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[Official Rulesheet]
Game Information & Overview:
- Lead Designer: Keith Elwin
- Code/Rules: Rick Naegele, Joshua Henderson
- Lead Mechanical Engineer: Harrison Drake
- Artwork: Kevin O’Connor, Greg Freres, Jeremy Packer
- Display and Animations: Chuck Ernst
- Sound Design: Jerry Thompson
- Release Date: April 2025
- Wiki Rulesheet based on Code Rev: 0.82
- Edit the Code revision, if applicable, when you make changes
- Original Wiki Rulesheet hosted on Tilt Forums
King Kong: Myth of Terror Island is the long-awaited King Kong pinball machine 35 years in the making (Data East planned one, but it went unreleased due to high production costs). The machine uses entirely original assets and primarily bases itself on the original 1930s King Kong novel.
Layout:
Skill Shots:
- Skill Shot: Plunge the ball into the pit targets.
- Super Skill Shot: Plunge the ball into the river lane near the mini-flipper.
- Anti-Skill Shot: Plunge the ball into the left outlane. There is an “anti-skill luck shot” if the ball bounces back into play from the post!
- Secret Skill Shot: Plunge the ball into the inner left inlane.
- Super Secret Skill Shot: Plunge the ball into the outer left inlane.
- Mega Secret Skill Shot: Plunge to the upper left flipper and make a reflex shot to the cliffs ramp. Scores 1.75M and 8 seconds of ball save time.
- Triple Mega Secret Skill Shot: Perform the above skill shot and shoot the upper loop when the ball heads to the upper flipper for an additional 1M.
Each unique skill shot made during a game lights the gong / saucer to add a letter to KING KONG.
Skill shots are also used during the deadeye side mode, where plunging into the river lane is required to score the deadeye jackpot.
Main Objectives:
Ann Darrow, Jack Driscoll, and Carl Denham have arrived on the mysterious Terror Island to uncover it’s secrets. Denham, the ambitious filmmaker, aims to capture King Kong, the legendary beast that roams the island, while Jack and Ann are more concerned with uncovering the island’s mystical riches.
There are six main objectives listed above the flippers that must be completed to qualify the wizard mode, 8th Wonder. These include the game’s main modes (or island scenes) and various other objectives, some of which can be advanced towards while other objectives are running but others which are mutually exclusive. The objectives and rules for all six are listed below.
Island Scenes / Gong:
Shoot the gong to light island scenes at the same shot that was used to start them. On the Pro models that lack a gong, island (blue) arrows must be collected to light start scene: one arrow is required to light the first scene increasing by one per scene to a max of five.
Every island scene completed by making the required shots in the 60-second time limit will award a map segment. The timer can be extended by +15 seconds by hitting the gong, once per scene.
There are five island scenes:
-
Save Ann: Shoot lit shots to build the value at the Gong shot, with combo shots scoring and increasing the value by 2x. Shoot the Gong shot 3 times to light the final shot at the gong on a hurry-up timer to finish the mode. The final shot is worth the total value of the three lit gong shots that were collected prior.
-
Cross the Chasm: Shoot either the center spinner or the U-turn, then combo the cliffs ramp to save the sailors from falling off the bridge. Each explorer saved collects the base value starting at 2M and increments it by 500K. Fail to shoot the cliffs ramp in time and a sailor will be lost, resetting the base value to 2M. Comboing the U-turn immediately after saving a sailor awards 2x the base value, and also relights the cliffs ramp to save the next sailor.
-
Pterodactyl Attack: Hit the lit moving drop target to defeat the pterodactyls and light the Kong Cave VUK on the far right of the playfield for 2x the award. A clean shot that triggers the rollover above the Kong Cave scoop makes the cave award 3x. Collect four cave awards to complete.
-
Stegosaurus Encounter: Shoot slow flashing shots to take the easy path, or shoot quickly flashing shots to take the hard path. Each shot collects the base value and progress the mode, while each hard path shot also increases a multiplier by +1x for the rest of the mode. The base value starts at 1M and increments by 250K per shot, regardless of path. Shoot 7 shots in total to finish the mode.
