two coils unlock the gong, and you can shoot through it.'
“Obviously that's a multiple license issue. Kong versus giant lizard, radioactive lizard guy... we're actually, you know, we're always looking into that. But like I said, it's pretty complicated.”
Keith Elwin @ early — Addresses fan speculation about Kong vs. Godzilla mode, explaining licensing complexity requiring alignment of three different licensors.
high · Keith explains: 'As long as we kind of stuck to the book and the characters, we didn't have to deal with anyone' and notes must avoid behaviors (robot Kong in space) that would trigger Toho protection.
licensing_signal: Kong vs. Godzilla crossover mode discussed as desirable but blocked by licensing complexity requiring alignment of three different licensors despite unlicensed status
high · Keith: 'It's a multiple license issue... we're actually, you know, we're always looking into that. But like I said, it's pretty complicated. We're going to need three different licensors on the same page.'
design_innovation: Kong's moving mouth feature cut due to coil drive limitations; ball-eating mechanism preserved but relocated to non-playfield context (extra ball award)
high · Keith: 'I really originally wanted Kong's mouth to move... if we have that, we have to pull out something that's cool... Kong does eat the ball, just not on the playfield.'
community_signal: George Gomez actively influences design decisions on Elwin games, pushing for ambitious features despite budget concerns (helix on Godzilla); relationship appears collaborative with mutual respect
high · Keith recounts 'He's like, No, you gotta, you can't do Avengers and do a boring ramp game like this' regarding Godzilla helix, same negotiation pattern for Kong assignment.
personnel_signal: Greg Ferris recruited for 'one last rodeo' on Kong after retirement, then Jeremy Packer (identified as 'then art director') brought on to assist finish; suggests potential art department transitions at Stern
medium · Keith notes Ferris initially declined, but 'two months after he retired, Sebastian, our then art director, reached out to him' and Jeremy helped 'bring it to the finish line.'
announcement: King Kong: Myth of Terror Island officially released on episode recording date with full mechanical feature set and rule implementation details disclosed
high · Keith Elwin present for release day interview; discussions of game features, modes, and mechanics suggest production complete and shipping underway.
product_concern: Complex playfield shot routing acknowledged as difficult for players to understand from static images; learning curve explicit design feature rather than oversight
medium · Keith: 'If you just look at a picture of this game, you're not gonna have any idea where any of the shots go because it's really hard to figure it out... Still, I'm still trying to figure it out.'
product_strategy: Kong rule set in active development post-release with planned future NYC event modes; 'Dead Eye' mode currently has single 'Stage Bright' event with multiple selectable events planned
high · Keith: 'It's going to be selectable events right now. We just have one in there. It's called Stage Bright. But in the future, it's going to have a bunch of different things you can choose from.'