(Topic ID: 373800)

King Kong Myth of Terror Island Club - The 8th Wonder of the World

By GCS2000

3 days ago


00:36 Apr 29th
01:25 May 2nd
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  • 142 posts - Hot topic!
  • 75 Pinsiders participating
  • Latest reply 12 minutes ago by johnnytruant
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#51 2 days ago

Very jealous of those w/ their LEs already. Jonesing for my Premium; anyone heard anything regarding a timeline on those rolling off the line? I'm optimistic it will be by the end of May but that's not based on much.

In the meantime, hoping one of you LE folks get a gameplay video up on YouTube to hold me over

I suspect joelbob might have an LE on the FlipnOut stream tomorrow evening.

#52 2 days ago
Quoted from 95er:

Can’t wait to hear feedback on game play….from non-pros!

I loved it! And ordered it at the PATZ launch show. I think my best game was only about 180 million stern IC servers went down so I don’t have complete record.
The punch kickback to biplane shot felt so nice.

Looking forward to Premiums couldn't justify the LE but wish I had the extra cash so I was not waiting.

#53 2 days ago

A premium coming for me. The first container to Australia contains LEs, premiums and pros so there will be a rash of version comparisons in the days after arrival in July.

Which also should be perfect timing for an August home meet. All Pinsiders invited, no matter where you live!

#54 47 hours ago

I haven't really seen any video of the expression speaker lights on the LE. Has anyone seen anything to know how it's implemented in this title? So far Jaws is the only title I've seen really take advantage of them (ex: the radar modes and turning red when you chum the water).

#55 47 hours ago

Looks like such a rad game. Got an LE on order. Hopefully shipping soon. I’m stoked!

#56 47 hours ago
Quoted from RxGolfer:

I haven't really seen any video of the expression speaker lights on the LE. Has anyone seen anything to know how it's implemented in this title? So far Jaws is the only title I've seen really take advantage of them (ex: the radar modes and turning red when you chum the water).

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Did you watch this video already? I would also say that no one really knows how well they will be implemented until the final 1.0 code releases.

#57 47 hours ago

Anyone have a rubber list?

#58 46 hours ago
Quoted from SINTAX:

Did you watch this video already? I would also say that no one really knows how well they will be implemented until the final 1.0 code releases.

Thanks. Hadn't seen it yet. Was going to buy the expression speaker kit for my premium...but maybe I'll just wait.

#59 38 hours ago
Quoted from GCS2000:

Time to get it started I guess since Tilt posted having games as of 8:34pm EST 4/28/2025
Mods feel free to change the title to something better if you want - this is all I could come up with at this time.
[quoted image]

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Your going to need a rubber backed cover for that pretty boy Congrats!

#60 36 hours ago

I have a Pro coming to my location. Serious question for you LE buyers: Are you concerned being the first ones to receive the game?

Historically the locations would get the pros first, and we would find the bugs and tweaks and report back to Stern, so that the next run, which was always the Limited Editions, would be top notch.

Now it's literally backwards. The last two games I've purchased (D&D and X-Men) was rife with issues. The LE buyers sniffed those issues out, and my on-location games are quite good. Does any of this concern you? Or are you prepared to roll with whatever punches come your way? Or maybe you're not concerned at all?

Just curious.

#61 36 hours ago

I've got a few play in on it and no major issues that probably aren't simple adjustments somewhere. in 2 or my probably 10 games, Kong's arm blocks the ball from getting in the train and triggers the ball search, but his arm never moves during the ball search and ends the ball after several ball searches. The gong takes a pretty mighty hit to trigger the modes, but that is probably just a skill issue on my part, probably 4 out of 5 hits to it aren't hard enough to trigger the modes, but 95% chance that's just a skill issue and I need to hit it harder. Otherwise the playfield, flow, music and shots are amazing. I don't get the art hate, it looks wonderful in person and love the foiling on the LE.

