Cursader: No Regret RuleSheet (6 ball table)

For minimal game enjoyment, run the table on a P2-300 at 640x480 resolution.
For acceptable game enjoyment, run on a P3-500 at 1280x960.
For maximum enjoyment, run on a P3-800MHz or faster at the highest possible res and color depth your card can handle. ;)

This table is designed to eat quarters ;)  Be sure you have some handy before playing.  It can be fast and furious.

From bottom left to bottom right, clockwise

	Left Outlane: I always thought it stupid to get points for losing the ball, so no points.
		If the Extra Ball light is lit, you get an extra ball.  There is no kickback. ;)
	
	Left Target 3-Bank - Three Androids for you to destroy.  Each is worth 2500 points, and hitting them all awards 50,000 points.
			It's quite common for the ball to enter the outlane after completing a bank due to their placement - which explains their high value.
	
	Left Lane Divider - has a pointed slant to help send balls into the outlane - designed to be challenging. -- Very Slow balls will be held back by a force shield for a moment or two.
			During this time, a nudge will have a very good chance of saving the ball.
	
	Left Inlane - Worth 50 points - you won't be winning the game with the inlanes.  If the Extra Ball light is lit, you get an extra ball.
	
	Left Slingshot - Worth 75 points per hit - also narrower than most regular slingshots to help prevent sending balls to the outlanes.
		Hitting this with an activated mission will change it to a different one.
	
	Blue and White SuperVUK (Vertical Upkicker) - Balls shot into the mission hole get ejected here and then proceed to the ramp to the left inlane.
			When multiball starts, balls are also ejected from here.
	
	Left Loop - No points, but also has a moving ramp.  When the light is green, the ramp is UP and balls shot here proceed to the back of the table near the rollover lanes.
		When the light is red, the ramp is DOWN, and balls proceed to the back-right corner of the table.  Successful shots score 75000 points.
		Super Jackpot is collected when the left ramp is down and it is lit.  Locks a ball if Lock is lit (maximum of 3 locked balls for multiball).
		(Super Jackpot is lit as soon as all other jackpot lights are collected. Only one super jackpot per multiball is possible.)
			Super Jackpot is worth 10X the normal jackpot.
	
	Mission Hole - If the Mode light (BLUE) is lit, you accept the blinking mission and start the mode.
		If the Spin light (Orange) is lit, the game randomly selects an award for you.
		If neither is lit, you get a free light on the weapon rack (see below).  You do not get points for the free light, but you are one light closer to completing the bank.
		Completing a bank this way does award points.  Balls shot into the mission hole get kicked out of the Blue and White SuperVUK (see above).
		If balls are still being kicked out for multiball, balls shot here are kept in a virtual trough under the playfield until after all balls for multiball have entered play.
	
	Ramp Endcap (RED) - There are three of these on the table.  One on each side of the left ramp entrance, and one on the right side of the right ramp entrance.
			Hitting these does not award any points.  When hit, they will remain lit for 5 seconds.  The timer is reset for all lit ramp endcaps if any ramp shot is successful.
			The timer is also reset for single endcaps if the appropriate one is hit again before the timer expires.  When lit, combo shots are enabled on the ramps.
			With one lit, ramps are worth twice their normal score.
			With two lit, ramps are worth four times their normal score.
			With all three lit, ramps are worth ten times their normal score.
	
	Left Ramp - Worth 1500 points.  Sends the ball to the left inlane.  Jackpot can be collected if it is lit.
	
	Pop Bumpers(3) - (One on the left, two on the right)  Worth 1000 points/pop.  If Super Pops is active, they award 10000 points/pop.
	
	Just above the left pop bumper there is a wall to prevent balls from getting under the left ramp when the left ramp is down.  The wall drops when the ramp is up to allow balls to pass through the left loop.
	Directly to the right of that wall is a passage for the ball to roll around the rollover lanes.  The ramp will not drop if balls are under it, and it won't raise if balls are on top of the ramp.
	
	Rollover Lanes (5) - Lighting all 5 of these increases the bonus multiplier by 2 for a maximum of 8X.  Further completions with the same ball in play awards 50,000 points AND Bonus Muliplier HELD.
		The lights cycle with the flippers.
	
	Twin circle standup targets - Worth 500 points per hit.  Lighting one will light SPIN,  Lighting both of these will activate one of the missions if none are currently activated AND you lose spin (if Spin is lit).
		You can hit the same one twice for the same result.
	
	Right Ramp - Works the same way as the left one.  Jackpot can be collected if it is lit.
	
	Right Loop - Jackpot can be collected if it is lit.
	
