Quoted from ziz:
They are enjoying the game on a different level and are unlikely to be turned off by a hard shot that they aren’t even aware of as being hard, they are just trying to keep the ball out of the trough. They tend to be most impressed by the theme integration, toys, lights and music, and this game looks like it is a home run on three of the four.
But those players are still trying to PLAY the game - not just watch it. They may not understand how/why everything is happening.. but they still want to be entertained and get SATISFACTION from their play.. and hopefully a feeling to want to try again.
They want to see the game dance... they want to see things happen.. They want to achieve some payoff, even if it's something 'easy' to more advanced players.
If they play a game and nothing happens... they will quickly bore of it. Why play this, when that one over there I can make the dinosaur move! Or I can get multiball on that one.. etc
This is why you heard lingo from Stern in recent titles like "moving XYZ closer to the start button" - They are referring to the concept of how likely a player is going to experience something. It's why on JP2 they changed the feed t-rex MB start... because the game lacked a multiball experience 'close to the start button' that novice players could experience.
No one wants to flail around and have nothing exciting happen. Designers do things to make sure those novice players still have a shot to make things happen. Like having a mode start qualified at the start of a game, or really easy.. or why games like DE had multiball on ball three.. They were all things trying to make the game accessible to novice players so they could still get something interesting and fun out of the game.
This is where design is an art... to make a game accessible enough to a novice player so they can see it dance and get hooked... while still making it challenging enough to sustain play... and ensure better players get an experience they will enjoy as well. It takes a balance that is difficult to do without stupid obvious choices like spotting everything, or simply making progression harder.
Iron Maiden is an amazing example of how they made a game easy enough for the novice (shoot the middle!) that still challenges great players within the very same rules and game play.
All that said.. getting back to RaM... novices need to have enough opportunity to do and see things that will get them interested. They don't need to make every shot... but if everything were behind one of those impossible shots.. you'd have a problem. Right now, players can make RaM dance without the two difficult spinner and garage shots. But they do need to make one ramp and hit the scoop. If you don't do that... the game doesn't open up much. You could flail at the middle and probably get horseshoe locks. That's probably what they would be drawn to. But the upper flipper will likely be more a negative than a positive for them.