This game blew my mind! How did you get the physics to be so realistic? At the time I tried a number of different pinball implementations and unrealistic physics was a big problem.
Thanks! We modeled collision boundaries with high resolution, and tried to use physically appropriate material settings. But this had to run on relatively slow machines, so the physics model itself was pretty basic. Except for the flippers. I really wanted them to feel like physical flippers - predictable, controllable, and without computational problems that let the ball pass through them sometimes. :( I put lots of time into the flippers, and had some trouble balancing those requirements with the available CPU - it wouldn't do to have the game slow down to figure out how the ball should move when you hit the flippers.
I noted this in another reply, but Mike had written a scripting model that let me adjust the physics and materials for each component separately. That allowed me to iterate rapidly when tuning the feel of the game. A solid physics engine is a pre-requisite, but what you do with it from there is also critical (and the goal was to replicate how real world tables felt, not how they actually behaved).