This won't work on any table that has physical locks that register a lock when the ball passes a certain switch but do not actually have a switch in the lock area itself (like Cirqus Voltaire's Highwire lock and Twilight Zone's lock). The ROMs for these tables assume that once a ball is in a lock, it doesn't leave the lock until the ROM tells the table to release it. If you destroy all balls, you will be unable to replace them in step 5, because the balls in these locks are not being registered by any switch. So when multiball starts, the ROM will direct the lock to release the ball(s) that it thinks should be in there, but they will not be there. Confusion will ensue.I have NEVER had this happen.
But here's how i'd implement a more forceful call attendent.
1) ten second delay
2) assuming fun with bonus isn't happening, freeze physics, and snapshot the state of all switches.
3) clear ALL switches that are not places where the ball can be trapped.
4) count balls on such switches.
5) Destroy all balls, and place one on every trap switch that was occupied. Leave those switches DOWN whiel doing this
6) We should find that we are short one ball. place it on the plunger. Game unconfused.