Someone asked about the shaker motor, it's fairly medium, not as strong in moments like T-Rex in Jurassic Park or even Jaws, but I bet it gets integrated more with the code, same with the lights. Also possible, I haven't triggered that T-Rex moment like in JP.

#62 36 hours ago
Quoted from darst:

I've got a few play in on it and no major issues that probably aren't simple adjustments somewhere. in 2 or my probably 10 games, Kong's arm blocks the ball from getting in the train and triggers the ball search, but his arm never moves during the ball search and ends the ball after several ball searches. The gong takes a pretty mighty hit to trigger the modes, but that is probably just a skill issue on my part, probably 4 out of 5 hits to it aren't hard enough to trigger the modes, but 95% chance that's just a skill issue and I need to hit it harder. Otherwise the playfield, flow, music and shots are amazing. I don't get the art hate, it looks wonderful in person and love the foiling on the LE.
Someone asked about the shaker motor, it's fairly medium, not as strong in moments like T-Rex in Jurassic Park or even Jaws, but I bet it gets integrated more with the code, same with the lights. Also possible, I haven't triggered that T-Rex moment like in JP.

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I would expect the biggest shaker moment would be the train car multiball but who knows.

I like it when the shaker integrates well with the game and not violently crazy. GB storage facility MB wrecks my house its so rough.

Wish I could justify the LE myself as I love the foil art but too much pinball stuff to spend money on so saving with a Premium makes more sense. Enjoy that game and keep posting feedback as we can all live vicariously through you, lol.

#63 35 hours ago
Quoted from zucot:

Anyone have a rubber list?

I don't see the owners manual online yet, so hopefully an LE owner can take a picture of the rubbers page and post it so we can get a kit built out on Titan.

#64 35 hours ago

Do you all think the gong is the “dealbreaker” on this game vs the pro? I’m leaning very much to the premium for this reason.

#65 35 hours ago

Yes. The gong is the deal breaker IMHO.
Not only is it the centrepiece ( Kong with train seemingly take a backseat to that 2 coil gong)

Pro will have way more flow and speed.

But essence of the game, mode selection, justification for that center post… all seems to point at that Kong Gong

Quoted from Rudy68:

Do you all think the gong is the “dealbreaker” on this game vs the pro? I’m leaning very much to the premium for this reason.

#66 35 hours ago

Around here I think all the operators are getting Pros, but that's for economic reasons rather than gameplay reasons. Still, I might not get to try a Premium to compare for a few extra months.

#67 34 hours ago
Quoted from darst:

The gong takes a pretty mighty hit to trigger the modes, but that is probably just a skill issue on my part

Sorry if you already know this and it's not what you're talking about but on prem/le you need to hit the gong a certain number of times to qualify the mode. For the qualifying shots the gong is 'locked' and will kick your ball back. It will only pass through the gong once your mode is ready to start.

#68 34 hours ago
Quoted from NoSkills:

Sorry if you already know this and it's not what you're talking about but on prem/le you need to hit the gong a certain number of times to qualify the mode. For the qualifying shots the gong is 'locked' and will kick your ball back. It will only pass through the gong once your mode is ready to start.

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Thanks, yeah I think it's more of me dialing in a solid shot for a pass thru... figuring it out more after a few more games... ha!

#69 33 hours ago
Quoted from darst:

in 2 or my probably 10 games, Kong's arm blocks the ball from getting in the train and triggers the ball search, but his arm never moves during the ball search and ends the ball after several ball searches.

This was an issue on nearly every stream that's showed gameplay, should be a quick software fix probably in the first update.

The gong rejecting shots unfairly is a concern though. I've also seen that on most streams but not sure if that's by design or what the fix might be.

I'm curious if the punch back target is disabled, if you'll be able to start a mode via that backdoor from the right orbit.

#70 32 hours ago

Edited post regarding Kong Arm blocking 2nd train ball and gong not passing thru. Posted fixes a few posts below!

