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newsletter August 2026

Ye Olde Pinball Shoppe Newsletter



August 2026


Welcome to our monthly newsletter!


Adventure, danger and one very angry ape! Join Ann Darrow, Jack Driscoll and Karl Denham in our Machine of the Month: King Kong.


Discover what battery corrosion can do to a pinball machine, read our interview with Casey, and catch up on the latest machine updates.


Machine of the Month

King Kong

Myth of Terror Island

Before we head to Terror Island, it's worth taking a quick look at the companies behind King Kong's pinball history.


Data East entered the pinball business after acquiring the former Stern Electronics pinball division, including its Chicago factory and assets. In 1994, Data East sold the division to Sega, which in turn sold it to Gary Stern in 1999. Gary then founded Stern Pinball, giving the modern company a direct historical connection to its predecessors. Although the companies are legally separate, Stern Pinball inherited the same pinball operation that once belonged to Data East.


That shared lineage connects Data East's unreleased King Kong from 1990 with Stern's King Kong: Myth of Terror Island, released more than 30 years later.


Data East's King Kong came remarkably close to production. The nine surviving prototypes look like finished machines, with artwork, sounds, and gameplay largely complete. Development continued across all nine prototypes before the project was cancelled, reportedly because of licensing complications. Today, it remains one of pinball's rarest prototypes and is highly sought after by collectors.



The lower playfield and several insert layouts in Stern's King Kong: Myth of Terror Island appear to pay homage to Data East's unreleased 1990 prototype. The connection is further strengthened by the return of artist Kevin O'Connor, who contributed artwork to both games.


Thirty-five years after Data East's unreleased prototype, Stern Pinball returned to King Kong with King Kong: Myth of Terror Island, released in 2025. Rather than adapting a specific King Kong film, Stern created an original adventure inspired by the 1932 King Kong story, which had entered the public domain and was not subject to licensing.


An experienced team was assembled to create King Kong: Myth of Terror Island. This included Keith Elwin (game design), Rick Naegle and Joshua Henderson (software), Harrison Drake (mechanics and electronics), Jeremy Packer, Kevin O'Connor and Greg Freres (artwork), Chuck Ernst (display animation), and Jerry Thompson (music and sound). At YOPS, we chose the premium version for the entertaining features, such as an animatronic Kong and train and an interactive gong.



The hand-drawn artwork by Jeremy Packer (Zombie Yeti), Kevin O'Connor and Greg Freres is one of the machine's standout features. The rich colours and beautifully rendered illustrations give King Kong an epic, cinematic feel. It's one dopamine hit after another, from the cabinet artwork to the backglass and finally the densely illustrated playfield. Once the game begins, the music, callouts and sound effects bring the adventure to life.


Inspired by the classic King Kong story, the game follows Ann Darrow, Jack Driscoll and filmmaker Carl Denham on an expedition to the mysterious Terror Island. Throughout the game, players accompany the trio as they battle prehistoric creatures and ultimately face King Kong before the action shifts to New York City.


Players begin by completing five Island Scenes on Terror Island: Save Ann, Cross the Chasm, Pterodactyl Attack, Stegosaurus Encounter and Escape the Swamp. Each completed scene awards a map segment. Completing the current map lights the Kong Cave for a Treasure Hunt.


Crash the Gate becomes available once the five Island Scenes have been completed. Five lit shots, each representing one of the completed Island Scenes, start Hurry Ups at the Gong. Collect all five Hurry Ups to light the Biplane Ramp for a Super Jackpot. 


The game also features several multiballs, including King Kong Multiball and the Spider Pit Multiballs. After three balls have been locked in the train, Kong crashes onto the scene, smashing the train car and releasing the locked balls into play.




Spider Pit Multiballs feature a separate progression in which players battle three different pit creatures before facing the Spider Queen.



Once you've survived everything this game has thrown at you, you'll earn the chance to take on 8th Wonder, the game's final wizard mode.


