...and I don't think a back door is supposed to exist.
First, the jump problem; the ramp entry, named rrampbottom, is 0 bottom height and 7 top height, (I'm assuming that means it starts at playfield level and ends 7 units above the playfield) but the ramp (fishramp to ramp5 to ramp10) is 90 units high, AND overhangs rrampbottom by 142.5 units---seems to me that in the real world, a ball would get jammed under the 90-unit-high fishramp, or at very least, stop cold before drifting to one side and dropping to the flippers.
I've looked in Wizards Hat's 2-part tutorial and Cold 1's Visual Pinball Guide, but didn't see anything that explained how a 7 joins up with a 90.
Now, the 'back door': the ball escapes the ramp in two ways; either by traveling straight up toward the top of the table instead of following the left-handed 'questionmark' , or being somehow deflected obliquely to the right. In either case, the ball winds up on top of Wall303 (a Plastic on the real machine) which covers the triangular area behind the doghouse and between bumpers 1 & 2 and the inner wall(?) of the shooter lane. Somehow, the ball gets through the back wall of the doghouse, and often requires tilting before it'll shake loose. This problem should cease to be a problem if I can keep the ball from leaving the ramp.
Oh---the left ramp also has a 0-to-7 entry (leftin) and a 90-unit-high ramp, but there have been no 'escapes' on that one.
Cheers, Rogues, and thanks for the answers. :cheers:
Gregg