claude-haiku-4-5-20251001 · $0.029
Stern reveals Kong design process: unlicensed freedom, innovative mechs, Easter eggs, retro humor.
King Kong is unlicensed, based on public domain material from the original book rather than any specific movie license
high confidence · Speaker explicitly states 'it was going to be based on the book because that's what everybody's stuff is based on' and 'Not having a license here gave us a lot of freedom to do what we want with the story, the art, the callouts.'
Kong mech was significantly scaled down from initial concept where only his left arm would reach through the back panel
high confidence · Keith Elwin: 'Kong actually started way way bigger uh than he ended up on the final game. Meaning the only thing that would have been on the playfield would have been his left arm reaching through the back panel.'
The biplane ramp is described as 'the tallest ramp we've ever done' at Stern and is fed from a side flipper
high confidence · Speaker states: 'I figured this is perfect. This is the tallest ramp we've ever done. And I wanted it to be fed from a side flipper.'
Spider magnet mechanism was prototyped using an Amazon Halloween tarantula toy mounted on spring steel above a magnet
high confidence · Engineer describes: 'I went on there, bought a Halloween tarantula, cut up some spring steel, drilled it on there, stuck it above a magnet.'
The back glass artwork contains 'probably got the most Easter eggs on an actual back glass that we've done in a while'
high confidence · Keith Elwin: 'The premium back glass is one of my favorite pieces of art done for this game. It's also probably got the most Easter eggs on an actual back glass that we've done in a while.'
Brian Quinn from Impractical Jokers provided voice work as Jimmy character but had audio/Zoom issues during recording
high confidence · Audio team member: 'Brian was he was pretty funny. Uh, he was doing all these gorilla sounds, but nothing was coming through the microphone. Like Zoom kept cutting out, so we couldn't hear half of what he was saying.'
The gong mechanism went through multiple design iterations before settling on a kickback mechanism version
high confidence · Engineer: 'Our original gong was kind of motorized and went up and down and it wasn't that fun. So, we tried iteration two, which was more of a kickback mechanism, and we thought this was way more fun.'
“Not having a license here gave us a lot of freedom to, you know, do what we want with the story, the art, the callouts.”
Keith Elwin or designer @ early video — Explains the creative advantage of unlicensed IP for game design flexibility
“That spider is probably the silliest thing I've worked on in my entire time at Stern.”
Mechanical engineer @ mid-video — Highlights the novelty and playful approach to the spider magnet mechanism
“So the biplane ramp is probably my new favorite ramp in pinball. It's very steep helical ramp that feeds the red in lane very quickly.”
Keith Elwin @ mid-video — Designer enthusiasm for signature mechanical feature and shot layout
“I've always wanted to work with Greg Ferris. Growing up, Frontier was my favorite game. And never in a million years did I think, you know, 40 years later I'd be working with this guy.”
Keith Elwin @ late video — Personal connection to classic pinball history and artist collaboration nostalgia
“It's supposed to be like you're watching film reels on a on a theater in the 30s and 40s and then sometimes it'll show you that and then it'll cut to like a full color version.”
Designer/animator @ mid-video — Describes the thematic visual approach to LCD animations reflecting 1930s-40s cinema
“I just designed games that I think are fun and if everyone else thinks they're fun, that's great. I'll have a job.”
Keith Elwin @ end video — Designer's philosophy on game design and professional stakes
community_signal: Officially produced behind-the-scenes video providing detailed design documentation; transparency on process, challenges, iterations, and collaborative approach typical of modern Stern marketing
high · Format and content of entire video: structured narrative of design decisions, technical challenges, artist collaborations, voice talent selection
design_philosophy: Kong mech originally designed at much larger scale (only left arm visible through back panel) before being scaled to animatronic size; suggests design iteration/compromise driven by playfield space constraints
high · Keith: 'Kong actually started way way bigger...the only thing that would have been on the playfield would have been his left arm reaching through the back panel. You don't really see King Kong. Um, so we settled on a more animatronic like mechanism.'
design_philosophy: Easter egg strategy embedded across artwork (playfield glyphs with prior game references), back glass (claimed most ever), and callouts; intentional nods to pinball history and team member tributes (Gary Stern references, shark fin throwback)
high · Greg Ferris: 'we love putting Easter eggs in the artwork...Greg Ferris put some of his prior games in the glyphs. We have Gary in there in a couple places.'
design_philosophy: Keith Elwin deliberately mixed up design approach on Kong, incorporating humor, Easter eggs, and unique shot variety; humorous approach to monster mechanics (Kong eating characters) echoes classic pinball design philosophy
high · Keith: 'I tried to put in as many unique shots in it as I could. I did a lot of things differently than what I would normally do.' Also: 'In just about every Keith game, there's going to be some amount of humor.'
positive(0.85)— Video is an official promotional production expressing enthusiasm from designers, engineers, and artists about Kong's features, innovations, and collaborative process. Tone is celebratory with pride in technical achievements, creative freedom, and artistic contributions. Minor negative note about audio recording issues with Brian Quinn but presented humorously. No critical commentary or community complaints included.
youtube_auto_sub · $0.000
Stern used a custom digital animation pipeline where 3D mechs are animated on screen and exported as data into physical Kong mech
high confidence · Speaker: 'Our system programmer Mitch created a tool that allows us to animate a 3D mech on the screen and then we can export that data into the Kong mech.'
licensing_signal: Unlicensed public domain IP (original King Kong book) provided creative freedom unavailable in licensed games; no style guide, no assets, team created everything from scratch
high · Speaker: 'Not having a license here gave us a lot of freedom...It also comes with difficulty. It's like, okay, we have no style guide. We have no assets. We have to create everything.'
community_signal: Keith Elwin reunited with artist Greg Ferris (who designed Frontier, Elwin's childhood favorite) after 40 years; represents rare industry collaboration spanning generations
high · Keith: 'I've always wanted to work with Greg Ferris. Growing up, Frontier was my favorite game. And never in a million years did I think, you know, 40 years later I'd be working with this guy.'
personnel_signal: Multiple legendary pinball artists assembled for Kong project (Greg Ferris, Kevin O'Connor, Jeremy Packer, Zombie Yeti); represents high-profile art collaboration suggesting confidence in game's quality and market position
high · Speaker: 'We were accompanied by three iconic pinball artists to develop this art package. It's Kevin O'Connor, Greg Ferris, and Jeremy Packer...Zombie Yeti with the back glass, he just knocked it out of the park.'
announcement: Official Stern Pinball video documenting Kong design represents formal public reveal/confirmation of design philosophy and feature set after game's April-May 2025 launch
high · Video structure as official Stern production with multiple credited team members providing first-hand accounts of design process
product_strategy: Multiple mechanical innovations highlighted: animatronic Kong with ball-stopping interaction, spider magnet (unique use of magnet + motorized toy), gong kickback mechanism, tall helical biplane ramp claimed as tallest ever at Stern
high · Engineer describes proto spider: 'when you pulse the magnet, it causes the spider to actually crash down on the playfield.' Keith: 'This is the tallest ramp we've ever done.'
technology_signal: Stern developed custom digital animation pipeline enabling 3D mech animation export to physical playfield mechanics; represents technical infrastructure investment in animation-to-mech integration
high · Speaker: 'Our system programmer Mitch created a tool that allows us to animate a 3D mech on the screen and then we can export that data into the Kong mech.'