King Kong: Myth of Terror Island is a beautiful game, and it's clear that every part of it has been carefully considered.


Can you save Ann Darrow?? There's only one way to find out...



Check out these links for more info:



Player Spotlight

Each month, we interview a pinball player.


Casey LOCHEAD


Kia ora, Casey!


How did you first discover pinball?

Through YOPS, really. I remember it had probably been here for about a year, but it was very much in its- I say its infancy, but I think Hamish had just moved in and was setting everything up.


I peeked around the corner, but I was too scared to go in because it looked very intimidating.


One day, I met up with Haylem. At the time, we'd only just started dating each other, and he had been coming into the shop. He was like, "Oh, you should come play pinball. It's really fun." Because he worked around the corner as well, we got into it.


So I went in, and I was like, "Ah, this is very much not scary." I don't even know why I was scared, but I'm glad that he brought out that curiosity in me to walk in.


There's a surprising amount of dating stories around here, at YOPS.

Yeah, it's funny because we're a couple that play a lot of competitions, and I think that's quite a unique perspective as well. We're friends with a lot of people whose partners either play a little because they're into it, or don’t play at all and think it's a weird hobby. It's quite a fun thing to do as a couple, especially competitively. We can have some good yarns about what's happening or what's not happening, or just everything pinball-related.


What's the biggest misconception people have about tournament play?

Probably that it's scary or intimidating. I like to tell people who are new to it, "Hey, you're just here to have fun." Don't feel like you have to be the best. You’re 100% allowed to fail. Just go into it not even thinking of it as a competition, because that will stress you out and then you won't enjoy yourself.

I know the word "competition" does throw people off, which is understandable. I tell those friends, "Just go and have fun."


I have definitely invited friends to competitions because, on one hand, they're a little bit curious outside of my pinball circle. They're like, "What's this pinball thing that you're into?" They've heard me talk about all the little tidbits of the competition. I don't want to say drama, but things like, "Oh, so-and-so's not coming," or, "That means this is going to happen," or, "So-and-so lost to so-and-so," or, "They were really hoping for X, Y and Z." Or when new games come in- "There's this new game coming."

All that kind of chatter extends out to my other friend circle. A couple of them have been curious, and I've definitely just been like, "Oh, just come with us. It's all good. We get it. It does look intimidating, but really, it's not."

However, there are big sharks, okay? There are people you're just going to lose to. I don't say that in a scary kind of way. I say that in a realistic sense, because it can really get to your head. I felt this too in competitions. It can really make you feel like you're a failure or that you suck. Go into it for fun. The top dogs are also having fun, but they've been playing this for 10 or 20 years. Just be impressed by their skill. Be like, "Oh, you did a really good job, man. Damn, that's awesome." Appreciate it rather than internalising it.


Has another player ever given you a piece of advice that's stayed with you?

Shout out to Mitchell and Damon. Mitchell was here for a while, then he moved to Brisbane. Super lovely. Love that guy. I remember a couple of times going to him a little sheepishly, a little shy... but I was like, "No, you know what? I'm just going to ask for some advice." Specifically about being nervous, intimidated, and all those ugly feelings. Because it does translate into how you play. If you're feeling a bit off, you kind of wobble, then you drain.


It's almost crazy, and it's something that keeps me coming back because it strengthens that muscle. It's something I've talked to Mitty about. At its core, pinball is quite a mental challenge. If you get beaten down, it's about learning how to stand back up and get back in the game.


I've asked Mitty a few times, "Hey, what are your tips for staying focused, getting over the nerves, or anything like that?" He's definitely been a big help.


Speaking of having a better mental game, one of my other friends and players, Damon... I think there was one competition where I was really upset. I was getting down on myself. I was like, "Oh, I'm not good," blah, blah, blah. I remember Damon coming up and saying, "Look, it's not over until it's over."I was like, "Oh yeah, but I'm going to lose now anyway..." He was just like, "You've got to take a hot second, chill out, and just keep on going. You can always restart. You can always come back from here."


