King Kong Code 0.93
NEW CODE! Stern Pinball has posted new King Kong: Myth of Terror Island code v0.93.0 for the Pro, Premium, and Limited Edition model. This code "Atomic Bananas" contains numerous game enhancements, additional polish, game adjustments, and bug fixes including:
- Powerup
- King Kombos overhauled to build Powerup Level as you complete combos:
- 2-way combo lights Powerup Level 1
- 3-way combo lights Powerup Level 2
- 4-way combo lights Powerup Level 3
- 5-way combo lights Powerup Level 4
- Shooting the Powerup Target during a combo chain ends the combo and awards a Powerup Bonus.
- Powerup Target has an additional grace period after the combo times out.
- Powerup Bonus is based off the King Kombos base value and multiplies +1X each combo made during the chain.
- Powerup Bonus maxes out at 100M
- Powerup Levels:
- Level 1 - Duration 13 seconds.
- Climb powerup.
- All Climb arrows are lit and flash.
- Level 2 - Duration 16 seconds.
- Pit powerup.
- Hits to Pit advance 2X hits.
- Pit flasher pulses.
- Level 3 - Duration 20 seconds.
- Lost Temple powerup.
- Lost Temple shot always qualified and flashing as long as there is an availabe drop target glyph to shot.
- Collecting the lit glyph spots an additional glyph.
- Level 4 - Duration 25 seconds.
- Kong Letter powerup.
- All switch progress 2X to light Kong Letter at Gong.
- Starting a higher level Powerup also starts all levels below the current level.
- The Powerup popup on the UI shows time remaining, powerup level and features in effect.
- King Kombos and Powerups running will be stopped when multiballs are started.
- King Kombos overhauled to build Powerup Level as you complete combos:
- 2-way combo lights Powerup Level 1
- 3-way combo lights Powerup Level 2
- 4-way combo lights Powerup Level 3
- 5-way combo lights Powerup Level 4
- Shooting the Powerup Target during a combo chain ends the combo and awards a Powerup Bonus.
- Powerup Target has an additional grace period after the combo times out.
- Powerup Bonus is based off the King Kombos base value and multiplies +1X each combo made during the chain.
- Powerup Bonus maxes out at 100M
- Powerup Levels:
- Level 1 - Duration 13 seconds.
- Climb powerup.
- All Climb arrows are lit and flash.
- Level 2 - Duration 16 seconds.
- Pit powerup.
- Hits to Pit advance 2X hits.
- Pit flasher pulses.
- Level 3 - Duration 20 seconds.
- Lost Temple powerup.
- Lost Temple shot always qualified and flashing as long as there is an availabe drop target glyph to shot.
- Collecting the lit glyph spots an additional glyph.
- Level 4 - Duration 25 seconds.
- Kong Letter powerup.
- All switch progress 2X to light Kong Letter at Gong.
- Starting a higher level Powerup also starts all levels below the current level.
- The Powerup popup on the UI shows time remaining, powerup level and features in effect.
- King Kombos and Powerups running will be stopped when multiballs are started.
- Lost Temple Multiball
- Added this new mini-wizard mode that is now lit when you collect THE HEART OF THE KEEPERS Treasure (3rd Lost Temple Treasure)
- Start mode at Gong shot when it is lit.
- 3 ball multiball.
- 30 second ball saver.
- Drop Targets reset upon mode start.
- 1 Drop Target lights at random to light Jackpots.
- Once hit another Drop Target will light at random from the remaining standing targets to add +1X to the Jackpot multiplier.
- Drop Targets don't reset when they are all down.
- Shoot carefully to only knock down the lit drop and multiply up to 4X.
- Jackpots are lit at these shots:
- Pit Targets
- Center Ramp
- Center Spinner
- Gong
- Cave
- Hit Jackpots at the current multiplier.
- Once all Jackpots are collected Super Jackpot lights at the Island Treasure Target.
- Collecting a Super Jackpot will reset the Drop Targets and repeat the sequence.
- Added this new mini-wizard mode that is now lit when you collect THE HEART OF THE KEEPERS Treasure (3rd Lost Temple Treasure)
- Start mode at Gong shot when it is lit.
- 3 ball multiball.
- 30 second ball saver.
- Drop Targets reset upon mode start.
- 1 Drop Target lights at random to light Jackpots.
- Once hit another Drop Target will light at random from the remaining standing targets to add +1X to the Jackpot multiplier.
- Drop Targets don't reset when they are all down.
- Shoot carefully to only knock down the lit drop and multiply up to 4X.
- Jackpots are lit at these shots:
- Pit Targets
- Center Ramp
- Center Spinner
- Gong
- Cave
- Hit Jackpots at the current multiplier.
- Once all Jackpots are collected Super Jackpot lights at the Island Treasure Target.
- Collecting a Super Jackpot will reset the Drop Targets and repeat the sequence.
- All Treasures Collected Perks
- Added these perks that award when any Lost Temple or Treasure Hunt Treasure is collected:
1 Treasure - Island Scene Timers +8 Seconds
2 Treasures - Powerup Lit +3 Seconds
3 Treasures - Treasure Jackpot One Less Shot
4 Treasures - 25M Points
5 Treasures - Lost Temple Extra Glyph Spotted
6 Treasures - 50M Points
7 Treasures - Light Cliffhanger And +5 Seconds To Timer
8 Treasures - Treasure Jackpot One Less Shot
9 Treasures - 250M Points
- These points awards are not multiplied by playfield multiplier.