#71 32 hours ago
Quoted from darst:

Ok, played about 10 more games today. The Gong entry has issues, it's not just me. When the island scene is lit, only way to make it through is two consecutive really hard hits, one after another while the gone is still moving a touch. 95% of the hits don't make it through. I'm assuming it's not by design, since some games you can't start one mode. The hits to light the scene seem to register ok. I would say close to 90% of the train multiball, ball two doesn't make it through because Kong's arm blocks it. On the last ball search it does finally dump the train and move the arm, but it resets your progress. I played one game where it got stuck 4 times during the game. Probably both fixable by software, so not concerned but can't really play the game like it's meant to be out of the box for the two main features. I'm not concerned, early owners expect some bugs to get worked out! But as others have noted, streams have also reflected this, so I'm sure Stern is aware. I'll ask for now if there is a setting to disable kong/gong in some configuration until they have a fix. Don't take any of this as negative. It's going to be amazing, and there is so much going on and to do. I bet they have fixes within a month.

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I agree with your time estimate on software fixes. Looking back at nearly every Elwin game, there is a software update almost 1 month after initial release....every single one of them and at least 5 to 6 software updates within a year.

Stern knows Elwin is their big salesman. He will have the crew to rapidly make and release any and all software fixes.

#72 32 hours ago

Waiting on shipment from Flipnout of the LE. Can't wait looks very fun like all Elwin's.

#73 32 hours ago
Quoted from darst:

The Gong entry has issues, it's not just me. When the island scene is lit, only way to make it through is two consecutive really hard hits, one after another while the gone is still moving a touch. 95% of the hits don't make it through.

I noticed the same thing on tilt amusements video yesterday. Every time island scene's already qualified and lit, the gong keeps rejecting the ball. Thankfully this should just be a software fix.

#74 32 hours ago
Quoted from darst:Ok, played about 10 more games today. The Gong entry has issues, it's not just me. When the island scene is lit, only way to make it through is two consecutive really hard hits, one after another while the gone is still moving a touch. 95% of the hits don't make it through. I'm assuming it's not by design, since some games you can't start one mode. The hits to light the scene seem to register ok. I would say close to 90% of the train multiball, ball two doesn't make it through because Kong's arm blocks it. On the last ball search it does finally dump the train and move the arm, but it resets your progress. I played one game where it got stuck 4 times during the game. Probably both fixable by software, so not concerned but can't really play the game like it's meant to be out of the box for the two main features. I'm not concerned, early owners expect some bugs to get worked out! But as others have noted, streams have also reflected this, so I'm sure Stern is aware. I'll ask for now if there is a setting to disable kong/gong in some configuration until they have a fix. Don't take any of this as negative. It's going to be amazing, and there is so much going on and to do. I bet they have fixes within a month.

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I noticed during one of the streams as they were showcasing the new navigation menu,That there appeared to be several individual points of articulation you could adjust on the Kong sculpt.Perhaps by going into the menu,you can adjust the timing or distance at which the arm interacts with the ball. Just spit balling

#75 31 hours ago
Quoted from darst:

Ok, played about 10 more games today. The Gong entry has issues, it's not just me. When the island scene is lit, only way to make it through is two consecutive really hard hits, one after another while the gone is still moving a touch. 95% of the hits don't make it through. I'm assuming it's not by design, since some games you can't start one mode. The hits to light the scene seem to register ok. I would say close to 90% of the train multiball, ball two doesn't make it through because Kong's arm blocks it. On the last ball search it does finally dump the train and move the arm, but it resets your progress. I played one game where it got stuck 4 times during the game. Probably both fixable by software, so not concerned but can't really play the game like it's meant to be out of the box for the two main features. I'm not concerned, early owners expect some bugs to get worked out! But as others have noted, streams have also reflected this, so I'm sure Stern is aware. I'll ask for now if there is a setting to disable kong/gong in some configuration until they have a fix. Don't take any of this as negative. It's going to be amazing, and there is so much going on and to do. I bet they have fixes within a month.

