Random gameplay notes (some are obvious some aren't):
Hold left flipper while plunging for a super skill shot to the Stegosaurus ramp.
Getting the Smart Missile before having entered a paddock, enters a random paddock for you (Hit the target 5 times, which saves you 3 shots. All 5 hits can sometimes be triggered on plunge or by a single shot to the pops).
The only sensor to detect the Triceratops shot is the spinner. This means you can't loop it, as the spinner likely will still be spinning from your first shot. The game won't have been able to know that you've shot it a second time until the spinner comes to a stop.
If you don't make the jump ramp, there's a car crash sound, which is dark and hilarious.
Snikting the ball into the Amber target, either by hitting the smart missile -or- control room first, gives you a supply drop. (turns out this is pretty easy, the timing is pretty generous and the geometry is laid out so that strong shots to the control room goes straight to the pops). The reward for getting a supply drop is listed on the screen above your score and increments with Amber bonuses.
You aren't required to drop all 3 of the T-Rex targets to get it in it's mouth - the middle one is the only one that matters.
Spinosaurus hurry up is increased by shooting the spinners.
It's not enough to just put the ball in the Raptor pen when the Extra Ball insert is lit - you have to put it in there hard enough to hit the upper most sensor.
Airballs that land on the left side plastic get dumped straight to the outlane (I plan on putting some palm trees there to hopefully block that lol).