- Added these perks that award when any Lost Temple or Treasure Hunt Treasure is collected:
1 Treasure - Island Scene Timers +8 Seconds
2 Treasures - Powerup Lit +3 Seconds
3 Treasures - Treasure Jackpot One Less Shot
4 Treasures - 25M Points
5 Treasures - Lost Temple Extra Glyph Spotted
6 Treasures - 50M Points
7 Treasures - Light Cliffhanger And +5 Seconds To Timer
8 Treasures - Treasure Jackpot One Less Shot
9 Treasures - 250M Points
- These points awards are not multiplied by playfield multiplier.
- Kong Letter Spellout
- Replaced "5X NEXT KONG KOMBO" perk on second spellout with "START SUPER KOMBOS"
- Fixed a display bug where the switch progress meter would not be all the way full sometimes when the Gong is lit.
- Replaced "5X NEXT KONG KOMBO" perk on second spellout with "START SUPER KOMBOS"
- Fixed a display bug where the switch progress meter would not be all the way full sometimes when the Gong is lit.
- Super Cave Target - Timer increased to 60 seconds.
- Score balancing: base increased to 25M and maximum is now 50M
- Updated display text and animations.
- Super Rapids - Score balancing: base increased to 2M.
- Updated display text and animations.
- Instant Info - Added new Banana Combo information for all 14 combos.
- Added new All Treasures Collected Perks information for all 9 perks.
- Fixed an issue where the title for The Pit screen said "Island Scenes". Now says, "The Pit".
- Score balancing: base increased to 25M and maximum is now 50M
- Updated display text and animations.
- Super Rapids - Score balancing: base increased to 2M.
- Updated display text and animations.
- Instant Info - Added new Banana Combo information for all 14 combos.
- Added new All Treasures Collected Perks information for all 9 perks.
- Fixed an issue where the title for The Pit screen said "Island Scenes". Now says, "The Pit".
- High Score To Date
- Allow high scores to be awarded in team / coop games for standalone table entries that don't related to total score.
- Allow high scores for single player teams in 3v1 and 2v1 to be counted for Grand Champ or High Score 1-4.
- Added Lost Temple Multiball high score to date entry and display in the attract mode.
- Lost Temple Treasures - #6 - THE SERPENT'S EYE - Now awards "10M + Start Super Cave Target". Removed from Kong Letter awards.
- Treasure Hunt Treasures - Fixed issues with being able to play for treasures that have already collected.
- Map Segment Collection - Map segments stop being collected once all the Treasure Hunt Treasures have been collected.
- Banana Combo - New display animations and text when these are awarded.
- The Pit - Fixed a display priority issue where The Pit Advance display effect could kill some mode totals.
- King Kombos - Added new combo sound effects that escalates the pitch of each shot.
- Gong Boost - Updated display text and animations.
- Super Kombos - Updated display text and animations.
- Sound Effects - Added many more sound effects to the game.
- Callouts - Added many more callouts to the game.
- Light Shows - Added many more light shows to the game.
- Shaker Motor - Added many more shaker motor uses to the game.
- Allow high scores to be awarded in team / coop games for standalone table entries that don't related to total score.
- Allow high scores for single player teams in 3v1 and 2v1 to be counted for Grand Champ or High Score 1-4.
- Added Lost Temple Multiball high score to date entry and display in the attract mode.
- Lost Temple Treasures - #6 - THE SERPENT'S EYE - Now awards "10M + Start Super Cave Target". Removed from Kong Letter awards.
- Treasure Hunt Treasures - Fixed issues with being able to play for treasures that have already collected.
- Map Segment Collection - Map segments stop being collected once all the Treasure Hunt Treasures have been collected.
- Banana Combo - New display animations and text when these are awarded.
- The Pit - Fixed a display priority issue where The Pit Advance display effect could kill some mode totals.
- King Kombos - Added new combo sound effects that escalates the pitch of each shot.
- Gong Boost - Updated display text and animations.
- Super Kombos - Updated display text and animations.
- Sound Effects - Added many more sound effects to the game.
- Callouts - Added many more callouts to the game.
- Light Shows - Added many more light shows to the game.
- Shaker Motor - Added many more shaker motor uses to the game.
- Adjustment changes:
- Added "Lost Temple Multiball Ball Save Timer" - default:30 min:25 max:45
- changed "Lost Temple Qualify Hits" from 2 to 1 to make Lost Temple Qualifying easier by default.
- changed "Super Cave Target Timer" - default:60 min:50 max:70
- Added "Lost Temple Multiball Ball Save Timer" - default:30 min:25 max:45
- changed "Lost Temple Qualify Hits" from 2 to 1 to make Lost Temple Qualifying easier by default.
- changed "Super Cave Target Timer" - default:60 min:50 max:70
- System - Updated to V4.16.0 on OS: V2.7.0
- Updated to nodeboard firmware/protocol v1.30.0
- Added support for Graphical Service Menu Diagnostics LED Test to
take a LED Out of Service/Return to Service
take a LED Out of Service/Return to Service
- Various behind the scenes improvements for correctness and performance.