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At PATZ, we played several games on different premium machines. I don’t remember seeing gong rejects, but obviously with a new game, none of us knew how it should have behaved. We did have plenty of island scene starts so none of us got the impression then that it was rejecting shots.

Reviewing the Tilt Amusements video, starting at 3:25, there are 2 almost back to back gong rejects with the arrow to the gong flashing white.

Hopefully this issue gets sorted out quickly. Wouldn’t be a great start if one of the centerpiece mechs is preventing the game from playing normally.

Hoping I hear from my distro soon about getting my LE. Did you order from a distro or directly from Stern?

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#76 31 hours ago
Quoted from pillyliu:

At PATZ, we played several games on different premium machines. I don’t remember seeing gong rejects, but obviously with a new game, none of us knew how it should have behaved. We did have plenty of island scene starts so none of us got the impression then that it was rejecting shots.
Reviewing the Tilt Amusements video, starting at 3:25, there are 2 almost back to back gong rejects with the arrow to the gong flashing white.
Hopefully this issue gets sorted out quickly. Wouldn’t be a great start if one of the centerpiece mechs is preventing the game from playing normally.
Hoping I hear from my distro soon about getting my LE. Did you order from a distro or directly from Stern?

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I ordered from Stern directly, received number #120.

#77 31 hours ago

For now adjusting the right arm max lower limit down on Kong in the adjustments in the new menu takes care of the arm blocking and locking up the game. The new menu is really nice.

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#78 30 hours ago

Playing Kong at a buddy’s house today and holy WoW. No issues out of the box, smooth as butter.

#79 30 hours ago
Quoted from pillyliu:

Reviewing the Tilt Amusements video, starting at 3:25, there are 2 almost back to back gong rejects with the arrow to the gong flashing white.

Hopefully this issue gets sorted out quickly. Wouldn’t be a great start if one of the centerpiece mechs is preventing the game from playing normally.

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looks like the ball is clipping the standup target and kissing the gong rather than a clean shot. Don't think there is anything to sort out.

#80 29 hours ago
Quoted from bocce:

looks like the ball is clipping the standup target and kissing the gong rather than a clean shot. Don't think there is anything to sort out.

That’s good to know, I was watching on my phone so it was hard to tell. Again when I was at PATZ, those games all played great!

#81 29 hours ago

My LE is in transit . I got the fever...

#82 29 hours ago

Watching the tilt video again it appears to me that things are tight in these areas and it will take clean shots to make them. Yes the gong should be kicking the ball back - I think it takes what 3 hits to "open" it but it shouldn't be set so you clip the target or something and not make the shot.

#83 29 hours ago

Figured out the gong issue, and it was an easy fix! If anyone is having trouble :

Put it in solenoid test, and make sure the gong is unlatched. You should be able to push on it a bit, before you feel some spring resistance.
If you then latch the gong assembly, it should swing freely without any resistance.

When the gong latches into the swing through position, a coil pulls the plunger up, and the bell is caught on an armature attached to a trip coil. In this position, the gong will fully swing.
When it is in the kick back mode. the trip coil will un latch, and the plunger will push down into its stop, moving an arm behind the gong closer to the swinging target, causing the target to hit the arm, causing resistance instead of freely swinging.

The spot I marked with the arrows was very loose, and would slide back over and stick where even with the gong unlocked it still blocked it from swinging. Just adjusted it back to the right and seems to take care of it. Stern support asked not to tighten underneath for now, as moving it back over may from above may keep it from getting stuck again, may happen during shipping. 6 more games after and no issues, gong working perfectly!
IMG_1550.pdfIMG_1550.pdfIMG_1551.pdfIMG_1551.pdf

#84 29 hours ago

On the Kong Mech Calibration to keep the Right Arm from blocking and triggering ball search here are my settings that seemed to fix the issue and still animate fine to flip the train. I'm sure they all can be tweaked some, but having this option for all of us so simple to adjust is a game changer. It's a known issue and will probably be fixed next software update, but changing the Right Arm Lower Limit from 142 to 162 works for me for now!

