Quoted from d0n:I dunno, releasing the balls is just very uneventful. I realize that DURING multiball all the things you mention do happen. It's the actual GETTING of the multiball that is the chore and seems like the actual multiball ball release moments (when the drop out of the chamber) could be rewarded with... something exciting. Maybe the beacon lighting and spinning?
I don't find getting multiball started a choar at all... it has almost become subconcious. Start game, three right fliper shots only, multiball running!. Boom, now start playing the game! . All of about 10 seconds into the game. Multiball start already has more than enough fanfare imho, for the TNA game style. For how Regularly or Frequently it is started, I suppose I mean.
Also the multiball start on TNA there is no possibility of 'staging' or pausing while some kind of "multiball start sequence" runs (I love this about TNA, M.B. just instantly Happens)... and if one did run it would just interfere with gameplay.
Gotta remember this is not a cookie cutter pinball game where multiball is the tough thing to do that gives off some gimick. This is TNA where you can start multiball like farting in bed!
This is why "stealing locks" is a non issue, because putting them back is merely two shots that are a walk in the park. Trap then backhand from right flipper, basically a given.