                  Rules for Strikes and Spares Beta 0.2
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A-B-C rollover lanes (top center)
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     All lanes score 500 pts and advance bonus by 1000 pts when hit.  Additionally, the center B lane lights the center bumper and spinner. If the "Strike" light above it is lit, the B lane also scores an automatic strike.
     Lighting all three lanes alternates between the on and off states for the automatic strike on the B lane, and advances the bonus multiplier and other awards as follows.  
	1st time = 2x bonus multiplier
	2nd time = 3x bonus multiplier
	3rd time = 5x bonus multiplier and lights 5000 light
	4th time = Awards 5000 pts and lights Special
	5th time = Special (extra ball)
		(if Same Player Shoots Again is already lit, awards 50000 pts instead)
	
	Additional times award 50000 pts


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Top Saucer kickback (right of ABC lanes)
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     Scores an automatic strike and advances bonus by 3000 pts


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Bumpers (below ABC lanes)
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     Left and right bumpers score 100 pts
     Center bumper scores 10 pts when not lit and 1000 pts when lit


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Spinner (left of center bumper)
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     Scores 1000 pts per complete rotation when light is lit


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Pins (below center bumper)
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     Pins score 1000 pts when lit, 100 pts when not lit
     Hitting a pin turns off its light
     When all pins have been "knocked down", a strike is scored
     Pins are not reset when a ball is lost


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Strikes
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     Strikes are scored by knocking down all ten pins, or by automatic strikes via the top saucer or B lane rollover.  Strike values are denoted by a row of lights below the pins.  The strike value is not reset when the ball is lost.  A strike resets the pins and gives awards as follows:
	1st time = 5000 pts
	2nd time = 10000 pts
	3rd time = 15000 pts
	4th time = 20000 pts
	5th time = 30000 pts
	6th time = Special (extra ball)
		(if Same Player Shoots Again is already lit, awards 50000 pts instead)
	
	After the 6th strike, the strike value is reset to the 1st level

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Raised platform left of pins
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     The upper rebound scores 50 pts
     The lower rebound scores 10 pts
     The circular target in the center scores 500 pts


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S-P-A-R-E targets (right of pins)
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     Each target scores 500 pts and advances the bonus by 1000 pts.  When the outlane Special or return lane Extra Ball light are lit, hitting a target alternates these lights between the right and left sides of the table
     Lighting all 5 targets provides awards as follows:
	1st time = Lights return lane Extra Ball on one lane
	2nd time = Lights outlane Special on one lane
	3rd time = Spare Special (extra ball)
		(if Same Player Shoots Again is already lit, awards 50000 pts instead)
	
	Additional times award 50000 pts


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Outlanes and return lanes
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     Oulanes score 1000 pts.  If outlane Special is lit, an extra ball is awarded, or 50000 pts if Same Player Shoots Again is already lit.
     Return lanes score 500 pts and advance bonus by 1000 pts.  If return lane Extra Ball is lit, an extra ball is awarded, or 20000 pts if Same Player Shoots Again is already lit.


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Extra Balls
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     Extra balls are awarded by ABC, SPARE, Strike, and outlane Specials, and by the return lane Extra Ball.  Only one extra ball is allowed per ball in play (main or extra), all other Specials achieved on the same ball award points instead (20000 for return lane extra ball, 50000 for all others).  Extra balls are played immediately after the ball currently in play is lost.


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Tilt
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     If the table is nudged too frequently within a short period of time, the table will tilt.  All keys will become inactive, and no further points or awards will be scored until the ball drains.  All pins will also be placed into the "up" position for the next ball.


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Ball drain sequence/end of game
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     Bonus is awarded at the end of each ball.  Current bonus is indicated by a set of lights above the flippers.  The bonus starts at 1000 and is advanced by hitting ABC lanes, the top saucer, SPARE targets, or return lanes to a maximum of 29000 pts.  2x, 3x, or 5x multipliers are applied when lit (for a maximum total bonus of 145000) and applied to the score.
     If an extra ball has been awarded, it is played immediately.  If not, the next main ball is put into play, up to five main balls.  When the fifth main ball and all awarded extra balls have been lost, the game is over.  New main balls and extra balls reset the bonus, all lights, targets, and sequence completion counts to their initial values; except for pin placement and strike value, which are retained in memory between balls and not reset.
     At the end of the game, a match number is generated.  If this number matches the last 2 digits of the final score, 1 credit is awarded.  Credits are also awarded for reaching certain scoring thresholds.  1 credit is awarded for reaching 300000 pts, and an additional credit for reaching 610000 pts.  Beating the high score awards an additional 3 credits.  A maximum of 10 credits is allowed either by inserting coins or through credits awarded by scoring thresholds.