IMG_1553 (resized).jpegIMG_1553 (resized).jpeg
#85 29 hours ago
Quoted from darst:

Figured out the gong issue, and it was an easy fix! If anyone is having trouble :
Put it in solenoid test, and make sure the gong is unlatched. You should be able to push on it a bit, before you feel some spring resistance.
If you then latch the gong assembly, it should swing freely without any resistance.
When the gong latches into the swing through position, a coil pulls the plunger up, and the bell is caught on an armature attached to a trip coil. In this position, the gong will fully swing.
When it is in the kick back mode. the trip coil will un latch, and the plunger will push down into its stop, moving an arm behind the gong closer to the swinging target, causing the target to hit the arm, causing resistance instead of freely swinging.
The spot I marked with the arrows was very loose, and would slide back over and stick where even with the gong unlocked it still blocked it from swinging. Just tightened this down and seems to work properly now.[quoted image][quoted image]

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Thanks! This will be useful for a lot of people. I don't have the game yet, so kinda hard to make sense of what you're saying. Do you mind pointing to the exact screw / part that needs tightening? I don't see the arrows in your pictures.

#86 29 hours ago

darst Thank you very much for the detailed posts about the gong mech and arm calibration. Will definitely save us all a lot of time.

#87 28 hours ago
Quoted from pindomie:

Thanks! This will be useful for a lot of people. I don't have the game yet, so kinda hard to make sense of what you're saying. Do you mind pointing to the exact screw / part that needs tightening? I don't see the arrows in your pictures.

Sorry, not sure why the arrows aren’t showing up. Look to the left of my picture where my text starts. It’s the arm? I’m not sure if that’s what it’s called. If it goes all the way to the left it won’t allow the gong shot to go through as it still blocks the ‘gate’ even though it’s unlocked.

#88 28 hours ago
Quoted from darst:

Sorry, not sure why the arrows aren’t showing up. Look to the left of my picture where my text starts. It’s the arm that holds if. If it goes all the way to the left it won’t allow the gong shot to go through as it still blocks the ‘gate’ even though it’s unlocked.

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Ah that makes sense. Do you tighten the arm from underneath the playfield?

#89 28 hours ago
Quoted from pindomie:

Ah that makes sense. Do you tighten the arm from underneath the playfield?

Sorry, I informed stern and they said just move it back in place and that may take care of it without having to tighten, it's supposed to have some movement. They asked me to let them know if it becomes and issue again. You can adjust it with just your finger from above the gong.

#90 28 hours ago
Quoted from darst:

Sorry, I informed stern and they said just move it back in place and that may take care of it without having to tighten, it's supposed to have some movement. They asked me to let them know if it becomes and issue again. You can adjust it with just your finger from above the gong.

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Careful don't let the JJP fans read about this they will term gong gate and rage all over pinside about it

#91 28 hours ago

Could someone show this with a video? That would be really nice. Is this fixed with software, or do we have to do it ourselves?

#92 28 hours ago
Quoted from GCS2000:

Careful don't let the JJP fans read about this they will term gong gate and rage all over pinside about it

Ha, yeah I'm happy to delete any posts to keep that from happening, it's an amazing game and the fixes were a breeze, simple adjustments.

Only other needed adjustment needed so far was the Magnet at the Pit was much lower than the playfield, and the ball would get stuck in it on weak shots, but its a super easy adjustment under the playfield. Just screw up from underneath and tighten the nut.

#93 27 hours ago
Quoted from darst:

Ha, yeah I'm happy to delete any posts to keep that from happening, it's an amazing game and the fixes were a breeze, simple adjustments.
Only other needed adjustment needed so far was the Magnet at the Pit was much lower than the playfield, and the ball would get stuck in it on weak shots, but its a super easy adjustment under the playfield. Just screw up from underneath and tighten the nut.