The shot sequence is as follows:Shot # Easy Path Hard Path 1 Center spinner (none) 2 Center ramp Cliffs ramp 3 Gong U-turn 4 Left orbit Kong Cave VUK 5 Biplane ramp Left orbit 6 Center ramp U-turn 7 Punchback target (none) -
Escape the Swamp: Build up the value of the punchback jackpot at the right loop by shooting the flashing shots, with rapidly flashing shots building the value by 2x. After scoring a punchback jackpot, shoot any upper flipper shot to multiply the value (side ramp - 2x, upper loop - 3x, river lane - 4x). Collect three punchback jackpots to complete.
Climbing the Building:
Shoot the lit “climb” lanes to ascend the building and collect the awards indicated on the building above the flippers. 4 inserts are initially lit at random; each one awards 25 ft and unlights when the shot is made. Complete the set to climb one section of the buliding and light 4 more inserts. Awards are given for every section of the building climbed:
- 100 ft - 5M
- 200 ft - Light island lock
- 300 ft - Light NYC event 1
- 400 ft - Light extra ball
- 500 ft - Light island lock
- 600 ft - Light NYC event 2
Biplane Attack:
Each level of the building has one biplane that needs to be destroyed. To start Biplane Attack, make enough shots to the side ramp - 3 shots are required to start the first attack.
Biplane Attack is a 30-second timed mode that lights the side ramp for a jackpot that increases as other switches are hit on the playfield. Every time a jackpot is scored, a biplane will be destroyed and Kong will be allowed to progress to the next level of the building. The player can defeat multiple biplanes in one round of Biplane Attack and progress will be saved & displayed on the playfield.
There are a total of 5 biplanes to destroy, one per building level, and destroying all 5 is one of the requirements for 8th Wonder.
NYC Events:
Complete all of the climb shots on the current level of a building to light the right orbit for NYC Event.
As code evolves this feature will include a selection of modes and perks that last the rest of the game when selected, but for now there is only one NYC Event.
- Stage Fright: 3-ball multiball. Shoot the lit feature to progress, then shoot the kickback target (via right orbit) to beat each phase for 1M + 1M per phase. Phase 1: 3 center ramp shots. Phase 2: 120 right (i.e. center) spinners. Phase 3: Complete drop targets two times. Phase 4: 120 left spinners. Phase 5: Hit cave 3 times.
- Window Shopping: TBD
- Manhattan Rampage: TBD
Spell KING KONG:
Hitting the gong / saucer when lit awards a letter in KING KONG. Collect all eight letters to light T-Rex Battle.
Each KING KONG letter awards a different perk that applies to the next shot of a certain type or lights the left ramp for light island jackpot.
Set 1
- K: 5M
- I: Light island jackpot
- N: Next cliffs shot awards 2x progress
- G: Light deadeye (Pro); light island jackpot (Prem / LE)
- K: Next river shot awards 2x progress
- O: Light island jackpot (Pro); light deadeye (Prem / LE)
- N: Next pit shot awards 2x progress
- G: Light T-Rex battle
Set 2
- K: 5M
- I:
- N: Next biplane shot awards 2x progress
- G:
- K:
- O:
- N:
- G: Light T-Rex battle
Deadeye:
Deadeye mode is lit at the Kong cave eject after making it halfway through spelling KING KONG (ie. collecting the first “G”) on the Pro, or collecting the “O” in KING KONG on the Prem / LE. It can only be started during single-ball play.
This mode plays similarly to the Skill Fire mode on Williams’ Congo. The ball will be held at the Kong cave eject and the player will have unlimited ball save for 30 seconds to make as many skill shots as possible by plunging the ball with the correct strength. After scoring three Deadeye awards, the river lane will be lit to score the Deadeye jackpot based on the total value of the awards collected before plunging into the river lane. This process resets until time runs out, with a short grace period on the last skill shot before the mode ends.
The deadeye award starts at 1M and increases by 500k for each award collected. Certain skill shots multiply the value: the pit standups for 1x; left outlane is 2x; left inlane is 3x.
