Got the upper left flipper aligned perfect now, perfectly aligned with the curvature of the left orbit guide; if you don't flip a counter-clockwise traveling ball, it rolls perfectly past as if the flipper were the guide, and now the Ironman ramp is makeable on demand every time (consistent with skill, obviously).
Any tips on dialing in the right side shark flipper ball launcher? Still running stock code, so I don't expect that or the gate to act perfectly.
Planning to tear the top half of the game down (with assistance from the guide on pg 52 of this thread) maybe this Saturday. After that, Chad's code (to address everything above, but ESPECIALLY the seizure show before and during multiball!), and colorDMD, and this baby will be about perfect.
Really enjoying this game more and more as I play a few more games each time after working on it. Never realized how underrated this game was now that it plays great and everything is pretty much working as it should (Any of the ones I had played prior were beat or had multiple things wrong). Flow for days or stop-and-go. Can't really think of another game that caters to both playing styles as well is this one. It's very fast for its era, and it can be a real ass kicker. Might I say this may be Joe Balcer's best game?