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I too have LE coming and fairly new to this hobby in retirement but I think it’s sad all these adjustments are required on a 13k investment. I can understand Kong arm tweaking but a simple finger swipe would find the magnet ridge. I went through this with my other Stern NIB JB 007. I actually had a switch error on initial start up that was a glob of solder left between switch contacts. Was hoping the LEs got little extra QC.

#94 26 hours ago

New Kong slots at the casino. A definite sign to get a Kong pin.

Kong (resized).jpgKong (resized).jpg
#95 26 hours ago
Quoted from IdahoFamousPin:

Was hoping the LEs got little extra QC.

LE being first off line will often need adjustments.
Premiums will get any bugs or part fixes sorted out.

#96 26 hours ago
Quoted from IdahoFamousPin:

I too have LE coming and fairly new to this hobby in retirement but I think it’s sad all these adjustments are required on a 13k investment. I can understand Kong arm tweaking but a simple finger swipe would find the magnet ridge. I went through this with my other Stern NIB JB 007. I actually had a switch error on initial start up that was a glob of solder left between switch contacts. Was hoping the LEs got little extra QC.

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No games flawless. If it ain’t broke, it ain’t pinball. As far as NIB games, I’ve been pretty fortunate to have Sterns and Spookys that didn’t give too much trouble. Most issues get overhyped by someone who isn’t comfortable working on games.

#97 26 hours ago
Quoted from JustEverett:

No games flawless. If it ain’t broke, it ain’t pinball. As far as NIB games, I’ve been pretty fortunate to have Sterns and Spookys that didn’t give too much trouble. Most issues get overhyped by someone who isn’t comfortable working on games.

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Just like buying any electronics and home appliances, pinball buyers just need to educate themselves on the maintenance and quirks they have to deal with ownership. On my first Stern purchase I stressed out on some small issues. But now I'm kinda addicted to tweaking and tuning, to the point that I constantly look for the tiniest issue when playing. If I can't hit a shot consistently, it's an issue with the machine and not my skill

#98 26 hours ago

Pinball machines in general always need some love every now and then.....NIB is WAY better than a lot of used games, however, as most things aren't worn out or EoL. Suppose low-play, later releases may be an exception (bugs already squashed and adjusted). I enjoy working/ tinkering with them as much as playing them actually (when I have the time).

If you have OCD, they'll always be something to adjust, lol.....There is definitely an adrenaline surge for NIB, however, which is hard to describe (in for an LE, btw)....

#99 26 hours ago
Quoted from MK6PIN:

Pinball machines in general always need some love every now and then.....NIB is WAY better than a lot of used games, however, as most things aren't women out or EoL. Suppose low-play, later releases may be an exception (bugs already squashed and adjusted). I enjoy working/ tinkering with them as much as playing them actually (when I have the time).
If you have OCD, they'll always be something to adjust, lol.....There is definitely an adrenaline surge for NIB, however, which is hard to describe (in for an LE, btw)....

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Totally agree…may actually enjoy fixing EMs more than playing. I’m a retired engineer and just a bit cranky when it comes to poor quality control. Like you, something about me being the first player on NIB game is satisfying.

#100 26 hours ago
Quoted from IdahoFamousPin:

I too have LE coming and fairly new to this hobby in retirement but I think it’s sad all these adjustments are required on a 13k investment. I can understand Kong arm tweaking but a simple finger swipe would find the magnet ridge. I went through this with my other Stern NIB JB 007. I actually had a switch error on initial start up that was a glob of solder left between switch contacts. Was hoping the LEs got little extra QC.

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Tweaks are just part of it for first off the line. These are all easy adjustments luckily. I’m fairly new too but had to learn trial by fire how to do some things when I got my NIB Elivira and had to about take it all part to get it all correct to play! These forums are wonderful to share thoughts and ideas to fixes. I’ve learned tons lurking, just now getting brave enough to post. Ha!

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