That was a good lesson too, in terms of that mental game. But it's fun, and it's challenging, and I think that's what keeps me coming back. I feel like you're never, ever going to be the best. You're always trying to get better, and you pick up all these other skills along the way that aren't just about playing pinball.


So yeah, the likes of Mitty, Ash, Damon, Mike- all those guys who are really, really good. They also seem to have that confidence where they're like, "Yep, I know what I'm doing. I'm just going to get out there and go." It's been really fun just watching how much time and energy they've had to put in to get to where they are now.


Do you get in the zone? Do you have any routines?

Yes and no. I never had a routine before, and then I was like, "Okay, maybe I should." Sometimes, if it's a really big competition, I might just go outside and take a couple of deep breaths by myself and centre myself.


I do like to listen to music while I'm playing, and I know that's a bit 50–50 in pinball. Everyone's different. It's just whatever works for you. I find it helps me get into my own head instead of getting caught up talking to everyone else. Sometimes I've been talking with friends, or there's a big discussion going on, and then I go straight into a game and think, "Oh, I'm not focused at all." So music helps me get into my own zone.


It's also fun listening to music while playing pinball, especially when you're in the zone, and you've got some good tunes playing.


That's what I kind of like about it too. You know when you're out for a good run and you're just so present and focused? That's the feeling you get when you're in the zone playing pinball.

Some of my friends have asked me before, "Do you get nervous that other people are watching you play?" Nah.


I know. You've just got to get over that.

Yeah. It's funny because it's never really discussed with everyone. It's an unspoken rule that you'll be watched, but you can also watch other people. It's just a little loop of respect in that way. Music really helps me get into that flow state. Sometimes it happens, and sometimes it doesn't, and that's okay too.


Another trick I like when I'm under the pump and thinking, "I've got to do this," maybe I've come onto the machine, and I'm a little frazzled for whatever reason, is to remind myself to slow down. Maybe I'll try and catch the ball if I can, or make my movements a little bit slower. Then I'll just stand there for a second and be like...  yeah, again, breathe in, breathe out. Really bring my attention and my presence forward, and think, "Okay, what do I need to do? You've got this." Then just... boom... and try and hit it.


It works more often than not. There are definitely still times when I just flunk it, and you're like, "Okay, well, that's fine." That's been a really good practice that's helped me over the last couple of years—just slowing down. I think it's quite common, because the ball's going so fast and there are so many lights, to get swept up in that. And you know what? Sometimes it is kind of fun to do that.


But I guess in those competition situations, or even when you're having a really good game for yourself, and you're thinking, "This is my personal best. I can't drop this right now," it's about getting all your nerves out and just slowing down.


I think someone else—I think it was Damon—taught me that too. He was just like, "Just chill out. You don't need to go fast. You can take as long as you want."


Absolutely. Don't feel like it needs to be fast because the game's fast.

Yeah. That definitely helps you get into the flow, because you can catch the ball and make your shot instead of feeling like it's all out of control.


Do you have any favourite machines?

I feel like I'm not tied to one particular machine, which I know is a little controversial, but I kind of like that because it makes me appreciate every game. I might have favourites for a couple of months, and then another game comes along that I really like.


I don't really have a favourite, but the one that grabbed my attention first was Godzilla.


 Actually, playing Godzilla, my friends and I did a big binge of all the Godzilla movies, and that was really fun. There'd be scenes where we'd hear call-outs from the pinball machine, and we'd be like, "Oh, there it is!"I feel like I've only just cracked a billion on that machine recently, so I'm proud of that.


Before going to the Southern Hemisphere Pinball Championships, I'd only ever played on newer machines. Then I played all the older machines for the first time, and that was a whole new experience. I was like, "Whoa, what are these?"