Scoring the Deadeye jackpot awards a map segment.
T-Rex Battle:
Once KING KONG has been spelled, the next shot to the gong during single-ball, non-mode play will start T-Rex Battle.
Shoot all of the flashing arrows to score awards and light pummel at the spider pit after three shots of the same color are hit (green on the left, and blue on the right). If 15 slingshots are hit, the player must hit the gong to save Ann and all progress towards T-Rex damage is postponed until the gong is hit.
Once all of the currently flashing arrows of the same color have been hit, shoot the pit to capture the ball and light the action button to pummel the T-Rex for 250k per button mash for 10 seconds.
Multiballs:
Scoring a super jackpot during King Kong multiball, and starting all pit multiballs, are required to fill their respective lights on the playfield gate.
King Kong Multiball:
Light the lock for this multiball at the center ramp by completing the glyph puzzle drop targets when “light kong lock” is flashing - they will all be lit the first time but afterwards only one lock will light at a time. The third lock will start King Kong Multiball. On the Premium, King Kong multiball starts by releasing all three balls from the train for 5M super jackpots at the side ramp.
NOTE - On the PRO you need to shoot the right orbit to start multiball.
Though all green shots during King Kong multiball score smaller awards with a Kong award for 5x at the side ramp, the jackpots (lit red) must be lit by completing the drop targets; the punchback target lights for 1x jackpot and the cliffs ramp lights for 2x jackpot. After collecting either jackpot, shoot the side ramp to score a super jackpot (combo for 2x super jackpot).
Balls can be relocked in the train by collecting all of the green arrow awards, then shooting the center ramp. The relock multiplies all jackpots by 2x and lasts 20 seconds before releasing the ball.
Island mystery is disabled during this multiball, so add-a-balls can’t be earned from it. Instead, balls can be added once per multiball by ringing the gong twice.
Spider Pit Multiballs:
Hit the targets around the pit to battle the pit creatures and start multiball. The first multiball requires four pit shots, three to light it and one to start it. Two more pit shots are required to start subsequent multiballs. There are three pit multiballs and the lit one changes after 10 seconds.
The three multiballs are, from top to bottom:
- 2-Legged Lizard: Shoot the pit three times to light jackpot and score increasing points. To score the jackpot, shoot the pit, then knock the ball held by the magnet into the targets. Lit shots increase the jackpot by 500k.
- Octopus Insect: Shoot all three right-side standup targets to light the jackpot at the pit. Far left standup target increases target values, and red shots increase jackpot value. Finish multiple rounds of standup targets to increase the jackpot multiplier.
- Giant Spider: Collect 30 switch hits (+5 per jackpot) to light jackpot at the pit. Shoot the ramps to increase the jackpot multiplier +1x. Each lit ramp can only be hit once meaning the maximum jackpot multiplier is 4x.
Island Mystery (lit via River Awards) will always award Add-A-Ball the first time it is collected during any pit multiball.
Other Scoring:
Island Locks:
Island Locks are used to upgrade the next island scene modes into 2-ball multiballs. The player can still advance towards other multiball modes while in a 2-ball island scene.
Light island lock at the right orbit by making enough climb shots. When lit, the right orbit shot will divert into the hidden sinkhole and the ball will be sent to the right flipper.
River Awards / Rapids:
Going through the River lane on the left side of the playfield counts up and grants various awards over time.
- 3, 9, 12, 20, 30… : Light Island Mystery
- 5, 15, 25… : Rapids
- 8: Light Extra Ball
Once Rapids begins, you have 30 seconds to loop the center spinner shot to build the collect value, displayed on the screen. Shoot the Kong Cave to cash out and end the Rapids feature.
Cliff Awards:
Shooting some number of “The Cliffs” shots from the upper playfield grants awards over the span of the game.
