I haven't slept, but I did have my chief in-town playtester over (thanks @zimjoe!) to give it a go.
Having him over also allowed me to button up a couple of small issues on several machines, including the Multi.
He tried out Bright Lights for a bit, then I had him move to Ballerina - I wanted to observe a bug that a great playtester at York found with that game specifically. It has to do with the 1-7 7-1 feature. After using that, depending I think on how quickly the next ball is shot and whether all balls are settled, the game will bug out when you search.
The way this function works is a little complicated - there's a relay toggle to change the state as there is in the real game. Unfortunately, I don't have the luxury of seven switches to handle the changeover. Instead, I introspect the list of playfield holes that are filled and swap with their lower/higher equivalents.
So, for example, if my playfield has balls in 2, 14, 16, 18, 5 - to the software it looks like holes = [2,14,16,18,5].
Once you hit the toggle switch (B or A depending on how you're changing it), it will change to holes = [14,16,18,6,3].
Toggling again switches it back to [14,16,18,2,5].
Now, again, as a matter of timing - the game has to introspect the list in order to see where you have balls in the playfield and based on the toggle of the relay, ignore what's physically present at the time a ball leaves the gate or any time the backglass is re-rendered (anything that changes the state of the game).
Something in there is confusing the heck out of it.
Also found a section scoring bug in Sea Island.
The Ballerina one has been very hard to track down. It's existed since the beginning, but I can't reliably reproduce it.
Sea Island is a dumb typo, I'm sure.
My new development computer comes this Friday, and a special delivery is supposed to come today!!!