I do have a lot of love for them. I think they're easily overlooked, but they're actually a lot of fun because the rules aren't as complicated and they're a little bit slower. But there's definitely a skill to them. They're slower and floatier, so you can't be too hard on them. It's a different kind of challenge. I think because they look more basic, it's actually harder to achieve really high scores on them. It really highlights the core principles of pinball: ball control, shooting accurately, being patient, slowing down, and keeping on going. So I like those.


There's also a whole bunch of unique playfields, whereas a lot of the newer machines, like the Sterns, move in and out of different themes. At the moment they're doing a lot of movie themes, which is cool, but a lot of the older machines have absolutely random themes, which is really fun in terms of their creative design.


Is there anything you'd like to add?

Give it a go. We're not that scary. Just do it for the fun. I think it's fun to slightly brag to people and be like, "I'm really good at pinball."


I'd also like to give a shout-out to the Maidens. I'll be there. I run them. If you want to come down, chill out and hang out, that'd be awesome. We'd love to have you.




TO BE CONFIRMED


Winchester Mystery House LAUNCH party!


Saturday 8th August

Join us for a casual Best Game competition to celebrate the launch of Winchester Mystery House. All three Barrels of Fun machines—Winchester Mystery House, Dune and Labyrinth—will be in play. This won't be an IFPA-rated event, so it's all about having fun.


Sunday 9th August - Pump N' Dump

Winchester Mystery House will also be included in Sunday's Pump N' Dump.


GAMETOKEN Update

Gametoken is still in the works, with a new board revision now in production. Hamish is hoping to begin testing it on five or six machines soon. He had a booth at the recent July 2026 Aussie Expo in Adelaide, showing his product. Here is a video walkthrough of the exhibition hall.




Time is the Enemy...


Preventing Battery Damage in Pinball Machines

Battery corrosion is one of the most common causes of damage to older pinball machines, yet many owners are unaware that batteries are fitted inside the backbox. Simon Haxton explains how battery corrosion occurs, why it can permanently damage circuit boards, and the practical steps owners can take to prevent it.


Most Williams and Bally pinball machines manufactured until the late 1990s used AA alkaline batteries mounted directly on the MPU board to retain memory when the machine was switched off. As these batteries age, they can leak, causing corrosion that damages nearby electronic components.

Preventing battery damage is far easier than repairing a corroded circuit board.


Simon's advice is simple: remove the batteries from the board as soon as you can. "Time is the enemy" if they're forgotten, particularly when machines are left unattended or in storage for long periods.


Another option is to replace the batteries with non-volatile RAM (NVRAM). However, NVRAM isn't suitable for every machine, particularly those that rely on a real-time clock. Twilight Zone has a clock attract mode, and any game that has a Midnight Madness mode needs to know when it's midnight. NVRAM won't keep the actual time of day. For some games, it is preferable to have batteries because of those features.


Lithium coin cells are another alternative to AA batteries and generally have a much longer service life. Simon recommends replacing AA batteries every two years, whereas a lithium coin cell may last 10 to 20 years.


Some Gottlieb games from the 1990s are still running on their original coin cell batteries more than 30 years later. However, the CR2032 batteries used in Jersey Jack machines can go flat after only a few years.


If a battery has already leaked, the alkaline residue can be neutralised with vinegar. Because vinegar is acidic, it reacts with the alkaline deposits and helps stop the corrosion process.


Cleaning alone doesn't always solve the problem. "The corrosion is like a cancer, and it creeps into all the traces and eyelets, and rots the metal parts."


Even after a board has been repaired, hidden damage can continue to cause problems. Replacement boards can be expensive or difficult to source, particularly for System 11 machines. "It's better to save the originals if you can."


Simon recalls seeing photographs of battery damage where the corrosion had "frothed and looks like toffee. It's not pleasant, and it's green."




Despite the severity of some cases, the problem is largely preventable. Simon recommends checking the batteries every two years and writing the installation date on each one with a permanent marker so they can be replaced before they go flat, and subsequently leak.


