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King Kong by Stern

Finally finished printing this. Over 40 hrs and 1.5kg of plastic plus the electric and man hours too boot. Even running 2 modded printers

I got the design from the internet. So there is no credence to me whatsoever. Its an incredible piece of design, there is also a GZ and JAWS toppers too

If your stuck and want one printed send me a DM
 

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Finally finished printing this. Over 40 hrs and 1.5kg of plastic plus the electric and man hours too boot. Even running 2 modded printers

I got the design from the internet. So there is no credence to me whatsoever. Its an incredible piece of design, there is also a GZ and JAWS toppers too

Happy to print you one if you wish, don't have a printer or don't want to invest in the time needed or buying the amount of plastic to print it etc. There will be a cost however because of the former
Saw that one earlier today and through it looked good... proves it does!! :)
 
The moon itself would make a Great Wall piece alone - really well done
 
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Added another 100m or so to the PB tonight - similar game, about an hour of play but only real difference was this time I managed to reach the top of the tower and can confirm there will be a wizard mode there (eventually!)

My flippers were starting to suffer by the end of a long game, not sure if anybody else has experienced the same fade but I can feel the centre ramp get increasingly difficult as time goes on. You can still make it but “rattle and it’ll carry on through” turns more into “rattle and it’s coming straight back at you”. Might need to look into cooling fan options if it continues to be an issue.
 
Ok protectors done should anyone need.

4 set in clear £15
4 set in flo edge lit any colour £20
6 set for added bling £30

Postage on top at £2:50

I have decided to go Blue on mine due to the area kinda being river art beneath. I did consider other colours but it's your call at end of the day.
However if for any reason you don't like the colour and wished you had gone clear I'll sort a set FOC just cover postage.

Albeit blue is one of the best colours for minimal bleed I have cut the indicators out on the guides similar to what was done with my GZ ones.

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hi can i order a set of 6 protectors for my soon to be delivered kong and details for payment cheers
 
Might need to look into cooling fan options if it continues to be an issue.
I will have a number of sets available at Pinfest for people to purchase.
Probably worth pre-ordering to ensure I don't sell out.
 
Fitted my plastic protectors today after finding the package in the garden 😂

Photos for anyone still trying to decide on colours. Sometimes orange bleeds through the plastics too much but I think it looks great on Kong with the darker plastics and the neat cut-outs Col does for the lights on the inlanes. Thanks Col!

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The orange looks really neat 👍

Everybody enjoying the new code?
Labyrinth has been stealing all my attention this week but looking forward to trying the new kong code. Most interested in the new nyc modes as even with the 3 ways to play it could get a bit dull doing the same mode multiple times in a game.
 
Hmm....this is probably going to be very rare but the downside to leaving the end of the shooter lane open......during a multiball a ball fell into the shooter lane just as another was being served resulting in this little jam. I tilted trying to resolve the situation. Timing must have been perfect for it to happen 🙂

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Thanks to Neil M for bringing one to pinfest, I thought id hate it, I didn't!

There definitely some jack danger influence with the ball path the entry from the left to the flipper interesting, nearly caught me out a couple of times
 
New code...0.86

Island Lock
- Island Lock now able to be lit and collected again.
- Changed insert light behavior:
- off - no Island Lock.
- blinking - Island Lock lit at punchback shot.
- on steady - Island Lock already collected, next Island Scene will be a 2 ball multiball.

Island Lock Victory Challenge
- Now starts when an Island Scene is completed when still in multiball.
- Timer starts at however many seconds were on the clock when mode was completed.
- All shots are lit for awards.
- Easy shots blink slow and are worth 5% of the mode total.
- Hard shots blink fast and are worth 10% of the mode total.
- Each shot awards add +5 seconds to the timer for the first 5 shots.
- Complete all shots to light the Gong for Vicotry Jackpot.
- Victory Jackpot is worth 50% of the mode total.
- Draining down to one ball ends the mode.
- When no time is left the flippers are killed and ends mode but gives the ball back to the shooter lane.

Island Jackpot
- Collecting a progress shot in an Island Scene that is still in a multiball lights the Island Jackpot billboard at the Cliffs Ramp.
- Shoot the Cliffs Ramp when the billboard is lit to light The Pit for an Island Jackpot.
- Magnet captures the ball for Island Jackpot at the Pit for 5 seconds.
- Shoot the captured ball at the Pit into the Pit targets for another Island Jackpot at 2X value of the first.
- Island Jackpot starts at 5M + progress shot value accumulated when Jackpot is not already lit at The Pit.
- If mode completed and enters Island Lock Victory Challenge you can complete one final Island Jackpot.

