Quick Links:
[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:
- 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:
- Super Skill Shot:
- Anti-Skill Shot:
- Secret Skill Shots:
Each unique skill shot made during a game lights the gong / saucer to add a letter to KING KONG.
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, simply hitting the saucer will light them.
There are five island scenes:
- Save Ann:
- Cross the Chasm:
- Pterodactyl Attack:
- Stegosaurus Encounter:
- Escape the Swamp:
Climbing the Building:
Shoot the lit “climb” lanes to ascend the building and collect the awards indicated on the building above the flippers.
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:
Spell KING KONG / T-Rex Battle:
Hitting the gong / saucer when lit awards a letter in KING KONG. Collect all eight letters to light T-Rex Battle.
Multiballs:
Starting King Kong multiball and 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.
Spider Pit Multiballs:
Hit the targets around the pit to battle the pit creatures and start multiball.
Other Scoring:
Island Locks:
Island Locks are used to upgrade the next island scene modes into 2-ball multiballs. If one is played as a 2-ball multiball, all scoring during the mode will be doubled and victory laps will start once the mode has been completed. 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.
Deadeye:
Deadeye mode is lit at the Kong cave eject after making it halfway through spelling KING KONG (ie. collecting the first “G”). 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 20 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.
Scoring the Deadeye jackpot awards a map segment.
River Awards / Rapids:
Power-Ups:
2x Scoring:
The orange targets around the playfield are all marked with an “X”. Once all four have been hit, double scoring will instantly start for 30 seconds. The timer can be extended by hitting the roving orange target, which moves from left to right and back, and each lit orange target scores bonus points when they are hit while 2x scoring is running.
Glyph Puzzles / Drop Targets:
Island Treasure:
King Kombos:
There is one combo that can be earned even if King Kombos isn’t running called the super sweep combo. 10M is awarded if the player completes the drop targets in the same shot that passes through the left orbit, then shoots the side ramp to complete the combo. This combo can only be awarded in single-ball play.
Banana Combos:
There are 8 different combos corresponding to different banana types that can be scored during single-ball play. Collecting all 8 awards a map segment.
Oh... Banana...
Name | Shot 1 | Shot 2 | Shot 3 |
---|---|---|---|
Golden Banana | Right orbit | Island Treasure target | |
Gros Michel | |||
Manzana | |||
Cavendish | Left orbit | Side ramp | Pit targets |