- 3, 15… : KING KONG letter (or 15M if KING KONG is already spelled)
- 6, 20… : Cliffhanger (TBD on 0.82 code)
- 25: Light Extra Ball
Power-Ups:
TBD on 0.82 code
2x Scoring:
The orange targets around the playfield are all marked with an “X”. Once all four have been hit (twice for subsequent attempts), hitting the roving orange target that moves from left to right and back will start 2x scoring. The timer can be extended by continuing to shoot the lit orange targets, and each lit orange target scores bonus points when they are hit while 2x scoring is running. The 2x scoring timer can be extended four times every time it is started.
Lost Temple & Island Treasure:
Light Lost Temple at the right orbit by hitting either the gong target or punchback target a total of three times. Once lit, if the player is in single-ball play, the next right orbit shot will always send the ball to the mini-flipper and light a random flashing drop target (one that hasn’t been hit yet). Hitting the drop target will award one light’s worth of progress towards completing the glyph puzzle.
Once the puzzle is completed by hitting three flashing drop targets after lighting Lost Temple, shoot the island treasure target behind the upper two drop targets to collect the current Island Treasure. More details needed…
- Drillplate of Dunne: 10M + light Super Spinners (starts on the next spinner rip: alternate between left and right spinners for 100k per spin + 50k per lit spinner rip for 30 seconds)
- Lost Skull of the Ancients: 20M + light Super Kombos (starts on the next shot made: starts King Kombos for 30 seconds but at 3x value per shot)
- Super Rapids
- Super Spinners
- Extra Ball
King Kombos:
After clearing the drops when the King Kombos insert is lit, King Kombos starts. The combo value builds as you continue to shoot combos, and every 3 combos lights power-up.
There are two combos that can be earned even if King Kombos isn’t running.
- Super Sweep: A bonus is awarded if the player hits at least 2 drop targets in the same shot that passes through the left orbit, then shoots the side ramp to complete the combo. The value is worth 5M per drop target swept (ie. 3 drop targets swept would award 15M for the combo). If all 4 drop targets are swept in the same shot, the side ramp will award 50M and spot a KING KONG letter!
- Ricochet: Shooting the rubber near the mini-flipper (from the right flipper) and bouncing up the cliffs ramp scores 10M. The combo is disqualified if the left flipper is pressed and can only be earned in single-ball play.
Banana Combos:
There are many different combos corresponding to different banana types that can be scored during single-ball play. Collecting 8 awards a map segment.
Banana Combos
Name | Shot 1 | Shot 2 | Shot 3 | Shot 4 | Shot 5 |
---|---|---|---|---|---|
Apple Banana | Center ramp | Power-up target | |||
Barangan | Left orbit | Pit targets | |||
Blue Java | Left orbit | River thru | |||
Cavendish | Left orbit | Side ramp | Pit targets | ||
Golden Banana | Right orbit | Island Treasure target | |||
Goldfinger | Punchback target | Power-up target | |||
Gros Michael | Left orbit | Side ramp | Center ramp | Gong | |
Lady Finger | Right orbit | Cliffs ramp | Side ramp | Center ramp | Gong |
Manzano | |||||
Mysore | Left orbit | Power-up target | |||
Pisang Raja | Pit targets | Shooter lane exit | |||
Praying Hands | Punchback target | Upper loop | |||
Red Banana | Center ramp | Kong Cave VUK rollover | |||
Rhino Horn | Punchback target | River thru |
Island Mystery:
Light island mystery at the Kong Cave VUK by collecting enough river shots.
Mystery can award any of the following:
- 173,000
- Light island scene
- Spot climb arrow
- Spot biplane ramp shot
- Spot KING KONG letter
- Light King Kong lock
- +3 bonus X
- Add-a-ball (always awarded when any spider pit multiball is active)
Extra Balls:
Extra ball is lit at the Kong Cave VUK after:
- Climbing 400 ft (window 4)
- Destroying 6 biplanes
- After 25 cliffs ramp shots
- After 8 river shots
and is awarded instantly from the 3rd island treasure.
End-of-Ball Bonus:
Bonus is based on performance cumulatively throughout the game, and not just that ball.
Bonus is determined by:
- 100 x switch hits
- 2,500 x height climbed
- 150,000 x Kong letters
All multiplied by the bonus X, if applicable.