Batteries should also be protected from extreme heat and cold, as both can shorten their lifespan. Simon says Duracell batteries "leak quite easily", while other brands can be more reliable. However, he stresses that every battery will eventually leak, making regular inspection and timely replacement the best way to protect a machine.


Ash's Tournament Tips

Strategy to progress through and score on King Kong


When I step up to play Stern’s King Kong in a tournament, I tend to focus on three things:


  • Starting a mode at the gong

  • Starting King Kong Multiball

  • Collecting climb arrows


Pterodactyl Attack

After plunging the ball, use the ball save to take shots at the gong. When the ball passes through the gong, use the flippers to select a mode on the screen.

My go-to mode is Pterodactyl Attack, as I find it the safest and easiest mode to complete.

Pterodactyl Attack requires you to hit a lit moving drop target, followed by a shot into the cave on the right. Repeat this three times and you should already have a solid 50 million points on the board.

When shooting the cave, hold up the right flipper. This opens the entrance and makes the shot easier.

Any mode that you do not complete can be restarted at the gong. Modes are timed and will also end when the ball drains.


King Kong Multiball

Once you have some points on the board to cushion your score, start working towards King Kong Multiball.

To light the locks, knock down all four drop targets twice. You can then lock three balls on the centre ramp to start multiball.


You can bring a mode into multiball if you are feeling brave. I recommend choosing Save Ann, as it is focused around shots to the gong.


There are two main things to concentrate on during multiball:


  • Collecting jackpots

  • Re-locking balls


Jackpots are shown by red lights around the playfield. Knocking down the drop targets lights jackpots, and the Super Jackpot is collected on the awesome biplane ramp.


You will also see green lights on several shots. Collect every green shot to light the centre ramp for a ball lock.


When you lock a ball, it will remain in the train for 20 seconds. During that time, all jackpots are doubled.

Two shots through the gong award an add-a-ball.


Climbing

Similar to advancing rafts in White Water, King Kong has sets of yellow climb arrows for you to collect.

At the start of the game, four climb arrows are placed on random shots. Collecting all four lights another set of arrows around the playfield.


Completing two full sets lights an Island Lock on the right. Island Locks can be used to turn your next mode into a two-ball multiball.


Completing three sets lights a NYC Event, which can be very lucrative.


You will collect plenty of climb arrows naturally, so do not give them all of your attention. However, if you notice that only one arrow remains, it is usually worth going for it to complete the set and light four more.

INCOMING GAMES


Star Wars (Pro) by Stern Pinball has recently arrived at the arcade. Based on the original Star Wars trilogy, the game was designed by Steve Ritchie and features scenes, music and callouts from Episodes IV, V and VI.


The Force helps. So does ball control!







Winchester Mystery House


Winchester Mystery House is Barrels of Fun's latest original title, inspired by the famous California mansion long associated with mystery and ghost stories. Designed by Karl DeAngelo, the game invites players to explore the sprawling house, navigating hidden passages, staircases leading nowhere, séance rooms, earthquakes and other supernatural encounters.


The real Winchester Mystery House was the home of Sarah Winchester, widow of Winchester Repeating Arms heir William Wirt Winchester. Construction on the mansion continued almost continuously between 1886 and 1922, transforming a modest farmhouse into one of the world's most unusual homes.


Rather than progressing through a series of traditional modes, the game is built around exploring the mansion itself, uncovering rooms, collecting mementos and encountering spirits as you make your way deeper into the house. Original artwork is by Brad Albright, with custom music composed by Jeff Dodson.








The videos below provide a closer look at Winchester Mystery House.





Beetlejuice

Is still haunting the shipping schedule! We're also hoping to see Beetlejuice arrive in August, but there's no ETA just yet.



Check out these videos to learn more about Beetlejuice





Stay in the Loop with YOPS


Get updates on new machines, tournaments, arcade news, special events and exclusive offers.



Mid-winter Christmas party season has arrived!

Trade the office small talk for multiballs.


 
 
 

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