	Spinner - Hitting this raises the destruction level bonus which is factored into your total score at the end of the game.  Awards 10 points/per spin, unless super spinner is active, in which case it awards
 		1000/spin and raises the destruction bonus by twice what it normally would.
	
	Building (Top Right) - Used to lock balls and collect super jackpot.  Balls entering the building are kicked out between the left pop bumper and the left ramp if Lock is not lit- at relatively high speed.
	
	Weapons Rack - 6 standup targets.  Lighting one of these awards 1200 points.  If all 6 are lit, you get an extra 50,000 points.
	
	Right Target 3-Bank - Identical operation to the left one.
	
	Extra Ball Lights (4) - These also cycle with the flippers.
	
	Right Slingshot - Identical to left one.
	
	Right Inlane - same.
	
	Right Lane Divider - same.
	
	Right Outlane - same.
	
	Launch ramp and Plunger - Manual plunger to have a small chance at the skill shot of one of the rollover lanes. ;)  The skill shot scoring is broken down by order of difficulty.
			Far left lane (Lane 1) is worth 100000 points * the number of successful skill shots
			To the right (Lane 2) is worth 75000 points * the number of successful skill shots
			Next (Lane 3) is worth 60000 points * the number of successful skill shots
			Lane 4 is worth 50000 points * the number of successful skill shots
			Lane 5 (Right lane) is worth 40000 points * the number of successful skill shots

		(For Multiball Ballsave, the Plunger is fully automated - Plunger control is disabled while it plunges the saved ball.)

	Center Post - Yes it has one...very thin and unreliable - but it does help prevent center drains.
	
	Drain - has a 15-second ballsave which can be used once per ball - timer starts as soon as a ball clears the launch ramp..  Once a ball is saved with the ballsaver, ballsave is disabled until the replacement
		ball drains. - Ballsave is reactivated when Multiball starts and the plunger is automated for that.
	
Game Mode Planet - In the middle of the playfield is the game mode selector.  Activated modes can be started by hitting the Mission hole.  Completing all modes starts wizard mode.
		Modes can only be started when there is one ball in play.  When the mode ends, the ramp lowers and you can lock a ball if the mode was successful.
		For timed modes, there is a countdown clock at the top of the screen showing the time remaining.
		Modes are as follows (Clockwise from 12 O'Clock)

Mode 1:	Escape - For 45 seconds, hitting ramps and loops as indicated scores 100x the spinner value, 4x the destruction bonus, and 10x the ramp value.

Mode 2:	Key Target - For 45 seconds, one of your enemies will show up in play and change position every 3 seconds.  Hit him for 100,000 points. (Red drop target)

Mode 3:	Survival - For 45 seconds, three spider mines appear in play and drift toward the drain.  You can destroy them by hitting them with the ball for 100,000 points each.
		As long as there is time remaining, destroyed spider bombs are replaced with new ones.  Spider mines which get too close to the slingshots and/or flippers are
		automatically destroyed, and instantly replaced.  You do not get points for self-destruct spiderbombs. ;)

Mode 4:	Flight (video mode) - For 45 seconds, avoid the asteroids as you fly to your next enemy.  You can activate extra ball lights for the inlanes and outlanes in this mode, as well as collect points.	
			Points are time-based on how long you survive without crashing.  Crashing ends the mode.  All awards are kept.

Mode 5:	Ammo Run/Reload - For 45 Seconds, hits to the weapons rack and twin targets score 20x their normal value.  Award is doubled for completing weapon rack until the timer expires.

Mode 6:	Rescue (video mode) - Rescuing a lost ship.

Mode 7:	One Beer (video mode) -

Mode 8:	Puzzle (video mode) -

Mode 9:	Wizard Mode (MIDDLE) - A robot appears at the back of the table.  Three balls are released from the top kicker at slow speed.  Two balls are ejected from the SuperVUK.
			One ball is autoplunged from the shooter lane. (6 balls in play total)
		You must keep three balls in play and hit the robot 16 times to win.  Otherwise the robot goes back into the table and all the modes reset.  Each hit to the robot while
		you have at least three balls in play scores 1 million points.  Balls lost are not replaced. Extra 20,000,000 points are awarded for successful completion of the mode.

SPIN Awards -
Possible awards are:
	Extra Ball - Lights one of the extra ball lights - these cycle with the flippers
	SuperPops - Pop Bumpers are worth 10,000 points/pop
	SuperSpinner - Spinner is worth 1,000 points per spin and raises destruction bonus by twice what it normally would
	Jackpot - Awards the current Jackpot
	Super Jackpot - Awards Super Jackpot
	Max Multiplier - Raises your multiplier to 8X and lights Hold Bonus Multiplier
	Big Points - Awards 500,000 points
	Ressurrection - Awards a free game and lites two Extra Ball lights