Island Scenes
- Fixed an issue where the mode timer would pause for stacked multiballs at the 15 second mark.
- Lit mystery will now work to Add-A-Ball one time in a scene that was started with an Island Lock and is still in multiball.
- Score Balancing:
- Save Ann:
- Base value changed from 3M -> 4M.
- Stegosaurus Encounter:
- Base value changed from 1M -> 2M.
- Pterodactyl Attack:
- Base value changed from 3M -> 5M.
- Reduced number of rounds to 3 from 4.
- Increased Right Flipper inactive boost for Kong Cave Made shots to 3M from 2M.
- Collect 2 awards for Kong Letter.
- Collect 3 awards for Map Segment.
- Cross the Chasm
- Base value changed from 2M -> 1.5M.
- Added U-Turn multplier that starts at 2X and increments +1X each U-Turn for the entire mode.

Giant Spider Pit Multiball
- Spinners only build the Jackpot Value when the Jackpot is not lit.
- Once the Jackpot lights non-spinner switches build at 2X switch value.

Deadeye
- Fixed an issue with stuck balls never ball searching or reporting the ball lost.
- Fixed an issue where 2 balls in the Cave VUK were never clearing out.
- Fixed issues where modes would end on a Cave VUK shot and then never start Deadeye but lock a ball in the VUK.

Treasure Hunt
- Prevent Treasure Hunts from starting if they were not lit at the Cave VUK when the ball was first shot in the VUK.
- Fixed an issue with RGB arrows being hidden by other running modes.

Spinners - Score balance:
- left spinner 20K -> 10K per spin
- right spinner 15K -> 7.5K per spin

Super Spinners -
- Spinner rips limited to 25M at 1X / 50M at 2X.
- Once maxed out the opposite spinner will light after spinners stop.

Manhattan Rampage NYC Event
- Single Ball, Timed
- Retreat value is now including the finishing bonus of 500K per second left when it was shown to the player.
- Retreat value is now applying the multiplier when awarding the value into the players score.
- Limited Flip
- Fixed an issue where the finishing bonus was not shown occasionally.

T-Rex Battle
- Changed 125K static pummel value to progressive.
- Pummel Value now begins at 100K.
- Each button press increments the next value by 2K.
- Value carries over for entire Battle.

Competition Presets
- setup competition "preset" install to include:
- "Log Bridge Auto Up" = NO
- "Log Bridge User Bank Max" = 5
- "Upper Left Flipper Hold Timer" = YES
- "NYC Event Upper Flippers Use Flips" = YES

- Save Ann - Gong now opens up when that shot is lit to play like PRO version.
- Center Orbit - Fixed an issue where the Center Orbit shot would not register occasionally.
- King Kong Multiball - Drop targets flash in time with "Light Jackpots" insert if they need to be hit down to light jackpots.
- Pit Multiball - When lit the starting mode insert will rove moving down and reset to the top mode instead of roving up and down.
- Building Climb - Fixed an issue with awarding the Climb Complete gate insert too early.
- Super Kombos - Fixed a display bug on the intro screen for the scoring multiplier.
- Tutorials - Added tutorial videos to the attract mode.
- Log Diverter - Added diagnostic screen to test up / down using the current game settings for draw and hold power.
- Lightshows - Added more light shows and improved existing ones.

Adjustment Changes:
- change "NYC Event Limited Flip Initial Flips" maximum value to 80 from 60
- added "NYC Event Upper Flippers Use Flips" defaults to NO. When set to YES the upper flippers will also decrement flips from the meter when the flipper turns off.
- added "Lost Temple Always Advance at Kong Cave" - defaults to YES. When set to YES Kong Cave Made switches will advance towards lighting Lost Temple.
- added "Lost Temple Easy Advance First Treasure" - defaults to YES. When set to YES advancing towards lighting Lost Temple will allow both the Gong and Punchback for the first treasure.
- added "Log Bridge Auto Up" - defaults to YES. When set to NO and log bridge insert will not light unless modes require it, must use action button to bring up.
- added "Upper Left Flipper Hold Timer" - defaults to NO. When set to YES upper left flipper holds are timed down and will turn the flipper off.
 
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